#include "Content\\ShellScripts\\stddefs.h" #include "Content\\ShellScripts\\common_shell.script" #include "Content\\ShellScripts\\ScriptStrings.h" #include "Content\\ShellScripts\\ShellFunctionHeaders.hpp" #include "Content\\ShellScripts\\C_Pane.script" #include "Content\\ShellScripts\\buttons.script" #include "Content\\ShellScripts\\c_Text.script" main { GUI_CREATE { // use the whole region location = 0, 0, 0 region = 0, 0 to getresx(), getresy() // columns - operation, mission, save point int max_mccb_columns = 3 // XXX jackyc - need maximum number of items int max_mccb_items = 50 object screen = o_IAWrapScreen object pointer = o_MousePointer pointer.showMousePointer = 1 focus(screen) } } o_IAWrapScreen { GUI_CREATE { string szMissionName string szName int nKills int nDeaths int nResults int nType //BackGround Pane object oBackground = s_Pane oBackground.location = 0,0,0 oBackground.szBitmap = szPATH_GRAPHICS "debriefing_background.tga" oBackground.nFrames = 1 oBackground.nMode = 0 oBackground.fVolatile = 0 oBackground.fRegion = 0 initialize(oBackground) int nX = 21 int nY = 21 int nYoff = 40 //Text //Page title //BUGBUG BP int difficulty //0-3 just like your pulldown callback($$Shell_CallbackHandler$$, ShellIAGetResults,szMissionName,szName,nDeaths,nKills,nResults,nType, difficulty) object oType = s_Text // oType.location = oMissionName.location.x + oMissionName.nLayoutWidth,oMissionName.location.y,nZ_TEXT,nZ_TEXT oType.location = nX,nY,nZ_TEXT oType.nFontID = IDS_F_GEN_SCREEN_TITLE oType.cTextColor = 0xFFff7200 oType.nJustify = 0 oType.nLayoutWidth = 200 oType.nLayoutHeight = 30 if(nType == 0) { oType.szText = localize$(IDS_IA_MISSION)": " } else if(nType == 1) { oType.szText = localize$(IDS_IA_TRAINING)": " } else if(nType == 2) { oType.szText = localize$(IDS_IA_WAVE)": " } else if(nType == 3) { oType.szText = localize$(IDS_IA_MASTERS)": " } initialize(oType) object oMissionName = s_Text oMissionName.location = oType.location.x + oType.nLayoutWidth,oType.location.y,nZ_TEXT,nZ_TEXT oMissionName.nFontID = IDS_F_GEN_SCREEN_TITLE oMissionName.cTextColor = 0xFFff7200 oMissionName.nJustify = 0 oMissionName.nLayoutWidth = 300 oMissionName.nLayoutHeight = 30 oMissionName.szText = szMissionName initialize(oMissionName) object oDiffTitle = s_Text oDiffTitle.location = nX,oMissionName.location.y + (1*nYoff),nZ_TEXT,nZ_TEXT oDiffTitle.nFontID = IDS_F_GEN_SCREEN_TITLE oDiffTitle.cTextColor = cWhite oDiffTitle.nJustify = 0 oDiffTitle.nLayoutWidth = 200 oDiffTitle.nLayoutHeight = 30 oDiffTitle.szText = localize$(IDS_IA_DIFF_TITLE) initialize(oDiffTitle) object oDiff = s_Text oDiff.location = oDiffTitle.location.x + oDiffTitle.nLayoutWidth,oMissionName.location.y + (1*nYoff),nZ_TEXT oDiff.nFontID = IDS_F_GEN_SCREEN_TITLE oDiff.cTextColor = cWhite oDiff.nJustify = 0 oDiff.nLayoutWidth = 200 oDiff.nLayoutHeight = 30 if(difficulty == 0) { oDiff.szText = localize$(IDS_RS_RECRUIT) } else