- Fixed: M_QuitResponse() tried to play a sound even when none was specified

in the gameinfo.
- Added Yes/No selections for Y/N messages so that you can answer them
  entirely with a joystick.
- Fixed: Starting the menu at the title screen with a key other than Escape
  left the top level menu out of the menu stack.
- Changed the save menu so that cancelling input of a new save name only
  deactivates that control and does not completely close the menus.
- Fixed "any key" messages to override input to menus hidden beneath them and
  to work with joysticks.
- Removed the input parameter from M_StartMessage and the corresponding
  messageNeedsInput global, because it was redundant. Any messages that want
  a Y/N response also supply a callback, and messages that don't care which
  key you press don't supply a callback.
- Changed MKEY_Back so that it cancels out of text entry fields before
  backing to the previous menu, which it already did for the keyboard.
- Changed the menu responder so that key downs always produce results,
  regardless of whether or not an equivalent key is already down.


SVN r1753 (trunk)
This commit is contained in:
Randy Heit 2009-08-07 03:30:51 +00:00
parent 3e388acc15
commit 732a44b338
11 changed files with 200 additions and 84 deletions

View File

@ -1,4 +1,24 @@
August 4, 2009 August 6, 2009
- Fixed: M_QuitResponse() tried to play a sound even when none was specified
in the gameinfo.
- Added Yes/No selections for Y/N messages so that you can answer them
entirely with a joystick.
- Fixed: Starting the menu at the title screen with a key other than Escape
left the top level menu out of the menu stack.
- Changed the save menu so that cancelling input of a new save name only
deactivates that control and does not completely close the menus.
- Fixed "any key" messages to override input to menus hidden beneath them and
to work with joysticks.
- Removed the input parameter from M_StartMessage and the corresponding
messageNeedsInput global, because it was redundant. Any messages that want
a Y/N response also supply a callback, and messages that don't care which
key you press don't supply a callback.
- Changed MKEY_Back so that it cancels out of text entry fields before
backing to the previous menu, which it already did for the keyboard.
- Changed the menu responder so that key downs always produce results,
regardless of whether or not an equivalent key is already down.
August 4, 2009
- Added the MF6_STEPMISSILE flag so that the Whirlwind can "walk" up steps. - Added the MF6_STEPMISSILE flag so that the Whirlwind can "walk" up steps.
- Changed the dword definition of PalEntry to uint32 so that it has one - Changed the dword definition of PalEntry to uint32 so that it has one
consistent definition across all source files. consistent definition across all source files.

View File

@ -115,6 +115,7 @@ typedef enum
// Called by IO functions when input is detected. // Called by IO functions when input is detected.
void D_PostEvent (const event_t* ev); void D_PostEvent (const event_t* ev);
void D_RemoveNextCharEvent();
// //

View File

@ -241,6 +241,8 @@ void D_ProcessEvents (void)
for (; eventtail != eventhead ; eventtail = (eventtail+1)&(MAXEVENTS-1)) for (; eventtail != eventhead ; eventtail = (eventtail+1)&(MAXEVENTS-1))
{ {
ev = &events[eventtail]; ev = &events[eventtail];
if (ev->type == EV_None)
continue;
if (ev->type == EV_DeviceChange) if (ev->type == EV_DeviceChange)
UpdateJoystickMenu(I_UpdateDeviceList()); UpdateJoystickMenu(I_UpdateDeviceList());
if (C_Responder (ev)) if (C_Responder (ev))
@ -293,6 +295,41 @@ void D_PostEvent (const event_t *ev)
eventhead = (eventhead+1)&(MAXEVENTS-1); eventhead = (eventhead+1)&(MAXEVENTS-1);
} }
//==========================================================================
//
// D_RemoveNextCharEvent
//
// Removes the next EV_GUI_Char event in the input queue. Used by the menu,
// since it (generally) consumes EV_GUI_KeyDown events and not EV_GUI_Char
// events, and it needs to ensure that there is no left over input when it's
// done. If there are multiple EV_GUI_KeyDowns before the EV_GUI_Char, then
// there are dead chars involved, so those should be removed, too. We do
// this by changing the message type to EV_None rather than by actually
// removing the event from the queue.
//
//==========================================================================
void D_RemoveNextCharEvent()
{
assert(events[eventtail].type == EV_GUI_Event && events[eventtail].subtype == EV_GUI_KeyDown);
for (int evnum = eventtail; evnum != eventhead; evnum = (evnum+1) & (MAXEVENTS-1))
{
event_t *ev = &events[evnum];
if (ev->type != EV_GUI_Event)
break;
if (ev->subtype == EV_GUI_KeyDown || ev->subtype == EV_GUI_Char)
{
ev->type = EV_None;
if (ev->subtype == EV_GUI_Char)
break;
}
else
{
break;
}
}
}
//========================================================================== //==========================================================================
// //
// CVAR dmflags // CVAR dmflags

