cod4-sdk/raw/ui/pregame.menu
2008-01-19 00:00:00 +00:00

200 lines
4.3 KiB
Text

#include "ui/menudef.h"
// Press START display for maps:
//#define VIS_PRESS_START ( dvarstring( mapname ) != "bog_a" && dvarstring( mapname ) != "bog_b" )
#define VIS_PRESS_START 1
// Displays after level has loaded, and we're waiting for the player to click before starting the game.
{
assetGlobalDef
{
fadeClamp 1.0 // sets the fadeup alpha
fadeCycle 1 // how often fade happens in milliseconds
fadeAmount 0.1 // amount to adjust alpha per cycle
}
menuDef
{
name "pregame"
rect 0 0 640 480
fullScreen 1
focusColor COLOR_FOCUSED
backcolor 1 1 1 0
style WINDOW_STYLE_FILLED
onEsc
{
uiScript playerstart
}
#ifdef CONSOLE
onOpen
{
setdvar ui_SaveLoadVisible "0";
setfocus press_to_skip;
}
#endif // #ifdef CONSOLE
// background
itemDef
{
style WINDOW_STYLE_FILLED
rect FULLSCREEN_WIDE
backcolor 1 1 1 1
visible 1
background cinematic
ownerdraw UI_CINEMATIC
decoration
}
itemDef
{
type ITEM_TYPE_TEXT
#ifdef PC
rect -250 388 500 0 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_TOP
#else
rect -225 352 450 0 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_TOP
#endif
textcinematicsubtitle
textfont UI_FONT_DEFAULT
textstyle ITEM_TEXTSTYLE_SHADOWED
textscale 0.38
textalign ITEM_ALIGN_TOP_CENTER
visible 1
decoration
autowrapped
}
itemDef
{
name "profile"
visible 1
rect 40 40 560 400
ownerdraw UI_LOADPROFILING
decoration
}
// the button
// Text message saying you should click to continue
itemDef
{
type ITEM_TYPE_BUTTON
style WINDOW_STYLE_FILLED
textscale TEXTSIZE_TITLE
border 0
bordercolor 1 1 1 1
rect -128 445 896 45
textalign ITEM_ALIGN_TOP_CENTER
textaligny 28
forecolor 1 1 1 1
backcolor 0 0 0 0
visible 1
decoration
}
/*
#ifdef PS3
itemDef
{
type ITEM_TYPE_BUTTON
text "@PLATFORM_UI_SELECTBUTTON"
style WINDOW_STYLE_FILLED
textscale TEXTSIZE_SMALL
border 0
bordercolor 1 1 1 1
rect 40 328 600 45 HORIZONTAL_ALIGN_LEFT VERTICAL_ALIGN_TOP
textstyle ITEM_TEXTSTYLE_SHADOWED
textalign ITEM_ALIGN_TOP_LEFT
textaligny 4
forecolor 1 1 1 0.8
backcolor 0 0 0 0
visible when ( !dvarbool( ui_isSaving ) && VIS_PRESS_START );
decoration
}
#endif
#ifdef XENON
itemDef
{
type ITEM_TYPE_BUTTON
text "@PLATFORM_UI_SELECTBUTTON"
style WINDOW_STYLE_FILLED
textscale TEXTSIZE_SMALL
border 0
bordercolor 1 1 1 1
rect 40 328 600 45 HORIZONTAL_ALIGN_LEFT VERTICAL_ALIGN_TOP
textstyle ITEM_TEXTSTYLE_SHADOWED
textalign ITEM_ALIGN_TOP_LEFT
textaligny 4
forecolor 1 1 1 0.8
backcolor 0 0 0 0
visible when ( !dvarbool( ui_isSaving ) && VIS_PRESS_START );
decoration
}
#endif
#ifdef PC
itemDef
{
type ITEM_TYPE_BUTTON
text "@MENU_CLICK_TO_START_THE_MISSION"
style WINDOW_STYLE_FILLED
textscale TEXTSIZE_SMALL
border 0
bordercolor 1 1 1 1
rect 0 368 640 45
textstyle ITEM_TEXTSTYLE_SHADOWED
textalign ITEM_ALIGN_TOP_CENTER
textaligny 4
forecolor 1 1 1 0.5
backcolor 0 0 0 0
visible when ( !dvarbool( ui_isSaving ) && dvarstring( credits ) != "1" && VIS_PRESS_START );
decoration
}
itemDef
{
type ITEM_TYPE_BUTTON
text "@MENU_CLICK_TO_CONTINUE"
style WINDOW_STYLE_FILLED
textscale TEXTSIZE_SMALL
border 0
bordercolor 1 1 1 1
rect 0 368 640 45
textstyle ITEM_TEXTSTYLE_SHADOWED
textalign ITEM_ALIGN_TOP_CENTER
textaligny 4
forecolor 1 1 1 0.5
backcolor 0 0 0 0
visible when ( !dvarbool( ui_isSaving ) && dvarstring( mapname ) == "credits" && VIS_PRESS_START );
decoration
}
#endif // #ifdef PC
*/
itemDef
{
name press_to_skip
type ITEM_TYPE_BUTTON
rect -130 -2 900 486
style WINDOW_STYLE_EMPTY
visible 1
forecolor 0 0 0 0
backcolor 0 0 0 0
action
{
uiScript playerstart
}
execkeyint BUTTON_A
{
uiScript playerstart
}
execkeyint BUTTON_B
{
uiScript playerstart
}
execkeyint BUTTON_START
{
uiScript playerstart
}
}
#include "ui/safearea.menu"
}
}