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widget_draw.c
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widget_draw.c
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/** @file src/gui/widget_draw.c %Widget drawing routines. */
#include <stdio.h>
#include "types.h"
#include "font.h"
#include "gui.h"
#include "widget.h"
#include "../config.h"
#include "../opendune.h"
#include "../gfx.h"
#include "../house.h"
#include "../map.h"
#include "../pool/house.h"
#include "../pool/unit.h"
#include "../sprites.h"
#include "../string.h"
#include "../structure.h"
#include "../table/strings.h"
#include "../tile.h"
#include "../unit.h"
/**
* Draw a text button widget to the display, relative to its parent.
*
* @param w The widget (which is a button) to draw.
*/
void GUI_Widget_TextButton_Draw(Widget *w)
{
uint16 oldScreenID;
uint16 positionX, positionY;
uint16 width, height;
uint16 state;
uint8 colour;
if (w == NULL) return;
oldScreenID = GFX_Screen_SetActive(2);
positionX = w->offsetX + (g_widgetProperties[w->parentID].xBase << 3);
positionY = w->offsetY + g_widgetProperties[w->parentID].yBase;
width = w->width;
height = w->height;
g_widgetProperties[19].xBase = positionX >> 3;
g_widgetProperties[19].yBase = positionY;
g_widgetProperties[19].width = width >> 3;
g_widgetProperties[19].height = height;
state = (w->state.s.selected) ? 0 : 2;
colour = (w->state.s.hover2) ? 231 : 232;
GUI_Widget_DrawBorder(19, state, 1);
if (w->stringID == STR_CANCEL || w->stringID == STR_PREVIOUS || w->stringID == STR_YES || w->stringID == STR_NO) {
GUI_DrawText_Wrapper(GUI_String_Get_ByIndex(w->stringID), positionX + (width / 2), positionY + 2, colour, 0, 0x122);
} else {
GUI_DrawText_Wrapper(GUI_String_Get_ByIndex(w->stringID), positionX + 3, positionY + 2, colour, 0, 0x22);
}
if (oldScreenID == 0) {
GUI_Mouse_Hide_InRegion(positionX, positionY, positionX + width, positionY + height);
GUI_Screen_Copy(positionX >> 3, positionY, positionX >> 3, positionY, width >> 3, height, 2, 0);
GUI_Mouse_Show_InRegion();
}
GFX_Screen_SetActive(oldScreenID);
}
/**
* Draw a sprite button widget to the display, relative to 0,0.
*
* @param w The widget (which is a button) to draw.
*/
void GUI_Widget_SpriteButton_Draw(Widget *w)
{
uint16 oldScreenID;
uint16 positionX, positionY;
uint16 width, height;
uint16 spriteID;
bool buttonDown;
if (w == NULL) return;
spriteID = 0;
if (g_unitSelected != NULL) {
const UnitInfo *ui;
ui = &g_table_unitInfo[g_unitSelected->o.type];
spriteID = ui->o.spriteID;
} else {
const StructureInfo *si;
Structure *s;
s = Structure_Get_ByPackedTile(g_selectionPosition);
if (s == NULL) return;
si = &g_table_structureInfo[s->o.type];
spriteID = si->o.spriteID;
}
oldScreenID = g_screenActiveID;
if (oldScreenID == 0) {
GFX_Screen_SetActive(2);
}
buttonDown = w->state.s.hover2;
positionX = w->offsetX;
positionY = w->offsetY;
width = w->width;
height = w->height;
GUI_DrawWiredRectangle(positionX - 1, positionY - 1, positionX + width, positionY + height, 12);
GUI_DrawSprite(g_screenActiveID, g_sprites[spriteID], positionX, positionY, 0, 0x100, g_paletteMapping1, buttonDown ? 1 : 0);
GUI_DrawBorder(positionX, positionY, width, height, buttonDown ? 0 : 1, false);
if (oldScreenID != 0) return;
GUI_Mouse_Hide_InRegion(positionX - 1, positionY - 1, positionX + width + 1, positionY + height + 1);
GFX_Screen_Copy2(positionX - 1, positionY - 1, positionX - 1, positionY - 1, width + 2, height + 2, 2, 0, false);
GUI_Mouse_Show_InRegion();
GFX_Screen_SetActive(0);
}
/**
* Draw a sprite/text button widget to the display, relative to 0,0.