View File

@ -859,7 +859,7 @@ bool G_Responder (event_t *ev)
stricmp (cmd, "bumpgamma") && stricmp (cmd, "bumpgamma") &&
stricmp (cmd, "screenshot"))) stricmp (cmd, "screenshot")))
{ {
M_StartControlPanel (true); M_StartControlPanel (true, true);
return true; return true;
} }
else else

View File

@ -172,7 +172,8 @@ void M_DrawFrame (int x, int y, int width, int height);
static void M_DrawSaveLoadBorder (int x,int y, int len); static void M_DrawSaveLoadBorder (int x,int y, int len);
static void M_DrawSaveLoadCommon (); static void M_DrawSaveLoadCommon ();
static void M_SetupNextMenu (oldmenu_t *menudef); static void M_SetupNextMenu (oldmenu_t *menudef);
static void M_StartMessage (const char *string, void(*routine)(int), bool input); static void M_StartMessage (const char *string, void(*routine)(int));
static void M_EndMessage (int key);
// [RH] For player setup menu. // [RH] For player setup menu.
void M_PlayerSetup (); void M_PlayerSetup ();
@ -222,9 +223,9 @@ static FSaveGameNode *lastSaveSlot; // Used for highlighting the most recently u
static int messageToPrint; // 1 = message to be printed static int messageToPrint; // 1 = message to be printed
static const char *messageString; // ...and here is the message string! static const char *messageString; // ...and here is the message string!
static EMenuState messageLastMenuActive; static EMenuState messageLastMenuActive;
static bool messageNeedsInput; // timed message = no input from user static void (*messageRoutine)(int response); // Non-NULL if only Y/N should close message
static void (*messageRoutine)(int response);
static int showSharewareMessage; static int showSharewareMessage;
static int messageSelection; // 0 {Yes) or 1 (No) [if messageRoutine is non-NULL]
static int genStringEnter; // we are going to be entering a savegame string static int genStringEnter; // we are going to be entering a savegame string
static size_t genStringLen; // [RH] Max # of chars that can be entered static size_t genStringLen; // [RH] Max # of chars that can be entered
@ -606,8 +607,7 @@ static oldmenu_t SaveDef =
// through console commands. // through console commands.
CCMD (menu_main) CCMD (menu_main)
{ {
M_StartControlPanel (true); M_StartControlPanel (true, true);
M_SetupNextMenu (TopLevelMenu);
} }
CCMD (menu_load) CCMD (menu_load)
@ -1295,9 +1295,9 @@ void M_LoadGame (int choice)
if (netgame) if (netgame)
{ {
if(gameinfo.gametype == GAME_Chex) if(gameinfo.gametype == GAME_Chex)
M_StartMessage (GStrings("CLOADNET"), NULL, false); M_StartMessage (GStrings("CLOADNET"), NULL);
else else
M_StartMessage (GStrings("LOADNET"), NULL, false); M_StartMessage (GStrings("LOADNET"), NULL);
return; return;
} }
@ -1370,7 +1370,7 @@ void M_SaveGame (int choice)
{ {
if (!usergame || (players[consoleplayer].health <= 0 && !multiplayer)) if (!usergame || (players[consoleplayer].health <= 0 && !multiplayer))
{ {
M_StartMessage (GStrings("SAVEDEAD"), NULL, false); M_StartMessage (GStrings("SAVEDEAD"), NULL);
return; return;
} }
@ -1430,7 +1430,7 @@ void M_QuickSave ()
else else
mysnprintf (tempstring, countof(tempstring), GStrings("QSPROMPT"), quickSaveSlot->Title); mysnprintf (tempstring, countof(tempstring), GStrings("QSPROMPT"), quickSaveSlot->Title);
