cod5-sdk/raw/ui_mp/settings_map.menu
2008-11-20 00:00:00 +00:00

100 lines
5.5 KiB
Text

#include "ui/menudef.h"
#include "ui_mp/common_macro.inc"
#define CHOICE_SIZE_X 150
#define CHOICE_SIZE_Y 22
#define CHOICE_X_START 0
#define CHOICE_Y_START 34
#define CHOICE_SEP_OFFSET_Y -2
#define CHOICE_GROUP "map_selection"
#include "ui_mp/menustyle.inc"
#include "ui/choices_setup_common.menu"
#undef A_BUTTON_SIZE
#define A_BUTTON_SIZE 0.3
#undef A_BUTTON_OFFSET_X
#define A_BUTTON_OFFSET_X -2
// ------------------- end preprocessing definitions ----------------------
{
menuDef
{
name settings_map
fullscreen 1
rect 0 0 640 480
focuscolor COLOR_FOCUSED
style WINDOW_STYLE_FILLED
border 0
soundloop "music_mainmenu"
onOpen
{
focusFirst;
setfocusbydvar "ui_mapname";
}
onEsc
{
close settings_map;
}
onClose
{
execNow "xupdatepartystate";
}
#define LOCAL_DLC_ACTION( p_mapname, p_mapname_text ) \
play "mouse_click"; \
open settings_map_dlc;
#define LOCAL_DLC_SELECTION( itemNum, p_mapname_text, p_mapname, visArg )\
CHOICE_BUTTON_FOCUS_VIS_EX( itemNum, p_mapname_text, LOCAL_DLC_ACTION( p_mapname, p_mapname_text ), LOCAL_MAP_SHOW( p_mapname, p_mapname_text ), ;, visArg, forecolor 0.55 0.93 0.56 1 ) \
PREPROC_TEXT_DRAW_ALIGNED_EXP( GAMEINFO_ORIGIN (GAMEINFO_WIDTH-20) 16 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 4 18, "@"+tablelookup(MAP_TABLE,0,p_mapname,3), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_LEFT, COLOR_TITLE name "name_"p_mapname group "map_name_group" )\
PREPROC_TEXT_DRAW_ALIGNED_EXP( GAMEINFO_ORIGIN (GAMEINFO_WIDTH-8) GAMEINFO_HEIGHT2 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 4 (GAMEINFO_HEIGHT+20), "@"+tablelookup(MAP_TABLE,0,p_mapname,6), TEXTSIZE_SMALL, 0, 0, ITEM_ALIGN_LEFT, CHOICE_TEXTCOLOR name "desc_"p_mapname group "map_desc_group" autowrapped )\
PREPROC_SHADER_DRAW_ALIGNED( GAMEINFO_ORIGIN GAMEINFO_WIDTH2 (GAMEINFO_HEIGHT-26) HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_CENTER, 0 20, tablelookup(MAP_TABLE,0,p_mapname,4), 1 1 1 1, 0, 0, 0 0 0 0 name "image_"p_mapname group "map_image_group" )
// ------------------ statics ------------------------
#include "ui/blurredbg.inc"
CHOICE_MENU_TITLE( "@MENU_CHOOSE_MAP_CAP" )
#define MAP_LIST\
LOCAL_MAP_SELECTION( 1, "@MPUI_AIRFIELD", "mp_airfield", ( dvarstring( "ui_gametype" ) != "twar" ) )\
LOCAL_MAP_SELECTION( 2, "@MPUI_ASYLUM", "mp_asylum", ( dvarstring( "ui_gametype" ) != "twar" ) )\
LOCAL_MAP_SELECTION( 3, "@MPUI_CASTLE", "mp_castle", ( dvarstring( "ui_gametype" ) != "twar" ) )\
LOCAL_MAP_SELECTION( 4, "@MPUI_COURTYARD", "mp_courtyard", ( dvarstring( "ui_gametype" ) != "twar" ) )\
LOCAL_MAP_SELECTION( 5, "@MPUI_DOME", "mp_dome", ( dvarstring( "ui_gametype" ) != "twar" ) )\
