mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-15 15:01:19 +00:00
210 lines
No EOL
5.1 KiB
C++
210 lines
No EOL
5.1 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#pragma hdrstop
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#include "precompiled.h"
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#include "../Game_local.h"
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static const int TIP_DISPLAY_TIME = 5000;
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/*
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========================
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idMenuHandler_HUD::Update
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========================
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*/
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void idMenuHandler_HUD::Update()
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{
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if( gui == NULL || !gui->IsActive() )
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{
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return;
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}
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if( nextScreen != activeScreen )
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{
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if( activeScreen > HUD_AREA_INVALID && activeScreen < HUD_NUM_AREAS && menuScreens[ activeScreen ] != NULL )
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{
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menuScreens[ activeScreen ]->HideScreen( static_cast<mainMenuTransition_t>( transition ) );
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}
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if( nextScreen > HUD_AREA_INVALID && nextScreen < HUD_NUM_AREAS && menuScreens[ nextScreen ] != NULL )
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{
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menuScreens[ nextScreen ]->ShowScreen( static_cast<mainMenuTransition_t>( transition ) );
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}
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transition = MENU_TRANSITION_INVALID;
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activeScreen = nextScreen;
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}
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idPlayer* player = gameLocal.GetLocalPlayer();
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if( player != NULL )
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{
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if( player->IsTipVisible() && autoHideTip && !hiding )
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{
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if( gameLocal.time >= tipStartTime + TIP_DISPLAY_TIME )
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{
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player->HideTip();
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}
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}
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if( player->IsSoundChannelPlaying( SND_CHANNEL_PDA_AUDIO ) && GetHud() != NULL )
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{
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GetHud()->UpdateAudioLog( true );
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}
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else
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{
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GetHud()->UpdateAudioLog( false );
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}
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if( radioMessage )
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{
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GetHud()->UpdateCommunication( true, player );
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}
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else
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{
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GetHud()->UpdateCommunication( false, player );
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}
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}
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idMenuHandler::Update();
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}
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/*
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========================
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idMenuHandler_HUD::ActivateMenu
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========================
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*/
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void idMenuHandler_HUD::ActivateMenu( bool show )
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{
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idMenuHandler::ActivateMenu( show );
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idPlayer* player = gameLocal.GetLocalPlayer();
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if( player == NULL )
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{
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return;
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}
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if( show )
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{
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activeScreen = HUD_AREA_INVALID;
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nextScreen = HUD_AREA_PLAYING;
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}
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else
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{
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activeScreen = HUD_AREA_INVALID;
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nextScreen = HUD_AREA_INVALID;
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}
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}
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/*
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========================
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idMenuHandler_HUD::Initialize
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========================
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*/
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void idMenuHandler_HUD::Initialize( const char* swfFile, idSoundWorld* sw )
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{
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idMenuHandler::Initialize( swfFile, sw );
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//---------------------
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// Initialize the menus
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//---------------------
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#define BIND_HUD_SCREEN( screenId, className, menuHandler ) \
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menuScreens[ (screenId) ] = new className(); \
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menuScreens[ (screenId) ]->Initialize( menuHandler ); \
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menuScreens[ (screenId) ]->AddRef();
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for( int i = 0; i < HUD_NUM_AREAS; ++i )
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{
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menuScreens[ i ] = NULL;
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}
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BIND_HUD_SCREEN( HUD_AREA_PLAYING, idMenuScreen_HUD, this );
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}
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/*
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========================
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idMenuHandler_HUD::GetMenuScreen
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========================
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*/
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idMenuScreen* idMenuHandler_HUD::GetMenuScreen( int index )
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{
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if( index < 0 || index >= HUD_NUM_AREAS )
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{
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return NULL;
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}
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return menuScreens[ index ];
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}
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/*
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========================
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idMenuHandler_HUD::GetHud
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========================
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*/
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idMenuScreen_HUD* idMenuHandler_HUD::GetHud()
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{
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idMenuScreen_HUD* screen = dynamic_cast< idMenuScreen_HUD* >( menuScreens[ HUD_AREA_PLAYING ] );
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return screen;
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}
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/*
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========================
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idMenuHandler_HUD::ShowTip
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========================
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*/
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void idMenuHandler_HUD::ShowTip( const char* title, const char* tip, bool autoHide )
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{
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autoHideTip = autoHideTip;
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tipStartTime = gameLocal.time;
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hiding = false;
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idMenuScreen_HUD* screen = GetHud();
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if( screen != NULL )
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{
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screen->ShowTip( title, tip );
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}
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}
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/*
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========================
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idMenuHandler_HUD::HideTip
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========================
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*/
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void idMenuHandler_HUD::HideTip()
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{
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idMenuScreen_HUD* screen = GetHud();
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if( screen != NULL && !hiding )
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{
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screen->HideTip();
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}
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hiding = true;
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} |