strcpy (savegamestring, quickSaveSlot->Title); strcpy (savegamestring, quickSaveSlot->Title);
M_StartMessage (tempstring, M_QuickSaveResponse, true); M_StartMessage (tempstring, M_QuickSaveResponse);
} }
@ -1453,9 +1453,9 @@ void M_QuickLoad ()
if (netgame) if (netgame)
{ {
if(gameinfo.gametype == GAME_Chex) if(gameinfo.gametype == GAME_Chex)
M_StartMessage (GStrings("CQLOADNET"), NULL, false); M_StartMessage (GStrings("CQLOADNET"), NULL);
else else
M_StartMessage (GStrings("QLOADNET"), NULL, false); M_StartMessage (GStrings("QLOADNET"), NULL);
return; return;
} }
@ -1471,7 +1471,7 @@ void M_QuickLoad ()
mysnprintf (tempstring, countof(tempstring), GStrings("CQLPROMPT"), quickSaveSlot->Title); mysnprintf (tempstring, countof(tempstring), GStrings("CQLPROMPT"), quickSaveSlot->Title);
else else
mysnprintf (tempstring, countof(tempstring), GStrings("QLPROMPT"), quickSaveSlot->Title); mysnprintf (tempstring, countof(tempstring), GStrings("QLPROMPT"), quickSaveSlot->Title);
M_StartMessage (tempstring, M_QuickLoadResponse, true); M_StartMessage (tempstring, M_QuickLoadResponse);
} }
// //
@ -1574,9 +1574,9 @@ void M_NewGame(int choice)
if (netgame && !demoplayback) if (netgame && !demoplayback)
{ {
if(gameinfo.gametype == GAME_Chex) if(gameinfo.gametype == GAME_Chex)
M_StartMessage (GStrings("CNEWGAME"), NULL, false); M_StartMessage (GStrings("CNEWGAME"), NULL);
else else
M_StartMessage (GStrings("NEWGAME"), NULL, false); M_StartMessage (GStrings("NEWGAME"), NULL);
return; return;
} }
@ -1794,7 +1794,7 @@ void M_ChooseSkill (int choice)
if (*msg==0) msg = GStrings("NIGHTMARE"); if (*msg==0) msg = GStrings("NIGHTMARE");
if (*msg=='$') msg = GStrings(msg+1); if (*msg=='$') msg = GStrings(msg+1);
confirmskill = choice; confirmskill = choice;
M_StartMessage (msg, M_VerifyNightmare, true); M_StartMessage (msg, M_VerifyNightmare);
return; return;
} }
@ -1813,12 +1813,12 @@ void M_Episode (int choice)
{ {
if (gameinfo.gametype == GAME_Doom) if (gameinfo.gametype == GAME_Doom)
{ {
M_StartMessage(GStrings("SWSTRING"),NULL,false); M_StartMessage(GStrings("SWSTRING"), NULL);
//M_SetupNextMenu(&ReadDef); //M_SetupNextMenu(&ReadDef);
} }
else if (gameinfo.gametype == GAME_Chex) else if (gameinfo.gametype == GAME_Chex)
{ {
M_StartMessage(GStrings("CSWSTRING"),NULL,false); M_StartMessage(GStrings("CSWSTRING"), NULL);
} }
else else
{ {
@ -1856,9 +1856,9 @@ static void SCClass (int option)
if (netgame) if (netgame)
{ {
if(gameinfo.gametype == GAME_Chex) if(gameinfo.gametype == GAME_Chex)
M_StartMessage (GStrings("CNEWGAME"), NULL, false); M_StartMessage (GStrings("CNEWGAME"), NULL);
else else
M_StartMessage (GStrings("NEWGAME"), NULL, false); M_StartMessage (GStrings("NEWGAME"), NULL);
return; return;
} }
@ -1892,9 +1892,9 @@ static void M_ChooseClass (int choice)
if (netgame) if (netgame)
{ {
if(gameinfo.gametype == GAME_Chex) if(gameinfo.gametype == GAME_Chex)
M_StartMessage (GStrings("CNEWGAME"), NULL, false); M_StartMessage (GStrings("CNEWGAME"), NULL);
else else
M_StartMessage (GStrings("NEWGAME"), NULL, false); M_StartMessage (GStrings("NEWGAME"), NULL);
return; return;
} }
@ -1953,16 +1953,16 @@ void M_EndGame(int choice)
if (netgame) if (netgame)
{ {
if(gameinfo.gametype == GAME_Chex) if(gameinfo.gametype == GAME_Chex)
