gzdoom-gles/src/menu/menu.h
Randy Heit 10f1281977 - Remove LabelOffset from menus entirely and just compute things so that the console font and
small font, when mixed on the same line, align at their baselines.

SVN r3786 (trunk)
2012-07-26 05:27:37 +00:00

683 lines
No EOL
16 KiB
C++

#ifndef __M_MENU_MENU_H__
#define __M_MENU_MENU_H__
#include "dobject.h"
#include "d_player.h"
#include "r_data/r_translate.h"
#include "c_cvars.h"
#include "v_font.h"
#include "version.h"
#include "textures/textures.h"
EXTERN_CVAR(Float, snd_menuvolume)
EXTERN_CVAR(Int, m_use_mouse);
struct event_t;
class FTexture;
class FFont;
enum EColorRange;
class FPlayerClass;
class FKeyBindings;
enum EMenuKey
{
MKEY_Up,
MKEY_Down,
MKEY_Left,
MKEY_Right,
MKEY_PageUp,
MKEY_PageDown,
//----------------- Keys past here do not repeat.
MKEY_Enter,
MKEY_Back, // Back to previous menu
MKEY_Clear, // Clear keybinding/flip player sprite preview
NUM_MKEYS,
// These are not buttons but events sent from other menus
MKEY_Input, // Sent when input is confirmed
MKEY_Abort, // Input aborted
MKEY_MBYes,
MKEY_MBNo,
};
struct FGameStartup
{
const char *PlayerClass;
int Episode;
int Skill;
};
extern FGameStartup GameStartupInfo;
struct FSaveGameNode
{
char Title[SAVESTRINGSIZE];
FString Filename;
bool bOldVersion;
bool bMissingWads;
bool bNoDelete;
FSaveGameNode() { bNoDelete = false; }
};
//=============================================================================
//
// menu descriptor. This is created from the menu definition lump
// Items must be inserted in the order they are cycled through with the cursor
//
//=============================================================================
enum EMenuDescriptorType
{
MDESC_ListMenu,
MDESC_OptionsMenu,
};
struct FMenuDescriptor
{
FName mMenuName;
FString mNetgameMessage;
int mType;
const PClass *mClass;
virtual ~FMenuDescriptor() {}
};
class FListMenuItem;
class FOptionMenuItem;
struct FListMenuDescriptor : public FMenuDescriptor
{
TDeletingArray<FListMenuItem *> mItems;
int mSelectedItem;
int mSelectOfsX;
int mSelectOfsY;
FTextureID mSelector;
int mDisplayTop;
int mXpos, mYpos;
int mWLeft, mWRight;
int mLinespacing; // needs to be stored for dynamically created menus
int mAutoselect; // this can only be set by internal menu creation functions
FFont *mFont;
EColorRange mFontColor;
EColorRange mFontColor2;
FMenuDescriptor *mRedirect; // used to redirect overlong skill and episode menus to option menu based alternatives
bool mCenter;
void Reset()
{
// Reset the default settings (ignore all other values in the struct)
mSelectOfsX = 0;
mSelectOfsY = 0;
mSelector.SetInvalid();
mDisplayTop = 0;
mXpos = 0;
mYpos = 0;
mLinespacing = 0;
mNetgameMessage = "";
mFont = NULL;
mFontColor = CR_UNTRANSLATED;
mFontColor2 = CR_UNTRANSLATED;
}
};
struct FOptionMenuSettings
{
EColorRange mTitleColor;
EColorRange mFontColor;
EColorRange mFontColorValue;
EColorRange mFontColorMore;
EColorRange mFontColorHeader;
EColorRange mFontColorHighlight;
EColorRange mFontColorSelection;
int mLinespacing;
};
struct FOptionMenuDescriptor : public FMenuDescriptor
{
TDeletingArray<FOptionMenuItem *> mItems;
FString mTitle;
int mSelectedItem;
int mDrawTop;
int mScrollTop;
int mScrollPos;
int mIndent;
int mPosition;
bool mDontDim;
void CalcIndent();
FOptionMenuItem *GetItem(FName name);
void Reset()
{
// Reset the default settings (ignore all other values in the struct)
mPosition = 0;
mScrollTop = 0;
mIndent = 0;
mDontDim = 0;
}
};
typedef TMap<FName, FMenuDescriptor *> MenuDescriptorList;
extern FOptionMenuSettings OptionSettings;
extern MenuDescriptorList MenuDescriptors;
#define CURSORSPACE (14 * CleanXfac_1)
//=============================================================================
//
//
//
//=============================================================================
struct FMenuRect
{
int x, y;
int width, height;
