X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fbuttons.c;h=282481bd68f853b28a245cc6656bd6750c305937;hp=8077b03acac3894276596da2452a47812cf88e59;hb=2fe0fbc2a34fd4b50081f1829931dea3ca2c4c1c;hpb=57562a0f29074feea1dc01ddf1b1d5e4e6d59730 diff --git a/src/buttons.c b/src/buttons.c index 8077b03a..282481bd 100644 --- a/src/buttons.c +++ b/src/buttons.c @@ -222,7 +222,7 @@ void DrawGameButton(unsigned long state) redraw_mask |= REDRAW_DOOR_1; } -void DrawChooseButton(unsigned long state) +void DrawYesNoButton(unsigned long state) { int pos, cx = DOOR_GFX_PAGEX4, cy = 0; @@ -254,6 +254,60 @@ void DrawConfirmButton(unsigned long state) redraw_mask |= REDRAW_DOOR_1; } +void DrawPlayerButton(unsigned long state, int mode) +{ + Drawable dest_drawto; + int dest_xoffset, dest_yoffset; + int graphic; + int graphic_offset = (PLAYER_BUTTON_XSIZE - TILEX/2)/2; + int xpos, ypos; + int cx = DOOR_GFX_PAGEX4, cy = 0; + + if (mode == DB_INIT) + { + dest_drawto = pix[PIX_DB_DOOR]; + dest_xoffset = DOOR_GFX_PAGEX1; + dest_yoffset = 0; + } + else + { + dest_drawto = drawto; + dest_xoffset = DX; + dest_yoffset = DY; + } + + if (state & BUTTON_PLAYER_1) + graphic = GFX_SPIELER1; + else if (state & BUTTON_PLAYER_2) + graphic = GFX_SPIELER2; + else if (state & BUTTON_PLAYER_3) + graphic = GFX_SPIELER3; + else if (state & BUTTON_PLAYER_4) + graphic = GFX_SPIELER4; + + xpos = (state & BUTTON_PLAYER_1 || state & BUTTON_PLAYER_3 ? + PLAYER_BUTTON_1_XPOS : PLAYER_BUTTON_2_XPOS); + ypos = (state & BUTTON_PLAYER_1 || state & BUTTON_PLAYER_2 ? + PLAYER_BUTTON_1_YPOS : PLAYER_BUTTON_3_YPOS); + + if (state & BUTTON_PRESSED) + { + cx = DOOR_GFX_PAGEX3; + graphic_offset += 1; + } + + XCopyArea(display,pix[PIX_DOOR],dest_drawto,gc, + cx + PLAYER_BUTTON_GFX_XPOS, cy + PLAYER_BUTTON_GFX_YPOS, + PLAYER_BUTTON_XSIZE, PLAYER_BUTTON_YSIZE, + dest_xoffset + xpos, dest_yoffset + ypos); + DrawMiniGraphicExt(dest_drawto,gc, + dest_xoffset + xpos + graphic_offset, + dest_yoffset + ypos + graphic_offset, + graphic); + + redraw_mask |= REDRAW_DOOR_1; +} + /* several buttons in the level editor */ void DrawEditButton(unsigned long state) @@ -621,12 +675,12 @@ int CheckGameButtons(int mx, int my, int button) return(return_code); } -int CheckChooseButtons(int mx, int my, int button) +int CheckYesNoButtons(int mx, int my, int button) { int return_code = 0; static int choice = -1; static BOOL pressed = FALSE; - static int choose_button[5] = + static int yesno_button[5] = { BUTTON_OK, BUTTON_NO @@ -636,33 +690,33 @@ int CheckChooseButtons(int mx, int my, int button) { if (!motion_status) /* Maustaste neu gedrückt */ { - if (ON_CHOOSE_BUTTON(mx,my)) + if (ON_YESNO_BUTTON(mx,my)) { - choice = CHOOSE_BUTTON(mx); + choice = YESNO_BUTTON(mx); pressed = TRUE; - DrawChooseButton(choose_button[choice] | BUTTON_PRESSED); + DrawYesNoButton(yesno_button[choice] | BUTTON_PRESSED); } } else /* Mausbewegung bei gedrückter Maustaste */ { - if ((!ON_CHOOSE_BUTTON(mx,my) || CHOOSE_BUTTON(mx)!=choice) && + if ((!ON_YESNO_BUTTON(mx,my) || YESNO_BUTTON(mx)!=choice) && choice>=0 && pressed) { pressed = FALSE; - DrawChooseButton(choose_button[choice] | BUTTON_RELEASED); + DrawYesNoButton(yesno_button[choice] | BUTTON_RELEASED); } - else if (ON_CHOOSE_BUTTON(mx,my) &&CHOOSE_BUTTON(mx)==choice && !pressed) + else if (ON_YESNO_BUTTON(mx,my) && YESNO_BUTTON(mx)==choice && !pressed) { pressed = TRUE; - DrawChooseButton(choose_button[choice] | BUTTON_PRESSED); + DrawYesNoButton(yesno_button[choice] | BUTTON_PRESSED); } } } else /* Maustaste wieder losgelassen */ { - if (ON_CHOOSE_BUTTON(mx,my) && CHOOSE_BUTTON(mx)==choice && pressed) + if (ON_YESNO_BUTTON(mx,my) && YESNO_BUTTON(mx)==choice && pressed) { - DrawChooseButton(choose_button[choice] | BUTTON_RELEASED); + DrawYesNoButton(yesno_button[choice] | BUTTON_RELEASED); return_code = choice+1; choice = -1; pressed = FALSE; @@ -729,6 +783,65 @@ int CheckConfirmButton(int mx, int my, int button) return(return_code); } +int CheckPlayerButtons(int mx, int my, int button) +{ + int return_code = 0; + static int choice = -1; + static BOOL pressed = FALSE; + int player_state[4] = + { + BUTTON_PLAYER_1, + BUTTON_PLAYER_2, + BUTTON_PLAYER_3, + BUTTON_PLAYER_4 + }; + + if (button) + { + if (!motion_status) /* Maustaste neu gedrückt */ + { + if (ON_PLAYER_BUTTON(mx,my)) + { + choice = PLAYER_BUTTON(mx,my); + pressed = TRUE; + DrawPlayerButton(player_state[choice] | BUTTON_PRESSED, DB_NORMAL); + } + } + else /* Mausbewegung bei gedrückter Maustaste */ + { + if ((!ON_PLAYER_BUTTON(mx,my) || PLAYER_BUTTON(mx,my)!=choice) && + choice>=0 && pressed) + { + pressed = FALSE; + DrawPlayerButton(player_state[choice] | BUTTON_RELEASED, DB_NORMAL); + } + else if (ON_PLAYER_BUTTON(mx,my) && PLAYER_BUTTON(mx,my)==choice && !pressed) + { + pressed = TRUE; + DrawPlayerButton(player_state[choice] | BUTTON_PRESSED, DB_NORMAL); + } + } + } + else /* Maustaste wieder losgelassen */ + { + if (ON_PLAYER_BUTTON(mx,my) && PLAYER_BUTTON(mx,my)==choice && pressed) + { + DrawPlayerButton(player_state[choice] | BUTTON_RELEASED, DB_NORMAL); + return_code = player_state[choice]; + choice = -1; + pressed = FALSE; + } + else + { + choice = -1; + pressed = FALSE; + } + } + + BackToFront(); + return(return_code); +} + /* several buttons in the level editor */ int CheckEditButtons(int mx, int my, int button)