thirtyflightsofloving/ui/menu_game.c
Knightmare66 d0d781761d Added keybind menu control type.
Refactored key binding menu with new control type.
Minor cleanup of menu implementations.
2021-09-05 00:05:38 -04:00

206 lines
6.6 KiB
C

/*
===========================================================================
Copyright (C) 1997-2001 Id Software, Inc.
This file is part of Quake 2 source code.
Quake 2 source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake 2 source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake 2 source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// menu_game.c -- the single player menu and credits
#include <ctype.h>
#ifdef _WIN32
#include <io.h>
#endif
#include "../client/client.h"
#include "ui_local.h"
/*
=============================================================================
GAME MENU
=============================================================================
*/
static int m_game_cursor;
static menuframework_s s_game_menu;
static menuaction_s s_easy_game_action;
static menuaction_s s_medium_game_action;
static menuaction_s s_hard_game_action;
static menuaction_s s_nitemare_game_action;
static menuaction_s s_load_game_action;
static menuaction_s s_save_game_action;
static menuaction_s s_credits_action;
static menuseparator_s s_blankline;
static menuaction_s s_game_back_action;
//=======================================================================
static void EasyGameFunc (void *data)
{
Cvar_ForceSet ("skill", "0");
UIStartSPGame ();
}
static void MediumGameFunc (void *data)
{
Cvar_ForceSet ("skill", "1");
UIStartSPGame ();
}
static void HardGameFunc (void *data)
{
Cvar_ForceSet ("skill", "2");
UIStartSPGame ();
}
static void NitemareGameFunc (void *data)
{
Cvar_ForceSet ("skill", "3");
UIStartSPGame ();
}
static void LoadGameFunc (void *unused)
{
Menu_LoadGame_f ();
}
static void SaveGameFunc (void *unused)
{
Menu_SaveGame_f ();
}
static void CreditsFunc (void *unused)
{
Menu_Credits_f ();
}
//=======================================================================
void Menu_Game_Init (void)
{
int x = 0, y = 0;
s_game_menu.x = SCREEN_WIDTH*0.5 - 3*MENU_LINE_SIZE;
s_game_menu.y = SCREEN_HEIGHT*0.5 - 5*MENU_LINE_SIZE; // 0
s_game_menu.nitems = 0;
s_easy_game_action.generic.type = MTYPE_ACTION;
s_easy_game_action.generic.textSize = MENU_HEADER_FONT_SIZE;
s_easy_game_action.generic.flags = QMF_LEFT_JUSTIFY;
s_easy_game_action.generic.x = x;
s_easy_game_action.generic.y = y; // 0
s_easy_game_action.generic.name = "Easy";
s_easy_game_action.generic.callback = EasyGameFunc;
s_medium_game_action.generic.type = MTYPE_ACTION;
s_medium_game_action.generic.textSize = MENU_HEADER_FONT_SIZE;
s_medium_game_action.generic.flags = QMF_LEFT_JUSTIFY;
s_medium_game_action.generic.x = x;
s_medium_game_action.generic.y = y += 1.5*MENU_LINE_SIZE;
s_medium_game_action.generic.name = "Medium";
s_medium_game_action.generic.callback = MediumGameFunc;
s_hard_game_action.generic.type = MTYPE_ACTION;
s_hard_game_action.generic.textSize = MENU_HEADER_FONT_SIZE;
s_hard_game_action.generic.flags = QMF_LEFT_JUSTIFY;
s_hard_game_action.generic.x = x;
s_hard_game_action.generic.y = y += 1.5*MENU_LINE_SIZE;
s_hard_game_action.generic.name = "Hard";
s_hard_game_action.generic.callback = HardGameFunc;
s_nitemare_game_action.generic.type = MTYPE_ACTION;
s_nitemare_game_action.generic.textSize = MENU_HEADER_FONT_SIZE;
s_nitemare_game_action.generic.flags = QMF_LEFT_JUSTIFY;
s_nitemare_game_action.generic.x = x;
s_nitemare_game_action.generic.y = y += 1.5*MENU_LINE_SIZE;
s_nitemare_game_action.generic.name = "Nightmare";
s_nitemare_game_action.generic.callback = NitemareGameFunc;
s_blankline.generic.type = MTYPE_SEPARATOR;
s_blankline.generic.textSize = MENU_FONT_SIZE;
s_load_game_action.generic.type = MTYPE_ACTION;
s_load_game_action.generic.textSize = MENU_HEADER_FONT_SIZE;
s_load_game_action.generic.flags = QMF_LEFT_JUSTIFY;
s_load_game_action.generic.x = x;
s_load_game_action.generic.y = y += 2*MENU_HEADER_LINE_SIZE; // 2*MENU_LINE_SIZE
s_load_game_action.generic.name = "Load Game";
s_load_game_action.generic.callback = LoadGameFunc;
s_save_game_action.generic.type = MTYPE_ACTION;
s_save_game_action.generic.textSize = MENU_HEADER_FONT_SIZE;
s_save_game_action.generic.flags = QMF_LEFT_JUSTIFY;
s_save_game_action.generic.x = x;
s_save_game_action.generic.y = y += 1.5*MENU_LINE_SIZE;
s_save_game_action.generic.name = "Save Game";
s_save_game_action.generic.callback = SaveGameFunc;
s_credits_action.generic.type = MTYPE_ACTION;
s_credits_action.generic.textSize = MENU_HEADER_FONT_SIZE;
s_credits_action.generic.flags = QMF_LEFT_JUSTIFY;
s_credits_action.generic.x = x;
s_credits_action.generic.y = y += 2*MENU_HEADER_LINE_SIZE; // 1.5*MENU_LINE_SIZE
s_credits_action.generic.name = "Credits";
s_credits_action.generic.callback = CreditsFunc;
s_game_back_action.generic.type = MTYPE_ACTION;
s_game_back_action.generic.textSize = MENU_HEADER_FONT_SIZE;
s_game_back_action.generic.flags = QMF_LEFT_JUSTIFY;
s_game_back_action.generic.x = x;
s_game_back_action.generic.y = y += 3*MENU_HEADER_LINE_SIZE; // 2*MENU_LINE_SIZE
s_game_back_action.generic.name = "Back to Main";
s_game_back_action.generic.callback = UI_BackMenu;
UI_AddMenuItem (&s_game_menu, (void *) &s_easy_game_action);
UI_AddMenuItem (&s_game_menu, (void *) &s_medium_game_action);
UI_AddMenuItem (&s_game_menu, (void *) &s_hard_game_action);
UI_AddMenuItem (&s_game_menu, (void *) &s_nitemare_game_action);
UI_AddMenuItem (&s_game_menu, (void *) &s_blankline);
UI_AddMenuItem (&s_game_menu, (void *) &s_load_game_action);
UI_AddMenuItem (&s_game_menu, (void *) &s_save_game_action);
UI_AddMenuItem (&s_game_menu, (void *) &s_blankline);
UI_AddMenuItem (&s_game_menu, (void *) &s_credits_action);
UI_AddMenuItem (&s_game_menu, (void *) &s_game_back_action);
// UI_CenterMenu (&s_game_menu);
}
void Menu_Game_Draw (void)
{
UI_DrawBanner ("m_banner_game");
UI_AdjustMenuCursor (&s_game_menu, 1);
UI_DrawMenu (&s_game_menu);
}
const char *Menu_Game_Key (int key)
{
return UI_DefaultMenuKey (&s_game_menu, key);
}
void Menu_Game_f (void)
{
Menu_Game_Init ();
UI_PushMenu (Menu_Game_Draw, Menu_Game_Key);
m_game_cursor = 1;
}