M_StartMessage(GStrings("CNETEND"),NULL,false); M_StartMessage(GStrings("CNETEND"), NULL);
else else
M_StartMessage(GStrings("NETEND"),NULL,false); M_StartMessage(GStrings("NETEND"), NULL);
return; return;
} }
if(gameinfo.gametype == GAME_Chex) if(gameinfo.gametype == GAME_Chex)
M_StartMessage(GStrings("CENDGAME"),M_EndGameResponse,true); M_StartMessage(GStrings("CENDGAME"), M_EndGameResponse);
else else
M_StartMessage(GStrings("ENDGAME"),M_EndGameResponse,true); M_StartMessage(GStrings("ENDGAME"), M_EndGameResponse);
} }
@ -2005,7 +2005,7 @@ void M_QuitResponse(int ch)
return; return;
if (!netgame) if (!netgame)
{ {
if (gameinfo.quitSound) if (gameinfo.quitSound.IsNotEmpty())
{ {
S_Sound (CHAN_VOICE | CHAN_UI, gameinfo.quitSound, 1, ATTN_NONE); S_Sound (CHAN_VOICE | CHAN_UI, gameinfo.quitSound, 1, ATTN_NONE);
I_WaitVBL (105); I_WaitVBL (105);
@ -2049,7 +2049,7 @@ void M_QuitGame (int choice)
EndString = GStrings("RAVENQUITMSG"); EndString = GStrings("RAVENQUITMSG");
} }
M_StartMessage (EndString, M_QuitResponse, true); M_StartMessage (EndString, M_QuitResponse);
} }
@ -2736,19 +2736,19 @@ static void M_SlidePlayerBlue (int choice)
// //
// Menu Functions // Menu Functions
// //
void M_StartMessage (const char *string, void (*routine)(int), bool input) void M_StartMessage (const char *string, void (*routine)(int))
{ {
C_HideConsole (); C_HideConsole ();
messageLastMenuActive = menuactive; messageLastMenuActive = menuactive;
messageToPrint = 1; messageToPrint = 1;
messageString = string; messageString = string;
messageRoutine = routine; messageRoutine = routine;
messageNeedsInput = input; messageSelection = 0;
if (menuactive == MENU_Off) if (menuactive == MENU_Off)
{ {
M_ActivateMenuInput (); M_ActivateMenuInput ();
} }
if (input) if (messageRoutine != NULL)
{ {
S_StopSound (CHAN_VOICE); S_StopSound (CHAN_VOICE);
S_Sound (CHAN_VOICE | CHAN_UI, "menu/prompt", 1, ATTN_NONE); S_Sound (CHAN_VOICE | CHAN_UI, "menu/prompt", 1, ATTN_NONE);
@ -2756,6 +2756,22 @@ void M_StartMessage (const char *string, void (*routine)(int), bool input)
return; return;
} }
void M_EndMessage(int key)
{
menuactive = messageLastMenuActive;
messageToPrint = 0;
if (messageRoutine != NULL)
{
messageRoutine(key);
}
if (menuactive != MENU_Off)
{
M_DeactivateMenuInput();
}
SB_state = screen->GetPageCount(); // refresh the status bar
BorderNeedRefresh = screen->GetPageCount();
S_Sound(CHAN_VOICE | CHAN_UI, "menu/dismiss", 1, ATTN_NONE);
}
// //
@ -2803,8 +2819,7 @@ bool M_Responder (event_t *ev)
// Pop-up menu? // Pop-up menu?
if (ev->data1 == KEY_ESCAPE) if (ev->data1 == KEY_ESCAPE)
{ {
M_StartControlPanel(true); M_StartControlPanel(true, true);
M_SetupNextMenu(TopLevelMenu);
return true; return true;
} }
// If devparm is set, pressing F1 always takes a screenshot no matter // If devparm is set, pressing F1 always takes a screenshot no matter
@ -2900,6 +2915,15 @@ bool M_Responder (event_t *ev)
} }
ch = ev->data1; ch = ev->data1;
keyup = ev->subtype == EV_GUI_KeyUp; keyup = ev->subtype == EV_GUI_KeyUp;
if (messageToPrint && messageRoutine == NULL)
{
if (!keyup && !OptionsActive)
{
D_RemoveNextCharEvent();
M_EndMessage(ch);
return true;
}
}
switch (ch) switch (ch)
{ {
