rpg-x2/ui/ui_spreset.c

174 lines
4 KiB
C
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2011-06-01 12:20:56 +00:00
/*
=======================================================================
RESET MENU
=======================================================================
*/
#include "ui_local.h"
#define ART_FRAME "menu/art/cut_frame"
#define ID_NO 100
#define ID_YES 101
typedef struct
{
menuframework_s menu;
menutext_s no;
menutext_s yes;
int slashX;
} resetMenu_t;
static resetMenu_t s_reset;
/*
=================
Reset_MenuEvent
=================
*/
void Reset_MenuEvent(void* ptr, int event) {
if( event != QM_ACTIVATED ) {
return;
}
UI_PopMenu();
if( ((menucommon_s*)ptr)->id == ID_NO ) {
return;
}
// reset the game, pop the level menu and restart it so it updates
UI_NewGame();
trap_Cvar_SetValue( "ui_spSelection", 0 );
UI_PopMenu();
UI_SPLevelMenu();
}
/*
=================
Reset_MenuKey
=================
*/
static sfxHandle_t Reset_MenuKey( int key ) {
switch ( key ) {
case K_KP_LEFTARROW:
case K_LEFTARROW:
case K_KP_RIGHTARROW:
case K_RIGHTARROW:
key = K_TAB;
break;
case 'n':
case 'N':
Reset_MenuEvent( &s_reset.no, QM_ACTIVATED );
break;
case 'y':
case 'Y':
Reset_MenuEvent( &s_reset.yes, QM_ACTIVATED );
break;
}
return Menu_DefaultKey( &s_reset.menu, key );
}
/*
=================
Reset_MenuDraw
=================
*/
static void Reset_MenuDraw( void ) {
UI_DrawNamedPic( 142, 118, 359, 256, ART_FRAME );
UI_DrawProportionalString( 320, 194 + 10, "RESET GAME?", UI_CENTER|UI_INVERSE, color_red );
UI_DrawProportionalString( s_reset.slashX, 265, "/", UI_LEFT|UI_INVERSE, color_red );
Menu_Draw( &s_reset.menu );
UI_DrawProportionalString( SCREEN_WIDTH/2, 356 + PROP_HEIGHT * 0, "WARNING: This resets all of the", UI_CENTER|UI_SMALLFONT, color_yellow );
UI_DrawProportionalString( SCREEN_WIDTH/2, 356 + PROP_HEIGHT * 1, "single player game variables.", UI_CENTER|UI_SMALLFONT, color_yellow );
UI_DrawProportionalString( SCREEN_WIDTH/2, 356 + PROP_HEIGHT * 2, "Do this only if you want to", UI_CENTER|UI_SMALLFONT, color_yellow );
UI_DrawProportionalString( SCREEN_WIDTH/2, 356 + PROP_HEIGHT * 3, "start over from the beginning.", UI_CENTER|UI_SMALLFONT, color_yellow );
}
/*
=================
Reset_Cache
=================
*/
void Reset_Cache( void ) {
trap_R_RegisterShaderNoMip( ART_FRAME );
}
/*
=================
UI_ResetMenu
=================
*/
void UI_ResetMenu(void) {
uiClientState_t cstate;
int n1, n2, n3;
int l1, l2, l3;
// zero set all our globals
memset( &s_reset, 0, sizeof(s_reset) );
Reset_Cache();
n1 = UI_ProportionalStringWidth( "YES/NO", UI_BIGFONT);
n2 = UI_ProportionalStringWidth( "YES", UI_BIGFONT) + PROP_GAP_WIDTH;
n3 = UI_ProportionalStringWidth( "/", UI_BIGFONT) + PROP_GAP_WIDTH;
l1 = 320 - ( n1 / 2 );
l2 = l1 + n2;
l3 = l2 + n3;
s_reset.slashX = l2;
s_reset.menu.draw = Reset_MenuDraw;
s_reset.menu.key = Reset_MenuKey;
s_reset.menu.wrapAround = qtrue;
trap_GetClientState( &cstate );
if ( cstate.connState >= CA_CONNECTED ) {
// float on top of running game
s_reset.menu.fullscreen = qfalse;
}
else {
// game not running
s_reset.menu.fullscreen = qtrue;
}
s_reset.yes.generic.type = MTYPE_PTEXT;
s_reset.yes.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS;
s_reset.yes.generic.callback = Reset_MenuEvent;
s_reset.yes.generic.id = ID_YES;
s_reset.yes.generic.x = l1;
s_reset.yes.generic.y = 264;
s_reset.yes.string = "YES";
s_reset.yes.color = color_red;
s_reset.yes.style = UI_LEFT;
s_reset.no.generic.type = MTYPE_PTEXT;
s_reset.no.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS;
s_reset.no.generic.callback = Reset_MenuEvent;
s_reset.no.generic.id = ID_NO;
s_reset.no.generic.x = l3;
s_reset.no.generic.y = 264;
s_reset.no.string = "NO";
s_reset.no.color = color_red;
s_reset.no.style = UI_LEFT;
Menu_AddItem( &s_reset.menu, &s_reset.yes );
Menu_AddItem( &s_reset.menu, &s_reset.no );
UI_PushMenu( &s_reset.menu );
Menu_SetCursorToItem( &s_reset.menu, &s_reset.no );
}