/* ======================================================================= 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 ); }