*
* @param w The widget (which is a button) to draw.
*/
void GUI_Widget_SpriteTextButton_Draw(Widget *w)
{
uint16 oldScreenID;
Structure *s;
uint16 positionX, positionY;
uint16 width, height;
uint16 spriteID;
uint16 percentDone;
bool buttonDown;
if (w == NULL) return;
spriteID = 0;
percentDone = 0;
s = Structure_Get_ByPackedTile(g_selectionPosition);
if (s == NULL) return;
GUI_UpdateProductionStringID();
oldScreenID = g_screenActiveID;
if (oldScreenID == 0) {
GFX_Screen_SetActive(2);
}
buttonDown = w->state.s.hover2;
positionX = w->offsetX;
positionY = w->offsetY;
width = w->width;
height = w->height;
GUI_DrawWiredRectangle(positionX - 1, positionY - 1, positionX + width, positionY + height, 12);
GUI_DrawBorder(positionX, positionY, width, height, buttonDown ? 0 : 1, true);
switch (g_productionStringID) {
case STR_LAUNCH:
spriteID = 0x1E;
break;
case STR_FREMEN:
spriteID = 0x5E;
break;
case STR_SABOTEUR:
spriteID = 0x60;
break;
case STR_UPGRADINGD_DONE:
default:
spriteID = 0x0;
break;
case STR_PLACE_IT:
case STR_COMPLETED:
case STR_ON_HOLD:
case STR_BUILD_IT:
case STR_D_DONE:
if (s->o.type == STRUCTURE_CONSTRUCTION_YARD) {
const StructureInfo *si;
uint16 spriteWidth;
uint16 x, y;
uint8 *sprite;
GUI_DrawSprite(g_screenActiveID, g_sprites[63], positionX + 37, positionY + 5, 0, 0x100, g_paletteMapping1, buttonDown ? 2 : 0);
sprite = g_sprites[24];
spriteWidth = Sprite_GetWidth(sprite) + 1;
si = &g_table_structureInfo[s->objectType];
for (y = 0; y < g_table_structure_layoutSize[si->layout].height; y++) {
for (x = 0; x < g_table_structure_layoutSize[si->layout].width; x++) {
GUI_DrawSprite(g_screenActiveID, sprite, positionX + x * spriteWidth + 38, positionY + y * spriteWidth + 6, 0, 0);
}
}
spriteID = si->o.spriteID;
} else {
const UnitInfo *ui;
ui = &g_table_unitInfo[s->objectType];
spriteID = ui->o.spriteID;
}
break;
}
if (spriteID != 0) GUI_DrawSprite(g_screenActiveID, g_sprites[spriteID], positionX + 2, positionY + 2, 0, 0x100, g_paletteMapping1, buttonDown ? 1 : 0);
if (g_productionStringID == STR_D_DONE) {
uint16 buildTime;
uint16 timeLeft;
if (s->o.type == STRUCTURE_CONSTRUCTION_YARD) {
const StructureInfo *si;
si = &g_table_structureInfo[s->objectType];
buildTime = si->o.buildTime;
} else if (s->o.type == STRUCTURE_REPAIR) {
const UnitInfo *ui;
if (s->o.linkedID == 0xFF) return;
ui = &g_table_unitInfo[Unit_Get_ByIndex(s->o.linkedID)->o.type];
buildTime = ui->o.buildTime;
} else {
const UnitInfo *ui;
ui = &g_table_unitInfo[s->objectType];
buildTime = ui->o.buildTime;
}
timeLeft = buildTime - (s->countDown + 255) / 256;
percentDone = 100 * timeLeft / buildTime;
}
if (g_productionStringID == STR_UPGRADINGD_DONE) {
percentDone = 100 - s->upgradeTimeLeft;
GUI_DrawText_Wrapper(
String_Get_ByIndex(g_productionStringID),
positionX + 1,
positionY + height - 19,
buttonDown ? 0xE : 0xF,
0,
0x021,
percentDone
);
} else {
GUI_DrawText_Wrapper(
String_Get_ByIndex(g_productionStringID),
positionX + width / 2,
positionY + height - 9,
(g_productionStringID == STR_PLACE_IT) ? 0xEF : (buttonDown ? 0xE : 0xF),
0,
0x121,
percentDone
);
}
if (g_productionStringID == STR_D_DONE || g_productionStringID == STR_UPGRADINGD_DONE) {
w->shortcut = GUI_Widget_GetShortcut(*String_Get_ByIndex(STR_ON_HOLD));
} else {
w->shortcut = GUI_Widget_GetShortcut(*String_Get_ByIndex(g_productionStringID));
}
if (oldScreenID != 0x0) return;
GUI_Mouse_Hide_InRegion(positionX - 1, positionY - 1, positionX + width + 1, positionY + height + 1);
GFX_Screen_Copy2(positionX - 1, positionY - 1, positionX - 1, positionY - 1, width + 2, height + 2, 2, 0, false);
GUI_Mouse_Show_InRegion();
GFX_Screen_SetActive(0);
}
/**
* Draw a text button widget to the display, relative to 0,0.
