SRB2/src/m_menu.h

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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 2011-2016 by Matthew "Inuyasha" Walsh.
// Copyright (C) 1999-2016 by Sonic Team Junior.
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//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file m_menu.h
/// \brief Menu widget stuff, selection and such
#ifndef __X_MENU__
#define __X_MENU__
#include "d_event.h"
#include "command.h"
#include "r_things.h" // for SKINNAMESIZE
//
// MENUS
//
// Called by main loop,
// saves config file and calls I_Quit when user exits.
// Even when the menu is not displayed,
// this can resize the view and change game parameters.
// Does all the real work of the menu interaction.
boolean M_Responder(event_t *ev);
// Called by main loop, only used for menu (skull cursor) animation.
void M_Ticker(void);
// Called by main loop, draws the menus directly into the screen buffer.
void M_Drawer(void);
// Called by D_SRB2Main, loads the config file.
void M_Init(void);
// Called by intro code to force menu up upon a keypress,
// does nothing if menu is already up.
void M_StartControlPanel(void);
// Called upon end of a mode attack run
void M_EndModeAttackRun(void);
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// Called on new server add, or other reasons
void M_SortServerList(void);
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// Draws a box with a texture inside as background for messages
void M_DrawTextBox(INT32 x, INT32 y, INT32 width, INT32 boxlines);
// the function to show a message box typing with the string inside
// string must be static (not in the stack)
// routine is a function taking a INT32 in parameter
typedef enum
{
MM_NOTHING = 0, // is just displayed until the user do someting
MM_YESNO, // routine is called with only 'y' or 'n' in param
MM_EVENTHANDLER // the same of above but without 'y' or 'n' restriction
// and routine is void routine(event_t *) (ex: set control)
} menumessagetype_t;
void M_StartMessage(const char *string, void *routine, menumessagetype_t itemtype);
// Called by linux_x/i_video_xshm.c
void M_QuitResponse(INT32 ch);
// Determines whether to show a level in the list
boolean M_CanShowLevelInList(INT32 mapnum, INT32 gt);
// flags for items in the menu
// menu handle (what we do when key is pressed
#define IT_TYPE 14 // (2+4+8)
#define IT_CALL 0 // call the function
#define IT_ARROWS 2 // call function with 0 for left arrow and 1 for right arrow in param
#define IT_KEYHANDLER 4 // call with the key in param
#define IT_SUBMENU 6 // go to sub menu
#define IT_CVAR 8 // handle as a cvar
#define IT_SPACE 10 // no handling
#define IT_MSGHANDLER 12 // same as key but with event and sometime can handle y/n key (special for message
#define IT_DISPLAY (48+64+128) // 16+32+64+128
#define IT_NOTHING 0 // space
#define IT_PATCH 16 // a patch or a string with big font
#define IT_STRING 32 // little string (spaced with 10)
#define IT_WHITESTRING 48 // little string in white
#define IT_DYBIGSPACE 64 // same as noting
#define IT_DYLITLSPACE (16+64) // little space
#define IT_STRING2 (32+64) // a simple string
#define IT_GRAYPATCH (16+32+64) // grayed patch or big font string
#define IT_BIGSLIDER 128 // volume sound use this
#define IT_TRANSTEXT (16+128) // Transparent text
#define IT_TRANSTEXT2 (32+128) // used for control names
#define IT_HEADERTEXT (48+128) // Non-selectable header option, displays in yellow offset to the left a little
#define IT_QUESTIONMARKS (64+128) // Displays as question marks, used for secrets
#define IT_CENTER 256 // if IT_PATCH, center it on screen
//consvar specific
#define IT_CVARTYPE (512+1024+2048)
#define IT_CV_NORMAL 0
#define IT_CV_SLIDER 512
#define IT_CV_STRING 1024
#define IT_CV_NOPRINT 1536
#define IT_CV_NOMOD 2048
#define IT_CV_INVISSLIDER 2560
//call/submenu specific
// There used to be a lot more here but ...
