- SetupMenuColors restored.

This commit is contained in:
Christoph Oelckers 2020-10-04 22:21:11 +02:00
parent 6a4b72cfef
commit 16431e9f0a
4 changed files with 39 additions and 10 deletions

View file

@ -49,6 +49,7 @@
#include <zmusic.h>
#include "texturemanager.h"
#include "printf.h"
#include "i_interface.h"
bool CheckSkipGameOptionBlock(FScanner& sc);
@ -189,7 +190,7 @@ static bool CheckSkipGameBlock(FScanner &sc, bool yes = true)
do
{
sc.MustGetString();
filter |= CheckGame(sc.String, false);
if (sysCallbacks.CheckGame) filter |= sysCallbacks.CheckGame(sc.String);
}
while (sc.CheckString(","));
sc.MustGetStringName(")");

View file

@ -867,6 +867,7 @@ int RunGame()
SetupGameButtons();
gi->app_init();
SetDefaultMenuColors();
M_Init();
if (!(paletteloaded & PALETTE_MAIN))
I_FatalError("No palette found.");

View file

@ -55,6 +55,7 @@
#include "st_start.h"
#include "i_system.h"
#include "gameconfigfile.h"
#include "gamecontrol.h"
EXTERN_CVAR(Int, cl_gfxlocalization)
EXTERN_CVAR(Bool, m_quickexit)
@ -1107,15 +1108,40 @@ bool CheckSkipGameOptionBlock(FScanner &sc)
else if (sc.Compare("Swapmenu")) filter |= gameinfo.swapmenu;
return filter;
}
#endif
void SetDefaultMenuColors()
{
OptionSettings.mTitleColor = V_FindFontColor(gameinfo.mTitleColor);
OptionSettings.mFontColor = V_FindFontColor(gameinfo.mFontColor);
OptionSettings.mFontColorValue = V_FindFontColor(gameinfo.mFontColorValue);
OptionSettings.mFontColorMore = V_FindFontColor(gameinfo.mFontColorMore);
OptionSettings.mFontColorHeader = V_FindFontColor(gameinfo.mFontColorHeader);
OptionSettings.mFontColorHighlight = V_FindFontColor(gameinfo.mFontColorHighlight);
OptionSettings.mFontColorSelection = V_FindFontColor(gameinfo.mFontColorSelection);
//OptionSettings.mTitleColor = CR_RED;// V_FindFontColor(gameinfo.mTitleColor);
OptionSettings.mFontColor = CR_RED;
OptionSettings.mFontColorValue = CR_GRAY;
OptionSettings.mFontColorMore = CR_GRAY;
OptionSettings.mFontColorHeader = CR_GOLD;
OptionSettings.mFontColorHighlight = CR_YELLOW;
OptionSettings.mFontColorSelection = CR_BRICK;
if (g_gameType & (GAMEFLAG_NAM | GAMEFLAG_NAPALM | GAMEFLAG_WW2GI))
{
OptionSettings.mFontColor = CR_DARKGREEN;
OptionSettings.mFontColorHeader = CR_DARKGRAY;
OptionSettings.mFontColorHighlight = CR_WHITE;
OptionSettings.mFontColorSelection = CR_DARKGREEN;
}
else if (g_gameType & GAMEFLAG_BLOOD)
{
OptionSettings.mFontColorHeader = CR_DARKGRAY;
OptionSettings.mFontColorHighlight = CR_WHITE;
OptionSettings.mFontColorSelection = CR_DARKRED;
}
else if (g_gameType & GAMEFLAG_RRALL)
{
OptionSettings.mFontColor = CR_BROWN;
OptionSettings.mFontColorHeader = CR_DARKBROWN;
OptionSettings.mFontColorHighlight = CR_ORANGE;
OptionSettings.mFontColorSelection = CR_TAN;
}
else if (g_gameType & GAMEFLAG_SW)
{
OptionSettings.mFontColorHeader = CR_DARKRED;
OptionSettings.mFontColorHighlight = CR_WHITE;
}
}
#endif

View file

@ -10,6 +10,7 @@ extern FNewGameStartup NewGameStartupInfo;
void M_StartupEpisodeMenu(FNewGameStartup *gs);
void M_StartupSkillMenu(FNewGameStartup *gs);
void M_CreateGameMenus();
void SetDefaultMenuColors();
// The savegame manager contains too much code that is game specific. Parts are shareable but need more work first.