*
* @param w The widget (which is a button) to draw.
*/
void GUI_Widget_TextButton2_Draw(Widget *w)
{
uint16 oldScreenID;
uint16 stringID;
uint16 positionX, positionY;
uint16 width, height;
uint8 colour;
bool buttonSelected;
bool buttonDown;
if (w == NULL) return;
oldScreenID = g_screenActiveID;
if (oldScreenID == 0) {
GFX_Screen_SetActive(2);
}
stringID = w->stringID;
buttonSelected = w->state.s.selected;
buttonDown = w->state.s.hover2;
positionX = w->offsetX;
positionY = w->offsetY;
width = w->width;
height = w->height;
GUI_DrawWiredRectangle(positionX - 1, positionY - 1, positionX + width, positionY + height, 12);
GUI_DrawBorder(positionX, positionY, width, height, buttonDown ? 0 : 1, true);
colour = 0xF;
if (buttonSelected) {
colour = 0x6;
} else if (buttonDown) {
colour = 0xE;
}
if (!buttonDown && stringID == STR_REPAIR) {
colour = 0xEF;
}
GUI_DrawText_Wrapper(
String_Get_ByIndex(stringID),
positionX + width / 2,
positionY + 1,
colour,
0,
0x121
);
w->shortcut = GUI_Widget_GetShortcut(*String_Get_ByIndex(stringID));
if (oldScreenID != 0) return;
GUI_Mouse_Hide_InRegion(positionX - 1, positionY - 1, positionX + width + 1, positionY + height + 1);
GFX_Screen_Copy2(positionX - 1, positionY - 1, positionX - 1, positionY - 1, width + 2, height + 2, 2, 0, false);
GUI_Mouse_Show_InRegion();
GFX_Screen_SetActive(0);
}
/**
* Draw a scrollbar widget to the display, relative to its parent.
*
* @param w The widget (which is a scrollbar) to draw.
*/
void GUI_Widget_Scrollbar_Draw(Widget *w)
{
WidgetScrollbar *scrollbar;
uint16 positionX, positionY;
uint16 width, height;
uint16 scrollLeft, scrollTop;
uint16 scrollRight, scrollBottom;
if (w == NULL) return;
if (w->flags.s.invisible) return;
scrollbar = w->data;
width = w->width;
height = w->height;
positionX = w->offsetX;
if (w->offsetX < 0) positionX += g_widgetProperties[w->parentID].width << 3;
positionX += g_widgetProperties[w->parentID].xBase<< 3;
positionY = w->offsetY;
if (w->offsetY < 0) positionY += g_widgetProperties[w->parentID].height;
positionY += g_widgetProperties[w->parentID].yBase;
if (width > height) {
scrollLeft = scrollbar->position + 1;
scrollTop = 1;
scrollRight = scrollLeft + scrollbar->size - 1;
scrollBottom = height - 2;
} else {
scrollLeft = 1;
scrollTop = scrollbar->position + 1;
scrollRight = width - 2;
scrollBottom = scrollTop + scrollbar->size - 1;
}
if (g_screenActiveID == 0) {
GUI_Mouse_Hide_InRegion(positionX, positionY, positionX + width - 1, positionY + height - 1);
}
/* Draw background */
GUI_DrawFilledRectangle(positionX, positionY, positionX + width - 1, positionY + height - 1, w->bgColourNormal);
/* Draw where we currently are */
GUI_DrawFilledRectangle(positionX + scrollLeft, positionY + scrollTop, positionX + scrollRight, positionY + scrollBottom, (scrollbar->pressed == 0) ? w->fgColourNormal : w->fgColourSelected);
if (g_screenActiveID == 0) {
GUI_Mouse_Show_InRegion();
}
/* Call custom callback function if set */
if (scrollbar->drawProc != NULL) scrollbar->drawProc(w);
scrollbar->dirty = 0;
}
/**
* Gets the action type used to determine how to draw the panel on the right side of the screen.
