raze/source/games/exhumed/src/d_menu.cpp
Christoph Oelckers c679f83f75 - make all games return to the main menu when the game is ended with F10.
Duke still went to the intro movies which was a bit problematic.
2021-05-04 11:32:09 +02:00

87 lines
1.9 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2016 EDuke32 developers and contributors
Copyright (C) 2019 Christoph Oelckers
This is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
#include "build.h"
#include "exhumed.h"
#include "engine.h"
#include "sound.h"
#include "names.h"
#include "version.h"
#include "raze_sound.h"
#include "gamestate.h"
#include "mapinfo.h"
#include "gamecontrol.h"
#include "v_draw.h"
#include "vm.h"
#include "razemenu.h"
BEGIN_PS_NS
void GameInterface::MenuOpened()
{
GrabPalette();
menuDelegate->FloatVar(NAME_zoomsize) = 0;
StopLocalSound();
}
void GameInterface::MenuSound(EMenuSounds snd)
{
switch (snd)
{
case ActivateSound:
PlayLocalSound(StaticSound[kSound31], 0, false, CHANF_UI);
break;
case CursorSound:
PlayLocalSound(StaticSound[kSound35], 0, false, CHANF_UI);
break;
case AdvanceSound:
case BackSound:
PlayLocalSound(StaticSound[kSound33], 0, false, CHANF_UI);
break;
default:
return;
}
}
FSavegameInfo GameInterface::GetSaveSig()
{
return { SAVESIG_PS, MINSAVEVER_PS, SAVEVER_PS };
}
END_PS_NS
using namespace Exhumed;
DEFINE_ACTION_FUNCTION(_ListMenuItemExhumedLogo, Draw)
{
auto nLogoTile = GameLogo();
DrawRel(nLogoTile, 160, 40);
return 0;
}