case GK_ESCAPE: mkey = MKEY_Back; break; case GK_ESCAPE: mkey = MKEY_Back; break;
@ -2923,37 +2947,13 @@ bool M_Responder (event_t *ev)
{ {
// Take care of any messages that need input // Take care of any messages that need input
ch = tolower (ch); ch = tolower (ch);
if (messageNeedsInput) assert(messageRoutine != NULL);
if (ch != ' ' && ch != 'n' && ch != 'y')
{ {
// For each printable keystroke, both EV_GUI_KeyDown and return false;
// EV_GUI_Char will be generated, in that order. If we close
// the menu after the first event arrives and the fullscreen
// console is up, the console will get the EV_GUI_Char event
// next. Therefore, the message input should only respond to
// EV_GUI_Char events (sans Escape, which only generates
// EV_GUI_KeyDown.)
if (ev->subtype != EV_GUI_Char && ch != GK_ESCAPE)
{
// return false;
}
if (ch != ' ' && ch != 'n' && ch != 'y' && ch != GK_ESCAPE)
{
return false;
}
} }
D_RemoveNextCharEvent();
menuactive = messageLastMenuActive; M_EndMessage(ch);
messageToPrint = 0;
if (messageRoutine)
messageRoutine (ch);
if (menuactive != MENU_Off)
{
M_DeactivateMenuInput();
}
SB_state = screen->GetPageCount(); // refresh the status bar
BorderNeedRefresh = screen->GetPageCount();
S_Sound(CHAN_VOICE | CHAN_UI, "menu/dismiss", 1, ATTN_NONE);
return true; return true;
} }
else else
@ -3038,6 +3038,12 @@ bool M_Responder (event_t *ev)
mkey = MKEY_Right; mkey = MKEY_Right;
break; break;
} }
// Any button press will work for messages without callbacks
if (!keyup && messageToPrint && messageRoutine == NULL)
{
M_EndMessage(ch);
return true;
}
} }
if (mkey != NUM_MKEYS) if (mkey != NUM_MKEYS)
@ -3048,14 +3054,12 @@ bool M_Responder (event_t *ev)
} }
else else
{ {
if (MenuButtons[mkey].PressKey(ch)) MenuButtons[mkey].PressKey(ch);
if (mkey <= MKEY_PageDown)
{ {
if (mkey <= MKEY_PageDown) MenuButtonTickers[mkey] = KEY_REPEAT_DELAY;
{
MenuButtonTickers[mkey] = KEY_REPEAT_DELAY;
}
M_ButtonHandler(mkey, false);
} }
M_ButtonHandler(mkey, false);
} }
} }
@ -3077,10 +3081,35 @@ void M_ButtonHandler(EMenuKey key, bool repeat)
} }
if (key == MKEY_Back) if (key == MKEY_Back)
{ {
// Save the cursor position on the current menu, and pop it off the stack if (genStringEnter)
// to go back to the previous menu. {
currentMenu->lastOn = itemOn; // Cancel string entry.
M_PopMenuStack(); genStringEnter = 0;
genStringCancel();
}
else if (messageToPrint)
{
M_EndMessage(GK_ESCAPE);
}
else
{
// Save the cursor position on the current menu, and pop it off the stack
// to go back to the previous menu.
currentMenu->lastOn = itemOn;
M_PopMenuStack();
}
return;
}
if (messageToPrint)
{
if (key == MKEY_Down || key == MKEY_Up)
{
messageSelection ^= 1;
}
else if (key == MKEY_Enter)
{
M_EndMessage(messageSelection == 0 ? 'y' : 'n');
}
return; return;
} }
if (currentMenu == &SaveDef || currentMenu == &LoadDef) if (currentMenu == &SaveDef || currentMenu == &LoadDef)
@ -3244,7 +3273,7 @@ static bool M_SaveLoadResponder (event_t *ev)
EndString.Format("%s" TEXTCOLOR_WHITE "%s" TEXTCOLOR_NORMAL "?\n\n%s", EndString.Format("%s" TEXTCOLOR_WHITE "%s" TEXTCOLOR_NORMAL "?\n\n%s",
GStrings("MNU_DELETESG"), SelSaveGame->Title, GStrings("PRESSYN")); GStrings("MNU_DELETESG"), SelSaveGame->Title, GStrings("PRESSYN"));