*
* @param forceDraw Wether to draw the panel even if nothing changed.
*/
static uint16 GUI_Widget_ActionPanel_GetActionType(bool forceDraw)
{
static uint16 displayedActionType = 1;
static uint16 displayedHitpoints = 0xFFFF;
static uint16 displayedIndex = 0xFFFF;
static uint16 displayedCountdown = 0xFFFF;
static uint16 displayedObjectType = 0xFFFF;
static uint16 displayedStructureLoFlags = 0;
static uint16 displayedStructureHiFlags = 0;
static uint16 displayedLinkedID = 0xFFFF;
static uint16 displayedHouseID = 0xFFFF;
static uint16 displayedActiveAction = 0xFFFF;
static uint16 displayedMissileCountdown = 0;
static uint16 displayedUpgradeTime = 0xFFFF;
static uint16 displayedStarportTime = 0xFFFF;
uint16 actionType = 0;
Structure *s = NULL;
Unit *u = NULL;
if (g_selectionType == SELECTIONTYPE_PLACE) {
if (displayedActionType != 7 || forceDraw) actionType = 7; /* Placement */
} else if (g_unitHouseMissile != NULL) {
if (displayedMissileCountdown != g_houseMissileCountdown || forceDraw) actionType = 8; /* House Missile */
} else if (g_unitSelected != NULL) {
if (g_selectionType == SELECTIONTYPE_TARGET) {
uint16 activeAction = g_activeAction;
if (activeAction != displayedActiveAction || forceDraw) {
switch (activeAction) {
case ACTION_ATTACK: actionType = 4; break; /* Attack */
case ACTION_MOVE: actionType = 5; break; /* Movement */
default: actionType = 6; break; /* Harvest */
}
}
if (actionType == displayedActionType && !forceDraw) actionType = 0;
} else {
u = g_unitSelected;
if (forceDraw
|| u->o.index != displayedIndex
|| u->o.hitpoints != displayedHitpoints
|| u->o.houseID != displayedHouseID
|| u->actionID != displayedActiveAction) {
actionType = 2; /* Unit */
}
}
} else if (!Tile_IsOutOfMap(g_selectionPosition) && (g_map[g_selectionPosition].isUnveiled || g_debugScenario)) {
if (Map_GetLandscapeType(g_selectionPosition) == LST_STRUCTURE) {
s = Structure_Get_ByPackedTile(g_selectionPosition);
if (forceDraw
|| s->o.hitpoints != displayedHitpoints
|| s->o.index != displayedIndex
|| s->countDown != displayedCountdown
|| s->upgradeTimeLeft != displayedUpgradeTime
|| s->o.linkedID != displayedLinkedID
|| s->objectType != displayedObjectType
|| s->o.flags.half.high != displayedStructureHiFlags
|| s->o.houseID != displayedHouseID
|| House_Get_ByIndex(s->o.houseID)->starportTimeLeft != displayedStarportTime
|| s->o.flags.half.low != displayedStructureLoFlags) {
g_variable_37B2 = (s->o.hitpoints > (g_table_structureInfo[s->o.type].o.hitpoints / 2)) ? 1 : 0;
actionType = 3; /* Structure */
}
} else {
actionType = 1;
}
} else {
actionType = 1;
}
switch (actionType) {
case 8: /* House Missile */
displayedMissileCountdown = g_houseMissileCountdown;
displayedIndex = 0xFFFF;
break;
case 1:
case 4: /* Attack */
case 5: /* Movement */
case 6: /* Harvest */
case 7: /* Placement */
displayedIndex = 0xFFFF;
displayedMissileCountdown = 0xFFFF;
