- hooked up all front ends with a generic message printing function so that common code can access the native message displays. This is needed for consolidation of some input actions which are mostly identical but print messages.
- preparations for a generic message system.
This was consolidated for both EDuke and RedNukem frontends, put into a class with strict access control and the length limit was lifted.
The new class will eventually allow better localization control.
- disabled the mouse movement sensitivity CVARs pending a refactoring of the code to handle them in the input backend instead of the individual input handlers.
Now this was magnitudes easier than the EDuke menu - NBlood's menu is actually clean and usable code but still nothing compared to a unified menu system.
This mainly means being able to use the generic font.
This also adds more generalization to the menu sound handling, plus an option to turn menu sound off. This is motivated by the pig sounds which RR uses in the menu.
* removed some redundant functionality (e.g. Shift-F5 to change - use the console for that!)
* removed a few more leftover parts of the old music system
* savegames should not do more than resuming the music at the point of saving. (DN3D and RR only so far. Blood to be done.)
* handle music enabling/disabling in the backend, which simply knows better what to do. This was only working in the menu, so changing the CVAR had no effect.
* implemented single image screens
* implemented skeleton of the image scroller
* added RR-specific definitions to the menus (need to copy and adjust d_menu.cpp)
* added definitions for credits screens.
Sadly the scripting which necessitates this all is such a hack that it's probably necessary to fix again if the next project comes along that uses the same kind of "creativity" instead of providing a robust implementation.
Not tested yet!
* Added a JSON-based header to the savegames so that the unified menu can read from a common data source.
* moved loading and saving of frontend independent data to the wrapper so that support is automatic.
Just for the menu this can be done much simpler - the entire setup here doesn't work well with the game frontends being compiled as separate modules anyway.