void set(int _x, int _y, int _w, int _h)
{
x = _x;
y = _y;
width = _w;
height = _h;
}
bool inside(int _x, int _y)
{
return _x >= x && _x < x+width && _y >= y && _y < y+height;
}
};
class DMenu : public DObject
{
DECLARE_CLASS (DMenu, DObject)
HAS_OBJECT_POINTERS
protected:
bool mMouseCapture;
bool mBackbuttonSelected;
public:
enum
{
MOUSE_Click,
MOUSE_Move,
MOUSE_Release
};
enum
{
BACKBUTTON_TIME = 4*TICRATE
};
static DMenu *CurrentMenu;
static int MenuTime;
TObjPtr<DMenu> mParentMenu;
DMenu(DMenu *parent = NULL);
virtual bool Responder (event_t *ev);
virtual bool MenuEvent (int mkey, bool fromcontroller);
virtual void Ticker ();
virtual void Drawer ();
virtual bool DimAllowed ();
virtual bool TranslateKeyboardEvents();
virtual void Close();
virtual bool MouseEvent(int type, int x, int y);
bool MouseEventBack(int type, int x, int y);
void SetCapture();
void ReleaseCapture();
bool HasCapture()
{
return mMouseCapture;
}
};
//=============================================================================
//
// base class for menu items
//
//=============================================================================
class FListMenuItem
{
protected:
int mXpos, mYpos;
FName mAction;
public:
bool mEnabled;
FListMenuItem(int xpos = 0, int ypos = 0, FName action = NAME_None)
{
mXpos = xpos;
mYpos = ypos;
mAction = action;
mEnabled = true;
}
virtual ~FListMenuItem();
virtual bool CheckCoordinate(int x, int y);
virtual void Ticker();
virtual void Drawer(bool selected);
virtual bool Selectable();
virtual bool Activate();
virtual FName GetAction(int *pparam);
virtual bool SetString(int i, const char *s);
virtual bool GetString(int i, char *s, int len);
virtual bool SetValue(int i, int value);
virtual bool GetValue(int i, int *pvalue);
virtual void Enable(bool on);
virtual bool MenuEvent (int mkey, bool fromcontroller);
virtual bool MouseEvent(int type, int x, int y);
virtual bool CheckHotkey(int c);
virtual int GetWidth();
void DrawSelector(int xofs, int yofs, FTextureID tex);
void OffsetPositionY(int ydelta) { mYpos += ydelta; }
int GetY() { return mYpos; }
int GetX() { return mXpos; }
void SetX(int x) { mXpos = x; }
};
class FListMenuItemStaticPatch : public FListMenuItem
{
protected:
FTextureID mTexture;
bool mCentered;
public:
FListMenuItemStaticPatch(int x, int y, FTextureID patch, bool centered);
void Drawer(bool selected);
};
class FListMenuItemStaticText : public FListMenuItem
{
protected:
const char *mText;
FFont *mFont;
EColorRange mColor;
bool mCentered;
public:
FListMenuItemStaticText(int x, int y, const char *text, FFont *font, EColorRange color, bool centered);
~FListMenuItemStaticText();
void Drawer(bool selected);
};
//=============================================================================
//
// the player sprite window
//
//=============================================================================
class FListMenuItemPlayerDisplay : public FListMenuItem
{
FListMenuDescriptor *mOwner;
FTexture *mBackdrop;
FRemapTable mRemap;
FPlayerClass *mPlayerClass;
FState *mPlayerState;
int mPlayerTics;
bool mNoportrait;
BYTE mRotation;
BYTE mMode; // 0: automatic (used by class selection), 1: manual (used by player setup)
BYTE mTranslate;
int mSkin;
int mRandomClass;
int mRandomTimer;
int mClassNum;
void SetPlayerClass(int classnum, bool force = false);
bool UpdatePlayerClass();
void UpdateRandomClass();
void UpdateTranslation();
public:
enum
{
PDF_ROTATION = 0x10001,
PDF_SKIN = 0x10002,
PDF_CLASS = 0x10003,
PDF_MODE = 0x10004,
PDF_TRANSLATE = 0x10005,
};
FListMenuItemPlayerDisplay(FListMenuDescriptor *menu, int x, int y, PalEntry c1, PalEntry c2, bool np, FName action);
~FListMenuItemPlayerDisplay();
virtual void Ticker();
virtual void Drawer(bool selected);
bool SetValue(int i, int value);
};
//=============================================================================
//
// selectable items
//