if (!forceDraw && actionType == displayedActionType) actionType = 0;
break;
case 2: /* Unit */
displayedHitpoints = u->o.hitpoints;
displayedIndex = u->o.index;
displayedActiveAction = u->actionID;
displayedMissileCountdown = 0xFFFF;
displayedHouseID = u->o.houseID;
break;
case 3: /* Structure */
displayedHitpoints = s->o.hitpoints;
displayedIndex = s->o.index;
displayedObjectType = s->objectType;
displayedCountdown = s->countDown;
displayedUpgradeTime = s->upgradeTimeLeft;
displayedStructureHiFlags = s->o.flags.half.high;
displayedLinkedID = s->o.linkedID;
displayedStructureLoFlags = s->o.flags.half.low;
displayedHouseID = s->o.houseID;
displayedMissileCountdown = 0xFFFF;
displayedStarportTime = House_Get_ByIndex(s->o.houseID)->starportTimeLeft;
break;
case 0:
default:
break;
}
if (actionType != 0) displayedActionType = actionType;
return actionType;
}
/**
* Draw the panel on the right side of the screen, with the actions of the
* selected item.
*
* @param forceDraw Wether to draw the panel even if nothing changed.
*/
void GUI_Widget_ActionPanel_Draw(bool forceDraw)
{
const StructureInfo *si;
const ObjectInfo *oi;
const UnitInfo *ui;
uint16 actionType;
uint16 oldScreenID, loc06;
bool isNotPlayerOwned;
Object *o;
Unit *u;
Structure *s;
House *h;
Widget *buttons[4];
Widget *widget24, *widget28, *widget2C, *widget30, *widget34;
int i;
o = NULL;
u = NULL;
s = NULL;
h = NULL;
oi = NULL;
ui = NULL;
si = NULL;
isNotPlayerOwned = false;
actionType = GUI_Widget_ActionPanel_GetActionType(forceDraw);
switch (actionType) {
case 2: { /* Unit */
u = g_unitSelected;
ui = &g_table_unitInfo[u->o.type];
o = &u->o;
oi = &ui->o;
isNotPlayerOwned = (g_playerHouseID == Unit_GetHouseID(u)) ? false : true;
h = House_Get_ByIndex(u->o.houseID);
} break;
case 3: { /* Structure */
s = Structure_Get_ByPackedTile(g_selectionPosition);
si = &g_table_structureInfo[s->o.type];
o = &s->o;
oi = &si->o;
isNotPlayerOwned = (g_playerHouseID == s->o.houseID) ? false : true;
h = House_Get_ByIndex(s->o.houseID);
if (s->upgradeTimeLeft == 0 && Structure_IsUpgradable(s)) s->upgradeTimeLeft = 100;
GUI_UpdateProductionStringID();
} break;
case 7: { /* Placement */
si = &g_table_structureInfo[g_structureActiveType];
o = NULL;
oi = &si->o;
isNotPlayerOwned = false;
h = House_Get_ByIndex(g_playerHouseID);
} break;
case 8: { /* House Missile */
u = g_unitHouseMissile;
ui = &g_table_unitInfo[u->o.type];
o = &u->o;
oi = &ui->o;
isNotPlayerOwned = (g_playerHouseID == Unit_GetHouseID(u)) ? false : true;
h = House_Get_ByIndex(g_playerHouseID);
} break;
case 4: /* Attack */
case 5: /* Movement */
case 6: /* Harvest */
default: /* Default */
break;
}
oldScreenID = g_screenActiveID;
loc06 = g_curWidgetIndex;
if (actionType != 0) {
Widget *w = g_widgetLinkedListHead;
oldScreenID = GFX_Screen_SetActive(2);
loc06 = Widget_SetCurrentWidget(6);
widget30 = GUI_Widget_Get_ByIndex(w, 7);
GUI_Widget_MakeInvisible(widget30);