LOCAL_MAP_SELECTION( 6, "@MPUI_HANGAR", "mp_hangar", ( dvarstring( "ui_gametype" ) != "twar" ) )\
LOCAL_MAP_SELECTION( 7, "@MPUI_MAKIN", "mp_makin", ( dvarstring( "ui_gametype" ) != "twar" ) )\
LOCAL_MAP_SELECTION( 8, "@MPUI_NACHTFEUER", "mp_nachtfeuer", ( dvarstring( "ui_gametype" ) != "twar" ) )\
LOCAL_MAP_SELECTION( 9, "@MPUI_SHRINE", "mp_shrine", ( dvarstring( "ui_gametype" ) != "twar" ) )\
LOCAL_MAP_SELECTION( 10, "@MPUI_SUBURBAN", "mp_suburban", ( dvarstring( "ui_gametype" ) != "twar" ) )\
\
LOCAL_MAP_SELECTION( 11, "@MPUI_BEACHHEAD", "mp_beachhead", ( dvarstring( "ui_gametype" ) == "tdm" || dvarstring( "ui_gametype" ) == "dm" ) )\
LOCAL_MAP_SELECTION( 12, "@MPUI_DOWNFALL", "mp_downfall", ( dvarstring( "ui_gametype" ) == "tdm" || dvarstring( "ui_gametype" ) == "dm" ) )\
LOCAL_MAP_SELECTION( 13, "@MPUI_KNEEDEEP", "mp_kneedeep", ( dvarstring( "ui_gametype" ) == "tdm" || dvarstring( "ui_gametype" ) == "dm" ) )\
LOCAL_MAP_SELECTION( 14, "@MPUI_OUTSKIRTS", "mp_outskirts", ( dvarstring( "ui_gametype" ) == "tdm" || dvarstring( "ui_gametype" ) == "dm" ) )\
LOCAL_MAP_SELECTION( 15, "@MPUI_ROUNDHOUSE", "mp_roundhouse", ( dvarstring( "ui_gametype" ) == "tdm" || dvarstring( "ui_gametype" ) == "dm" ) )\
LOCAL_MAP_SELECTION( 16, "@MPUI_SEELOW", "mp_seelow", ( dvarstring( "ui_gametype" ) == "tdm" || dvarstring( "ui_gametype" ) == "dm" ) )\
LOCAL_MAP_SELECTION( 17, "@MPUI_WETLANDS", "mp_wetlands", ( dvarstring( "ui_gametype" ) == "tdm" || dvarstring( "ui_gametype" ) == "dm" ) )\
\
LOCAL_MAP_SELECTION( 1, "@MPUI_BEACHHEAD", "mp_beachhead", ( dvarstring( "ui_gametype" ) == "twar" ) )\
LOCAL_MAP_SELECTION( 2, "@MPUI_DOWNFALL", "mp_downfall", ( dvarstring( "ui_gametype" ) == "twar" ) )\
LOCAL_MAP_SELECTION( 3, "@MPUI_KNEEDEEP", "mp_kneedeep", ( dvarstring( "ui_gametype" ) == "twar" ) )\
LOCAL_MAP_SELECTION( 4, "@MPUI_OUTSKIRTS", "mp_outskirts", ( dvarstring( "ui_gametype" ) == "twar" ) )\
LOCAL_MAP_SELECTION( 5, "@MPUI_ROUNDHOUSE", "mp_roundhouse", ( dvarstring( "ui_gametype" ) == "twar" ) )\
LOCAL_MAP_SELECTION( 6, "@MPUI_SEELOW", "mp_seelow", ( dvarstring( "ui_gametype" ) == "twar" ) )\
\
LOCAL_MAP_SELECTION( 18, "MP Weapon Test (DEV)", "mp_weapontest", 1 )
//LOCAL_MAP_SELECTION( 16, "@MPUI_CAVERN", "Script Test: Cavern" )\
//LOCAL_MAP_SELECTION( 17, "MP Water Test (DEV)", "mp_water_test" )\
//LOCAL_MAP_SELECTION( 18, "MP Vehicle Test (DEV)", "mp_vehicle_test" )\
//LOCAL_MAP_SELECTION( 19, "MP Weapon Test (DEV)", "mp_weapontest" )\
//LOCAL_DLC_SELECTION( 20, "@MP_DLC_MAPS", "dlc", when( dvarBool( mappack1 ) || dvarBool( mappack2 ) ) )
#define MAP_TABLE "mp/mapsTable.csv"
#include "ui_mp/map_info.inc"
}
}