M_StartMessage (EndString, M_DeleteSaveResponse, true); M_StartMessage (EndString, M_DeleteSaveResponse);
} }
break; break;
@ -3279,12 +3308,16 @@ static void M_LoadSelect (const FSaveGameNode *file)
// //
// User wants to save. Start string input for M_Responder // User wants to save. Start string input for M_Responder
// //
static void M_CancelSaveName ()
{
}
static void M_SaveSelect (const FSaveGameNode *file) static void M_SaveSelect (const FSaveGameNode *file)
{ {
// we are going to be intercepting all chars // we are going to be intercepting all chars
genStringEnter = 1; genStringEnter = 1;
genStringEnd = M_DoSave; genStringEnd = M_DoSave;
genStringCancel = M_ClearMenus; genStringCancel = M_CancelSaveName;
genStringLen = SAVESTRINGSIZE-1; genStringLen = SAVESTRINGSIZE-1;
if (file != &NewSaveNode) if (file != &NewSaveNode)
@ -3323,7 +3356,7 @@ static void M_DeleteSaveResponse (int choice)
// //
// M_StartControlPanel // M_StartControlPanel
// //
void M_StartControlPanel (bool makeSound) void M_StartControlPanel (bool makeSound, bool wantTop)
{ {
// intro might call this repeatedly // intro might call this repeatedly
if (menuactive == MENU_On) if (menuactive == MENU_On)
@ -3331,12 +3364,20 @@ void M_StartControlPanel (bool makeSound)
for (int i = 0; i < NUM_MKEYS; ++i) for (int i = 0; i < NUM_MKEYS; ++i)
{ {
MenuButtons[i].ResetTriggers(); MenuButtons[i].ReleaseKey(0);
} }
drawSkull = true; drawSkull = true;
MenuStackDepth = 0; MenuStackDepth = 0;
currentMenu = TopLevelMenu; if (wantTop)
itemOn = currentMenu->lastOn; {
M_SetupNextMenu(TopLevelMenu);
}
else
{
// Just a default. The caller ought to call M_SetupNextMenu() next.
currentMenu = TopLevelMenu;
itemOn = currentMenu->lastOn;
}
C_HideConsole (); // [RH] Make sure console goes bye bye. C_HideConsole (); // [RH] Make sure console goes bye bye.
OptionsActive = false; // [RH] Make sure none of the options menus appear. OptionsActive = false; // [RH] Make sure none of the options menus appear.
M_ActivateMenuInput (); M_ActivateMenuInput ();
@ -3373,6 +3414,7 @@ void M_Drawer ()
// Horiz. & Vertically center string and print it. // Horiz. & Vertically center string and print it.
if (messageToPrint) if (messageToPrint)
{ {
int fontheight = SmallFont->GetHeight();
screen->Dim (fade); screen->Dim (fade);
BorderNeedRefresh = screen->GetPageCount (); BorderNeedRefresh = screen->GetPageCount ();
SB_state = screen->GetPageCount (); SB_state = screen->GetPageCount ();
@ -3387,10 +3429,19 @@ void M_Drawer ()
{ {
screen->DrawText (SmallFont, CR_UNTRANSLATED, 160 - lines[i].Width/2, y, lines[i].Text, screen->DrawText (SmallFont, CR_UNTRANSLATED, 160 - lines[i].Width/2, y, lines[i].Text,
DTA_Clean, true, TAG_DONE); DTA_Clean, true, TAG_DONE);
y += SmallFont->GetHeight (); y += fontheight;
} }
V_FreeBrokenLines (lines); V_FreeBrokenLines (lines);
if (messageRoutine != NULL)
{
y += fontheight;
screen->DrawText(SmallFont, CR_UNTRANSLATED, 160, y, GStrings["TXT_YES"], DTA_Clean, true, TAG_DONE);
screen->DrawText(SmallFont, CR_UNTRANSLATED, 160, y + fontheight + 1, GStrings["TXT_NO"], DTA_Clean, true, TAG_DONE);
if (skullAnimCounter < 6)
{
M_DrawConText(CR_RED, 150, y + (fontheight + 1) * messageSelection, "\xd");
}
}
} }
else if (menuactive != MENU_Off) else if (menuactive != MENU_Off)
{ {