widget24 = GUI_Widget_Get_ByIndex(w, 4);
GUI_Widget_MakeInvisible(widget24);
widget28 = GUI_Widget_Get_ByIndex(w, 6);
GUI_Widget_MakeInvisible(widget28);
widget2C = GUI_Widget_Get_ByIndex(w, 5);
GUI_Widget_MakeInvisible(widget2C);
widget34 = GUI_Widget_Get_ByIndex(w, 3);
GUI_Widget_MakeInvisible(widget34);
/* Create the 4 buttons */
for (i = 0; i < 4; i++) {
buttons[i] = GUI_Widget_Get_ByIndex(w, i + 8);
GUI_Widget_MakeInvisible(buttons[i]);
}
GUI_Widget_DrawBorder(g_curWidgetIndex, 0, 0);
}
if (actionType > 1) {
uint16 stringID = STR_NULL;
uint16 spriteID = 0xFFFF;
switch (actionType) {
case 4: stringID = STR_TARGET; break; /* Attack */
case 5: stringID = STR_MOVEMENT; break; /* Movement */
case 6: stringID = STR_HARVEST; break; /* Harvest */
case 2: /* Unit */
case 3: /* Structure */
case 7: /* Placement */
case 8: /* House Missile */
stringID = oi->stringID_abbrev;
break;
default: break;
}
if (stringID != STR_NULL) GUI_DrawText_Wrapper(String_Get_ByIndex(stringID), 288, 43, 29, 0, 0x111);
switch (actionType) {
case 3: /* Structure */
if (oi->flags.factory && !isNotPlayerOwned) {
GUI_Widget_MakeVisible(widget28);
break;
}
/* Fall through */
case 2: /* Unit */
case 7: /* Placement */
spriteID = oi->spriteID;
break;
case 5: /* Movement */
case 6: /* Harvest */
spriteID = 0x1D;
break;
case 4: /* Attack */
spriteID = 0x1C;
break;
case 8: /* House Missile */
spriteID = 0x1E;
break;
default:
spriteID = 0xFFFF;
break;
}
if (spriteID != 0xFFFF) {
GUI_DrawSprite(g_screenActiveID, g_sprites[spriteID], 258, 51, 0, 0);
}
/* Unit / Structure */
if (actionType == 2 || actionType == 3) {
GUI_DrawProgressbar(o->hitpoints, oi->hitpoints);
GUI_DrawSprite(g_screenActiveID, g_sprites[27], 292, 60, 0, 0);
GUI_DrawText_Wrapper(String_Get_ByIndex(STR_DMG), 296, 65, 29, 0, 0x11);
}
if (!isNotPlayerOwned || g_debugGame) {
switch (actionType) {
case 2: /* Unit */
{
const uint16 *actions;
uint16 actionCurrent;
int i;
GUI_Widget_MakeVisible(widget34);
actionCurrent = (u->nextActionID != ACTION_INVALID) ? u->nextActionID : u->actionID;
actions = oi->actionsPlayer;
if (isNotPlayerOwned && o->type != UNIT_HARVESTER) actions = g_table_actionsAI;
for (i = 0; i < 4; i++) {
buttons[i]->stringID = g_table_actionInfo[actions[i]].stringID;
buttons[i]->shortcut = GUI_Widget_GetShortcut(String_Get_ByIndex(buttons[i]->stringID)[0]);
if (g_config.language == LANGUAGE_FRENCH) {
if (buttons[i]->stringID == STR_MOVE) buttons[i]->shortcut2 = 0x27;
if (buttons[i]->stringID == STR_RETURN) buttons[i]->shortcut2 = 0x13;
}
if (g_config.language == LANGUAGE_GERMAN) {
if (buttons[i]->stringID == STR_GUARD) buttons[i]->shortcut2 = 0x17;
}
GUI_Widget_MakeVisible(buttons[i]);
if (actions[i] == actionCurrent) {
GUI_Widget_MakeSelected(buttons[i], false);
} else {
GUI_Widget_MakeNormal(buttons[i], false);
}
}
} break;
case 3: /* Structure */
{
GUI_Widget_MakeVisible(widget34);
if (o->flags.s.upgrading) {