//=============================================================================
class FListMenuItemSelectable : public FListMenuItem
{
protected:
int mHotkey;
int mHeight;
int mParam;
public:
FListMenuItemSelectable(int x, int y, int height, FName childmenu, int mParam = -1);
bool CheckCoordinate(int x, int y);
bool Selectable();
bool CheckHotkey(int c);
bool Activate();
bool MouseEvent(int type, int x, int y);
FName GetAction(int *pparam);
};
class FListMenuItemText : public FListMenuItemSelectable
{
const char *mText;
FFont *mFont;
EColorRange mColor;
public:
FListMenuItemText(int x, int y, int height, int hotkey, const char *text, FFont *font, EColorRange color, FName child, int param = 0);
~FListMenuItemText();
void Drawer(bool selected);
int GetWidth();
};
class FListMenuItemPatch : public FListMenuItemSelectable
{
FTextureID mTexture;
public:
FListMenuItemPatch(int x, int y, int height, int hotkey, FTextureID patch, FName child, int param = 0);
void Drawer(bool selected);
int GetWidth();
};
//=============================================================================
//
// items for the player menu
//
//=============================================================================
class FPlayerNameBox : public FListMenuItemSelectable
{
const char *mText;
FFont *mFont;
EColorRange mFontColor;
int mFrameSize;
char mPlayerName[MAXPLAYERNAME+1];
char mEditName[MAXPLAYERNAME+2];
bool mEntering;
void DrawBorder (int x, int y, int len);
public:
FPlayerNameBox(int x, int y, int height, int frameofs, const char *text, FFont *font, EColorRange color, FName action);
~FPlayerNameBox();
bool SetString(int i, const char *s);
bool GetString(int i, char *s, int len);
void Drawer(bool selected);
bool MenuEvent (int mkey, bool fromcontroller);
};
//=============================================================================
//
// items for the player menu
//
//=============================================================================
class FValueTextItem : public FListMenuItemSelectable
{
TArray<FString> mSelections;
const char *mText;
int mSelection;
FFont *mFont;
EColorRange mFontColor;
EColorRange mFontColor2;
public:
FValueTextItem(int x, int y, int height, const char *text, FFont *font, EColorRange color, EColorRange valuecolor, FName action, FName values);
~FValueTextItem();
bool SetString(int i, const char *s);
bool SetValue(int i, int value);
bool GetValue(int i, int *pvalue);
bool MenuEvent (int mkey, bool fromcontroller);
void Drawer(bool selected);
};
//=============================================================================
//
// items for the player menu
//
//=============================================================================
class FSliderItem : public FListMenuItemSelectable
{
const char *mText;
FFont *mFont;
EColorRange mFontColor;
int mMinrange, mMaxrange;
int mStep;
int mSelection;
void DrawSlider (int x, int y);
public:
FSliderItem(int x, int y, int height, const char *text, FFont *font, EColorRange color, FName action, int min, int max, int step);
~FSliderItem();
bool SetValue(int i, int value);
bool GetValue(int i, int *pvalue);
bool MenuEvent (int mkey, bool fromcontroller);
void Drawer(bool selected);
bool MouseEvent(int type, int x, int y);
};
//=============================================================================
//
// list menu class runs a menu described by a FListMenuDescriptor
//
//=============================================================================
class DListMenu : public DMenu
{
DECLARE_CLASS(DListMenu, DMenu)
protected:
FListMenuDescriptor *mDesc;
FListMenuItem *mFocusControl;
public:
DListMenu(DMenu *parent = NULL, FListMenuDescriptor *desc = NULL);
virtual void Init(DMenu *parent = NULL, FListMenuDescriptor *desc = NULL);
FListMenuItem *GetItem(FName name);
bool Responder (event_t *ev);
bool MenuEvent (int mkey, bool fromcontroller);
bool MouseEvent(int type, int x, int y);