View File

@ -52,7 +52,7 @@ void M_Deinit ();
// Called by intro code to force menu up upon a keypress, // Called by intro code to force menu up upon a keypress,
// does nothing if menu is already up. // does nothing if menu is already up.
void M_StartControlPanel (bool makeSound); void M_StartControlPanel (bool makeSound, bool wantTop=false);
// Turns off the menu // Turns off the menu
void M_ClearMenus (); void M_ClearMenus ();
@ -257,6 +257,7 @@ enum EMenuKey
void M_ButtonHandler(EMenuKey key, bool repeat); void M_ButtonHandler(EMenuKey key, bool repeat);
void M_OptButtonHandler(EMenuKey key, bool repeat); void M_OptButtonHandler(EMenuKey key, bool repeat);
void M_DrawConText (int color, int x, int y, const char *str);
extern value_t YesNo[2]; extern value_t YesNo[2];
extern value_t NoYes[2]; extern value_t NoYes[2];

View File

@ -1480,7 +1480,7 @@ CCMD (sizeup)
// Draws a string in the console font, scaled to the 8x8 cells // Draws a string in the console font, scaled to the 8x8 cells
// used by the default console font. // used by the default console font.
static void M_DrawConText (int color, int x, int y, const char *str) void M_DrawConText (int color, int x, int y, const char *str)
{ {
int len = (int)strlen(str); int len = (int)strlen(str);

View File

@ -772,7 +772,7 @@ bool FMODSoundRenderer::Init()
if (result == FMOD_OK) if (result == FMOD_OK)
{ {
// On Linux, FMOD defaults to OSS. If OSS is not present, it doesn't // On Linux, FMOD defaults to OSS. If OSS is not present, it doesn't
// try ALSA, it just fails. We'll try for it, but only if OSS wasn't // try ALSA; it just fails. We'll try for it, but only if OSS wasn't
// explicitly specified for snd_output. // explicitly specified for snd_output.
if (driver == 0 && eval == FMOD_OUTPUTTYPE_AUTODETECT) if (driver == 0 && eval == FMOD_OUTPUTTYPE_AUTODETECT)
{ {

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@ -8,6 +8,8 @@ PRESSKEY = "press a key.";
PRESSYN = "press y or n."; PRESSYN = "press y or n.";
QUITMSG = "are you sure you want to\nquit this great game?"; QUITMSG = "are you sure you want to\nquit this great game?";
TXT_YES = "Yes";
TXT_NO = "No";
// Quit Doom 1 messages // Quit Doom 1 messages
QUITMSG1 = "please don't leave, there's more\ndemons to toast!"; QUITMSG1 = "please don't leave, there's more\ndemons to toast!";

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@ -13,6 +13,8 @@ D_CDROM = "VERSION CD-ROM: DEFAULT.CFG DANS C:\\DOOMDATA\n";
PRESSKEY = "APPUYEZ SUR UNE TOUCHE."; PRESSKEY = "APPUYEZ SUR UNE TOUCHE.";
PRESSYN = "APPUYEZ SUR Y OU N"; PRESSYN = "APPUYEZ SUR Y OU N";
QUITMSG = "VOUS VOULEZ VRAIMENT\nQUITTER CE SUPER JEU?"; QUITMSG = "VOUS VOULEZ VRAIMENT\nQUITTER CE SUPER JEU?";
TXT_YES = "Oui";
TXT_NO = "Non";
// QuitDoom1 messages // QuitDoom1 messages
QUITMSG1 = "ne partez pas,Il ya encore\ndes démons a griller!"; QUITMSG1 = "ne partez pas,Il ya encore\ndes démons a griller!";

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@ -10,6 +10,8 @@ PRESSKEY = "premi un tasto.";
PRESSYN = "premi y oppure n."; PRESSYN = "premi y oppure n.";
QUITMSG = "Sei sicuro di volere uscire\nda questo grandioso gioco?"; QUITMSG = "Sei sicuro di volere uscire\nda questo grandioso gioco?";
TXT_YES = "Si";
TXT_NO = "No";
// QuitDoom1 messages // QuitDoom1 messages
QUITMSG1 = "per favore non uscire, ci sono altri\ndemoni da ammazzare!"; QUITMSG1 = "per favore non uscire, ci sono altri\ndemoni da ammazzare!";