widget24->stringID = STR_UPGRADING;
GUI_Widget_MakeVisible(widget24);
GUI_Widget_MakeSelected(widget24, false);
} else if (o->hitpoints != oi->hitpoints) {
if (o->flags.s.repairing) {
widget24->stringID = STR_REPAIRING;
GUI_Widget_MakeVisible(widget24);
GUI_Widget_MakeSelected(widget24, false);
} else {
widget24->stringID = STR_REPAIR;
GUI_Widget_MakeVisible(widget24);
GUI_Widget_MakeNormal(widget24, false);
}
} else if (s->upgradeTimeLeft != 0) {
widget24->stringID = STR_UPGRADE;
GUI_Widget_MakeVisible(widget24);
GUI_Widget_MakeNormal(widget24, false);
}
if (o->type != STRUCTURE_STARPORT) {
if (oi->flags.factory || (o->type == STRUCTURE_PALACE && s->countDown == 0)) {
GUI_Widget_MakeVisible(widget2C);
GUI_Widget_Draw(widget2C);
}
}
switch (o->type) {
case STRUCTURE_SLAB_1x1: break;
case STRUCTURE_SLAB_2x2: break;
case STRUCTURE_PALACE: break;
case STRUCTURE_LIGHT_VEHICLE: break;
case STRUCTURE_HEAVY_VEHICLE: break;
case STRUCTURE_HIGH_TECH: break;
case STRUCTURE_HOUSE_OF_IX: break;
case STRUCTURE_WOR_TROOPER: break;
case STRUCTURE_CONSTRUCTION_YARD: break;
case STRUCTURE_BARRACKS: break;
case STRUCTURE_WALL: break;
case STRUCTURE_TURRET: break;
case STRUCTURE_ROCKET_TURRET: break;
case STRUCTURE_REPAIR: {
uint16 percent;
uint16 steps;
Unit *u;
u = Structure_GetLinkedUnit(s);
if (u == NULL) break;
GUI_DrawSprite(g_screenActiveID, g_sprites[g_table_unitInfo[u->o.type].o.spriteID], 260, 89, 0, 0);
steps = g_table_unitInfo[u->o.type].o.buildTime / 4;
percent = (steps - (s->countDown >> 8)) * 100 / steps;
GUI_DrawText_Wrapper(String_Get_ByIndex(STR_D_DONE), 258, 116, 29, 0, 0x11, percent);
} break;
case STRUCTURE_WINDTRAP: {
uint16 powerOutput = o->hitpoints * -si->powerUsage / oi->hitpoints;
uint16 powerAverage = (h->windtrapCount == 0) ? 0 : h->powerUsage / h->windtrapCount;
GUI_DrawLine(261, 95, 312, 95, 16);
GUI_DrawText_Wrapper(String_Get_ByIndex(STR_POWER_INFONEEDEDOUTPUT), 258, 88, 29, 0, 0x11);
GUI_DrawText_Wrapper("%d", 302, g_fontCurrent->height * 2 + 80, 29, 0, 0x11, powerAverage);
GUI_DrawText_Wrapper("%d", 302, g_fontCurrent->height * 3 + 80, (powerOutput >= powerAverage) ? 29 : 6, 0, 0x11, powerOutput);
} break;
case STRUCTURE_STARPORT: {
if (h->starportLinkedID != 0xFFFF) {
GUI_DrawText_Wrapper(String_Get_ByIndex(STR_FRIGATEARRIVAL_INTMINUS_D), 258, 88, 29, 0, 0x11, h->starportTimeLeft);
} else {
GUI_DrawText_Wrapper(String_Get_ByIndex(STR_FRIGATE_INORBIT_ANDAWAITINGORDER), 258, 88, 29, 0, 0x11);
}
} break;
case STRUCTURE_REFINERY:
case STRUCTURE_SILO: {
uint16 creditsStored;
creditsStored = h->credits * si->creditsStorage / h->creditsStorage;
if (h->credits > h->creditsStorage) creditsStored = si->creditsStorage;
GUI_DrawLine(261, 95, 312, 95, 16);
GUI_DrawText_Wrapper(String_Get_ByIndex(STR_SPICEHOLDS_4DMAX_4D), 258, 88, 29, 0, 0x11, creditsStored, (si->creditsStorage <= 1000) ? si->creditsStorage : 1000);
} break;
case STRUCTURE_OUTPOST: {
