|
|
|
|
#include <SDL.h>
|
|
|
|
|
|
|
|
|
|
#include "DiabloUI/button.h"
|
|
|
|
|
#include "DiabloUI/diabloui.h"
|
|
|
|
|
#include "control.h"
|
|
|
|
|
#include "controls/input.h"
|
|
|
|
|
#include "controls/menu_controls.h"
|
|
|
|
|
#include "engine/clx_sprite.hpp"
|
|
|
|
|
#include "engine/dx.h"
|
|
|
|
|
#include "engine/load_pcx.hpp"
|
|
|
|
|
#include "engine/palette.h"
|
|
|
|
|
#include "engine/render/clx_render.hpp"
|
|
|
|
|
#include "hwcursor.hpp"
|
|
|
|
|
#include "utils/display.h"
|
|
|
|
|
#include "utils/is_of.hpp"
|
|
|
|
|
#include "utils/language.h"
|
|
|
|
|
|
|
|
|
|
namespace devilution {
|
|
|
|
|
namespace {
|
|
|
|
|
OptionalOwnedClxSpriteList ArtPopupSm;
|
|
|
|
|
OptionalOwnedClxSpriteList ArtProgBG;
|
|
|
|
|
OptionalOwnedClxSpriteList ProgFil;
|
|
|
|
|
std::vector<std::unique_ptr<UiItemBase>> vecProgress;
|
|
|
|
|
bool endMenu;
|
|
|
|
|
|
|
|
|
|
void DialogActionCancel()
|
|
|
|
|
{
|
|
|
|
|
endMenu = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ProgressLoadBackground()
|
|
|
|
|
{
|
|
|
|
|
UiLoadBlackBackground();
|
|
|
|
|
ArtPopupSm = LoadPcx("ui_art\\spopup");
|
|
|
|
|
ArtProgBG = LoadPcx("ui_art\\prog_bg");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ProgressLoadForeground()
|
|
|
|
|
{
|
|
|
|
|
LoadDialogButtonGraphics();
|
|
|
|
|
ProgFil = LoadPcx("ui_art\\prog_fil");
|
|
|
|
|
|
|
|
|
|
const Point uiPosition = GetUIRectangle().position;
|
|
|
|
|
const SDL_Rect rect3 = { (Sint16)(uiPosition.x + 265), (Sint16)(uiPosition.y + 267), DialogButtonWidth, DialogButtonHeight };
|
|
|
|
|
vecProgress.push_back(std::make_unique<UiButton>(_("Cancel"), &DialogActionCancel, rect3));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ProgressFreeBackground()
|
|
|
|
|
{
|
|
|
|
|
ArtBackground = std::nullopt;
|
|
|
|
|
ArtPopupSm = std::nullopt;
|
|
|
|
|
ArtProgBG = std::nullopt;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ProgressFreeForeground()
|
|
|
|
|
{
|
|
|
|
|
vecProgress.clear();
|
|
|
|
|
ProgFil = std::nullopt;
|
|
|
|
|
FreeDialogButtonGraphics();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Point GetPosition()
|
|
|
|
|
{
|
|
|
|
|
return { GetCenterOffset(280), GetCenterOffset(144, gnScreenHeight) };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ProgressRenderBackground()
|
|
|
|
|
{
|
|
|
|
|
SDL_FillRect(DiabloUiSurface(), nullptr, 0x000000);
|
|
|
|
|
|
|
|
|
|
const Surface &out = Surface(DiabloUiSurface());
|
|
|
|
|
const Point position = GetPosition();
|
|
|
|
|
RenderClxSprite(out.subregion(position.x, position.y, 280, 140), (*ArtPopupSm)[0], { 0, 0 });
|
|
|
|
|
RenderClxSprite(out.subregion(GetCenterOffset(227), 0, 227, out.h()), (*ArtProgBG)[0], { 0, position.y + 52 });
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ProgressRenderForeground(int progress)
|
|
|
|
|
{
|
|
|
|
|
const Surface &out = Surface(DiabloUiSurface());
|
|
|
|
|
const Point position = GetPosition();
|
|
|
|
|
if (progress != 0) {
|
|
|
|
|
const int x = GetCenterOffset(227);
|
|
|
|
|
const int w = 227 * progress / 100;
|
|
|
|
|
RenderClxSprite(out.subregion(x, 0, w, out.h()), (*ProgFil)[0], { 0, position.y + 52 });
|
|
|
|
|
}
|
|
|
|
|
// Not rendering an actual button, only the top 2 rows of its graphics.
|
|
|
|
|
RenderClxSprite(
|
|
|
|
|
out.subregion(GetCenterOffset(110), position.y + 99, DialogButtonWidth, 2),
|
|
|
|
|
ButtonSprite(/*pressed=*/false), { 0, 0 });
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace
|
|
|
|
|
|
|
|
|
|
bool UiProgressDialog(int (*fnfunc)())
|
|
|
|
|
{
|
|
|
|
|
// Blit the background once and then free it.
|
|
|
|
|
ProgressLoadBackground();
|
|
|
|
|
|
|
|
|
|
ProgressRenderBackground();
|
|
|
|
|
|
|
|
|
|
if (RenderDirectlyToOutputSurface && PalSurface != nullptr) {
|
|
|
|
|
// Render into all the backbuffers if there are multiple.
|
|
|
|
|
const void *initialPixels = PalSurface->pixels;
|
|
|
|
|
UiFadeIn();
|
|
|
|
|
while (PalSurface->pixels != initialPixels) {
|
|
|
|
|
ProgressRenderBackground();
|
|
|
|
|
UiFadeIn();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
ProgressFreeBackground();
|
|
|
|
|
|
|
|
|
|
ProgressLoadForeground();
|
|
|
|
|
|
|
|
|
|
endMenu = false;
|
|
|
|
|
int progress = 0;
|
|
|
|
|
|
|
|
|
|
SDL_Event event;
|
|
|
|
|
while (!endMenu && progress < 100) {
|
|
|
|
|
progress = fnfunc();
|
|
|
|
|
ProgressRenderForeground(progress);
|
|
|
|
|
UiRenderItems(vecProgress);
|
|
|
|
|
DrawMouse();
|
|
|
|
|
UiFadeIn();
|
|
|
|
|
|
|
|
|
|
while (PollEvent(&event) != 0) {
|
|
|
|
|
switch (event.type) {
|
|
|
|
|
case SDL_MOUSEBUTTONDOWN:
|
|
|
|
|
case SDL_MOUSEBUTTONUP:
|
|
|
|
|
UiItemMouseEvents(&event, vecProgress);
|
|
|
|
|
break;
|
|
|
|
|
#ifndef USE_SDL1
|
|
|
|
|
case SDLK_KP_ENTER:
|
|
|
|
|
#endif
|
|
|
|
|
case SDLK_ESCAPE:
|
|
|
|
|
case SDLK_RETURN:
|
|
|
|
|
case SDLK_SPACE:
|
|
|
|
|
endMenu = true;
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
for (const MenuAction menuAction : GetMenuActions(event)) {
|
|
|
|
|
if (IsNoneOf(menuAction, MenuAction_BACK, MenuAction_SELECT))
|
|
|
|
|
continue;
|
|
|
|
|
endMenu = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
UiHandleEvents(&event);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
ProgressFreeForeground();
|
|
|
|
|
|
|
|
|
|
return progress == 100;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace devilution
|