if(difficulty == 1) { oDiff.szText = localize$(IDS_RS_REGULAR) } else if(difficulty == 2) { oDiff.szText = localize$(IDS_RS_VETERAN) } else if(difficulty == 3) { oDiff.szText = localize$(IDS_RS_ELITE) } initialize(oDiff) object oResults = s_Text oResults.location = nX,oMissionName.location.y + (2*nYoff),nZ_TEXT oResults.nFontID = IDS_F_GEN_TEXTBUTTON oResults.cTextColor = cWhite oResults.nJustify = 0 oResults.nLayoutWidth = 400 oResults.nLayoutHeight = 150 if(nResults == 0) { oResults.nResID = IDS_CMW_FAIL } else if(nResults > 0) { oResults.nResID = IDS_CMW_SUCCESS } initialize(oResults) object oPlayerName = s_Text oPlayerName.location = nX,oMissionName.location.y + (6*nYoff),nZ_TEXT oPlayerName.nFontID = IDS_F_LOAD_TITLE oPlayerName.cTextColor = cWhite oPlayerName.nJustify = 0 oPlayerName.nLayoutWidth = 400 oPlayerName.nLayoutHeight = 30 oPlayerName.szText = szName initialize(oPlayerName) object oKillTitle = s_Text oKillTitle.location = nX,oMissionName.location.y + (7*nYoff),nZ_TEXT oKillTitle.nFontID = IDS_F_LOAD_TITLE oKillTitle.cTextColor = cWhite oKillTitle.nJustify = 0 oKillTitle.nResID = IDS_IAW_KILLS oKillTitle.nLayoutWidth = 150 initialize(oKillTitle) object oKill = s_Text oKill.location = oKillTitle.location.x + oKillTitle.nLayoutWidth ,oKillTitle.location.y,nZ_TEXT oKill.nFontID = IDS_F_LOAD_TITLE oKill.cTextColor = cWhite oKill.nJustify = 0 oKill.szText = ": "conv$(nKills) initialize(oKill) object oDeathTitle = s_Text oDeathTitle.location = nX ,oMissionName.location.y + (8*nYoff),nZ_TEXT oDeathTitle.nFontID = IDS_F_LOAD_TITLE oDeathTitle.cTextColor = cWhite oDeathTitle.nJustify = 0 oDeathTitle.nResID = IDS_IAW_DEATH oDeathTitle.nLayoutWidth = 150 initialize(oDeathTitle) object oDeath = s_Text oDeath.location = oDeathTitle.location.x + oDeathTitle.nLayoutWidth ,oDeathTitle.location.y,nZ_TEXT oDeath.nFontID = IDS_F_LOAD_TITLE oDeath.cTextColor = cWhite oDeath.nJustify = 0 oDeath.szText = ": "conv$(nDeaths) initialize(oDeath) //Buttons object o_Close_button = s_multistatepane o_Close_button.file = WPATH "button_reg_200x27m_4state.tga" o_Close_button.text = localize$(IDS_OM_VA_CLOSE) o_Close_button.total_states = 4 o_Close_button.location = 560,555,nZ_BUTTON initialize (o_Close_button) sound btnTriggeredSound = SPATH "sfx_button5.wav" initialize(this) } GUI_MAILBOX { switch (sender) { case o_Close_button: { play btnTriggeredSound,1 unfocus @SHELL@lastScreenDepth++ @SHELL@lastScreen[@SHELL@lastScreenDepth] = MAINMENU @SHELL@currentScreen = INSTANT_SCREEN } break } switch (getmessage()) { // case : // { // } // break } } } // A utility class for showing the mouse pointer o_MousePointer { GUI_CREATE { int showMousePointer = 1 pane p_pointer = GPATH "mouse_pointer.tga" alphamode(p_pointer) = am_alpha_alphainvalpha origin(p_pointer) = 0, 0 location.z = 255 } GUI_DRAW { if (showMousePointer != 0) { render p_pointer, mouse.x, mouse.y } } }