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https://github.com/UberGames/lilium-voyager.git
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05e8ab9538
* Updated TODO * Moved ChangeLog to root * Updated ChangeLog * s/Foobar/Quake III Arena Source Code/ * Biggest patch EVAR. I wonder how many mail boxes this will fill...
194 lines
4.9 KiB
C
194 lines
4.9 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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/*
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=======================================================================
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RESET MENU
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=======================================================================
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*/
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#include "ui_local.h"
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#define ART_FRAME "menu/art/cut_frame"
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#define ID_NO 100
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#define ID_YES 101
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typedef struct
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{
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menuframework_s menu;
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menutext_s no;
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menutext_s yes;
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int slashX;
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} resetMenu_t;
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static resetMenu_t s_reset;
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/*
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=================
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Reset_MenuEvent
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=================
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*/
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void Reset_MenuEvent(void* ptr, int event) {
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if( event != QM_ACTIVATED ) {
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return;
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}
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UI_PopMenu();
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if( ((menucommon_s*)ptr)->id == ID_NO ) {
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return;
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}
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// reset the game, pop the level menu and restart it so it updates
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UI_NewGame();
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trap_Cvar_SetValue( "ui_spSelection", 0 );
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UI_PopMenu();
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UI_SPLevelMenu();
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}
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/*
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=================
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Reset_MenuKey
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=================
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*/
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static sfxHandle_t Reset_MenuKey( int key ) {
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switch ( key ) {
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case K_KP_LEFTARROW:
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case K_LEFTARROW:
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case K_KP_RIGHTARROW:
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case K_RIGHTARROW:
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key = K_TAB;
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break;
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case 'n':
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case 'N':
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Reset_MenuEvent( &s_reset.no, QM_ACTIVATED );
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break;
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case 'y':
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case 'Y':
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Reset_MenuEvent( &s_reset.yes, QM_ACTIVATED );
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break;
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}
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return Menu_DefaultKey( &s_reset.menu, key );
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}
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/*
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=================
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Reset_MenuDraw
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=================
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*/
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static void Reset_MenuDraw( void ) {
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UI_DrawNamedPic( 142, 118, 359, 256, ART_FRAME );
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UI_DrawProportionalString( 320, 194 + 10, "RESET GAME?", UI_CENTER|UI_INVERSE, color_red );
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UI_DrawProportionalString( s_reset.slashX, 265, "/", UI_LEFT|UI_INVERSE, color_red );
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Menu_Draw( &s_reset.menu );
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UI_DrawProportionalString( SCREEN_WIDTH/2, 356 + PROP_HEIGHT * 0, "WARNING: This resets all of the", UI_CENTER|UI_SMALLFONT, color_yellow );
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UI_DrawProportionalString( SCREEN_WIDTH/2, 356 + PROP_HEIGHT * 1, "single player game variables.", UI_CENTER|UI_SMALLFONT, color_yellow );
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UI_DrawProportionalString( SCREEN_WIDTH/2, 356 + PROP_HEIGHT * 2, "Do this only if you want to", UI_CENTER|UI_SMALLFONT, color_yellow );
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UI_DrawProportionalString( SCREEN_WIDTH/2, 356 + PROP_HEIGHT * 3, "start over from the beginning.", UI_CENTER|UI_SMALLFONT, color_yellow );
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}
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/*
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=================
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Reset_Cache
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=================
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*/
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void Reset_Cache( void ) {
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trap_R_RegisterShaderNoMip( ART_FRAME );
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}
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/*
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=================
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UI_ResetMenu
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=================
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*/
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void UI_ResetMenu(void) {
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uiClientState_t cstate;
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int n1, n2, n3;
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int l1, l2, l3;
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// zero set all our globals
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memset( &s_reset, 0, sizeof(s_reset) );
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Reset_Cache();
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n1 = UI_ProportionalStringWidth( "YES/NO" );
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n2 = UI_ProportionalStringWidth( "YES" ) + PROP_GAP_WIDTH;
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n3 = UI_ProportionalStringWidth( "/" ) + PROP_GAP_WIDTH;
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l1 = 320 - ( n1 / 2 );
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l2 = l1 + n2;
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l3 = l2 + n3;
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s_reset.slashX = l2;
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s_reset.menu.draw = Reset_MenuDraw;
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s_reset.menu.key = Reset_MenuKey;
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s_reset.menu.wrapAround = qtrue;
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trap_GetClientState( &cstate );
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if ( cstate.connState >= CA_CONNECTED ) {
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// float on top of running game
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s_reset.menu.fullscreen = qfalse;
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}
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else {
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// game not running
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s_reset.menu.fullscreen = qtrue;
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}
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s_reset.yes.generic.type = MTYPE_PTEXT;
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s_reset.yes.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS;
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s_reset.yes.generic.callback = Reset_MenuEvent;
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s_reset.yes.generic.id = ID_YES;
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s_reset.yes.generic.x = l1;
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s_reset.yes.generic.y = 264;
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s_reset.yes.string = "YES";
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s_reset.yes.color = color_red;
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s_reset.yes.style = UI_LEFT;
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s_reset.no.generic.type = MTYPE_PTEXT;
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s_reset.no.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS;
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s_reset.no.generic.callback = Reset_MenuEvent;
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s_reset.no.generic.id = ID_NO;
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s_reset.no.generic.x = l3;
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s_reset.no.generic.y = 264;
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s_reset.no.string = "NO";
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s_reset.no.color = color_red;
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s_reset.no.style = UI_LEFT;
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Menu_AddItem( &s_reset.menu, &s_reset.yes );
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Menu_AddItem( &s_reset.menu, &s_reset.no );
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UI_PushMenu( &s_reset.menu );
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Menu_SetCursorToItem( &s_reset.menu, &s_reset.no );
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}
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