GUI_DrawLine(261, 95, 312, 95, 16);
GUI_DrawText_Wrapper(String_Get_ByIndex(STR_RADAR_SCANFRIEND_2DENEMY_2D), 258, 88, 29, 0, 0x11, h->unitCountAllied, h->unitCountEnemy);
} break;
}
} break;
case 4: /* Attack */
GUI_Widget_MakeVisible(widget30);
GUI_DrawText_Wrapper(String_Get_ByIndex(STR_SELECTTARGET), 259, 76, g_curWidgetFGColourBlink, 0, 0x11);
break;
case 5: /* Movement */
GUI_Widget_MakeVisible(widget30);
GUI_DrawText_Wrapper(String_Get_ByIndex(STR_SELECTDESTINATION), 259, 76, g_curWidgetFGColourBlink, 0, 0x11);
break;
case 6: /* Harvest */
GUI_Widget_MakeVisible(widget30);
GUI_DrawText_Wrapper(String_Get_ByIndex(STR_SELECTPLACE_TOHARVEST), 259, 76, g_curWidgetFGColourBlink, 0, 0x11);
break;
case 7: /* Placement */
GUI_Widget_MakeVisible(widget30);
GUI_DrawText_Wrapper(String_Get_ByIndex(STR_SELECTLOCATION_TOBUILD), 259, 84, g_curWidgetFGColourBlink, 0, 0x11);
break;
case 8: /* House Missile */
{
int16 count = (int16)g_houseMissileCountdown - 1;
if (count <= 0) count = 0;
GUI_DrawText_Wrapper(String_Get_ByIndex(STR_PICK_TARGETTMINUS_D), 259, 84, g_curWidgetFGColourBlink, 0, 0x11, count);
} break;
default:
break;
}
}
}
if (actionType != 0) {
GUI_Mouse_Hide_InWidget(6);
GUI_Screen_Copy(g_curWidgetXBase, g_curWidgetYBase, g_curWidgetXBase, g_curWidgetYBase, g_curWidgetWidth, g_curWidgetHeight, g_screenActiveID, 0);
GUI_Mouse_Show_InWidget();
}
if (actionType > 1) {
Widget_SetCurrentWidget(loc06);
GFX_Screen_SetActive(oldScreenID);
}
}
/**
* Draw the border around a widget.
* @param widgetIndex The widget index to draw the border around.
* @param borderType The type of border. 0 = normal, 1 = thick depth, 2 = double, 3 = thin depth.
* @param pressed True if the button is pressed.
*/
void GUI_Widget_DrawBorder(uint16 widgetIndex, uint16 borderType, bool pressed)
{
static const uint16 borderIndexSize[][2] = {
{0, 0}, {2, 4}, {1, 1}, {2, 1}
};
uint16 left = g_widgetProperties[widgetIndex].xBase << 3;
uint16 top = g_widgetProperties[widgetIndex].yBase;
uint16 width = g_widgetProperties[widgetIndex].width << 3;
uint16 height = g_widgetProperties[widgetIndex].height;
uint16 colourSchemaIndex = (pressed) ? 2 : 0;
uint16 colourSchemaIndexDiff;
uint16 size;
if (g_screenActiveID == 0) {
GUI_Mouse_Hide_InRegion(left, top, left + width, top + height);
}
GUI_DrawBorder(left, top, width, height, colourSchemaIndex + 1, true);
colourSchemaIndexDiff = borderIndexSize[borderType][0];
size = borderIndexSize[borderType][1];
if (size != 0) {
GUI_DrawBorder(left + size, top + size, width - (size * 2), height - (size * 2), colourSchemaIndexDiff + colourSchemaIndex, false);
}
if (g_screenActiveID == 0) {
GUI_Mouse_Show_InRegion();
}
}
/**
* Draw all widgets, starting with the one given by the parameters.
* @param w First widget of the chain to draw.
*/
void GUI_Widget_DrawAll(Widget *w)
{
while (w != NULL) {
GUI_Widget_Draw(w);
w = GUI_Widget_GetNext(w);
}
}