// A lot of them became redundant with the advent of the Pause menu, so they were removed
#define IT_CALLTYPE (512+1024)
#define IT_CALL_NORMAL 0
#define IT_CALL_NOTMODIFIED 512
// in INT16 for some common use
#define IT_BIGSPACE (IT_SPACE +IT_DYBIGSPACE)
#define IT_LITLSPACE (IT_SPACE +IT_DYLITLSPACE)
#define IT_CONTROL (IT_STRING2+IT_CALL)
#define IT_CVARMAX (IT_CVAR +IT_CV_NOMOD)
#define IT_DISABLED (IT_SPACE +IT_GRAYPATCH)
#define IT_GRAYEDOUT (IT_SPACE +IT_TRANSTEXT)
#define IT_GRAYEDOUT2 (IT_SPACE +IT_TRANSTEXT2)
#define IT_HEADER (IT_SPACE +IT_HEADERTEXT)
#define IT_SECRET (IT_SPACE +IT_QUESTIONMARKS)
typedef union
{
struct menu_s *submenu; // IT_SUBMENU
consvar_t *cvar; // IT_CVAR
void (*routine)(INT32 choice); // IT_CALL, IT_KEYHANDLER, IT_ARROWS
} itemaction_t;
//
// MENU TYPEDEFS
//
typedef struct menuitem_s
{
// show IT_xxx
UINT16 status;
const char *patch;
const char *text; // used when FONTBxx lump is found
// FIXME: should be itemaction_t
void *itemaction;
// hotkey in menu or y of the item
UINT8 alphaKey;
} menuitem_t;
extern menuitem_t PlayerMenu[32];
typedef struct menu_s
{
const char *menutitlepic;
INT16 numitems; // # of menu items
struct menu_s *prevMenu; // previous menu
menuitem_t *menuitems; // menu items
void (*drawroutine)(void); // draw routine
INT16 x, y; // x, y of menu
INT16 lastOn; // last item user was on in menu
boolean (*quitroutine)(void); // called before quit a menu return true if we can
} menu_t;
void M_SetupNextMenu(menu_t *menudef);
void M_ClearMenus(boolean callexitmenufunc);
extern menu_t *currentMenu;
extern menu_t MainDef;
extern menu_t SP_LoadDef;
// Stuff for customizing the player select screen
typedef struct
{
char notes[441];
char picname[8];
char skinname[SKINNAMESIZE*2+2]; // skin&skin\0
} description_t;
// mode descriptions for video mode menu
typedef struct
{
INT32 modenum; // video mode number in the vidmodes list
const char *desc; // XXXxYYY
UINT8 goodratio; // aspect correct if 1
} modedesc_t;
// savegame struct for save game menu
typedef struct
{
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char playername[32];
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char levelname[32];
UINT8 actnum;
UINT8 skincolor;
UINT8 skinnum;
UINT8 botskin;
UINT8 botcolor;
UINT8 numemeralds;
INT32 lives;
INT32 continues;
INT32 gamemap;
UINT8 netgame;
} saveinfo_t;
extern description_t description[32];
extern consvar_t cv_newgametype, cv_nextmap, cv_chooseskin, cv_serversort;
extern CV_PossibleValue_t gametype_cons_t[];
extern INT16 startmap;
extern INT32 ultimate_selectable;
#define MAXSAVEGAMES 31 //note: last save game is "no save"
#define NOSAVESLOT MAXSAVEGAMES-1 //slot where Play Without Saving appears
void M_ForceSaveSlotSelected(INT32 sslot);
void M_CheatActivationResponder(INT32 ch);
// Screenshot menu updating
void Moviemode_mode_Onchange(void);
void Screenshot_option_Onchange(void);
// These defines make it a little easier to make menus
#define DEFAULTMENUSTYLE(header, source, prev, x, y)\
{\
header,\
sizeof(source)/sizeof(menuitem_t),\
prev,\
source,\
M_DrawGenericMenu,\
x, y,\
0,\
NULL\
}
#define PAUSEMENUSTYLE(source, x, y)\
{\
NULL,\
sizeof(source)/sizeof(menuitem_t),\
NULL,\
source,\
M_DrawPauseMenu,\
x, y,\
0,\
NULL\
}
#define CENTERMENUSTYLE(header, source, prev, y)\
{\
header,\
sizeof(source)/sizeof(menuitem_t),\
prev,\
source,\
M_DrawCenteredMenu,\
BASEVIDWIDTH/2, y,\
0,\
NULL\
}
#define MAPICONMENUSTYLE(header, source, prev)\
{\
header,\
sizeof (source)/sizeof (menuitem_t),\
prev,\
source,\
M_DrawServerMenu,\
27,40,\
0,\
NULL\
}
#define CONTROLMENUSTYLE(source, prev)\
{\
"M_CONTRO",\
sizeof (source)/sizeof (menuitem_t),\
prev,\
source,\
M_DrawControl,\
24, 40,\
0,\
NULL\
}
#define IMAGEDEF(source)\
{\
NULL,\
sizeof (source)/sizeof (menuitem_t),\
NULL,\
source,\
M_DrawImageDef,\
0, 0,\
0,\
NULL\
}
void M_StartServer(INT32 choice);
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#endif //__X_MENU__