void Ticker ();
void Drawer ();
void SetFocus(FListMenuItem *fc)
{
mFocusControl = fc;
}
bool CheckFocus(FListMenuItem *fc)
{
return mFocusControl == fc;
}
void ReleaseFocus()
{
mFocusControl = NULL;
}
};
//=============================================================================
//
// base class for menu items
//
//=============================================================================
class FOptionMenuItem : public FListMenuItem
{
protected:
char *mLabel;
bool mCentered;
void drawLabel(int indent, int y, EColorRange color, bool grayed = false);
public:
FOptionMenuItem(const char *text, FName action = NAME_None, bool center = false)
: FListMenuItem(0, 0, action)
{
mLabel = copystring(text);
mCentered = center;
}
~FOptionMenuItem();
virtual bool CheckCoordinate(FOptionMenuDescriptor *desc, int x, int y);
virtual int Draw(FOptionMenuDescriptor *desc, int y, int indent, bool selected);
virtual bool Selectable();
virtual int GetIndent();
virtual bool MouseEvent(int type, int x, int y);
};
//=============================================================================
//
//
//
//=============================================================================
struct FOptionValues
{
struct Pair
{
double Value;
FString TextValue;
FString Text;
};
TArray<Pair> mValues;
};
typedef TMap< FName, FOptionValues* > FOptionMap;
extern FOptionMap OptionValues;
//=============================================================================
//
// Option menu class runs a menu described by a FOptionMenuDescriptor
//
//=============================================================================
class DOptionMenu : public DMenu
{
DECLARE_CLASS(DOptionMenu, DMenu)
bool CanScrollUp;
bool CanScrollDown;
int VisBottom;
FOptionMenuItem *mFocusControl;
protected:
FOptionMenuDescriptor *mDesc;
public:
FOptionMenuItem *GetItem(FName name);
DOptionMenu(DMenu *parent = NULL, FOptionMenuDescriptor *desc = NULL);
virtual void Init(DMenu *parent = NULL, FOptionMenuDescriptor *desc = NULL);
int FirstSelectable();
bool Responder (event_t *ev);
bool MenuEvent (int mkey, bool fromcontroller);
bool MouseEvent(int type, int x, int y);
void Ticker ();
void Drawer ();
const FOptionMenuDescriptor *GetDescriptor() const { return mDesc; }
void SetFocus(FOptionMenuItem *fc)
{
mFocusControl = fc;
}
bool CheckFocus(FOptionMenuItem *fc)
{
return mFocusControl == fc;
}
void ReleaseFocus()
{
mFocusControl = NULL;
}
};
//=============================================================================
//
// Input some text
//
//=============================================================================
class DTextEnterMenu : public DMenu
{
DECLARE_ABSTRACT_CLASS(DTextEnterMenu, DMenu)
char *mEnterString;
unsigned int mEnterSize;
unsigned int mEnterPos;
int mSizeMode; // 1: size is length in chars. 2: also check string width
bool mInputGridOkay;
int InputGridX;
int InputGridY;
public:
DTextEnterMenu(DMenu *parent, char *textbuffer, int maxlen, int sizemode, bool showgrid);
void Drawer ();
bool MenuEvent (int mkey, bool fromcontroller);
bool Responder(event_t *ev);
bool TranslateKeyboardEvents();
bool MouseEvent(int type, int x, int y);
};
struct event_t;
void M_EnableMenu (bool on) ;
bool M_Responder (event_t *ev);
void M_Ticker (void);
void M_Drawer (void);
void M_Init (void);
void M_CreateMenus();
void M_ActivateMenu(DMenu *menu);
void M_ClearMenus ();
void M_ParseMenuDefs();
void M_StartupSkillMenu(FGameStartup *gs);
int M_GetDefaultSkill();
void M_StartControlPanel (bool makeSound);
void M_SetMenu(FName menu, int param = -1);
void M_NotifyNewSave (const char *file, const char *title, bool okForQuicksave);
void M_StartMessage(const char *message, int messagemode, FName action = NAME_None);
DMenu *StartPickerMenu(DMenu *parent, const char *name, FColorCVar *cvar);
void M_RefreshModesList ();
void M_InitVideoModesMenu ();
#endif