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b3986a0235
onscreen. In addition, it now uses the whole height available to it. Also, at lower resolutions, items on the compatibility options menu now cut off the beginning of the option label rather than the option setting, making this menu useable where previously it was not. SVN r2044 (trunk)
278 lines
5.8 KiB
C++
278 lines
5.8 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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// Menu widget stuff, episode selection and such.
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//
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//-----------------------------------------------------------------------------
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#ifndef __M_MENU_H__
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#define __M_MENU_H__
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#include "c_cvars.h"
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struct event_t;
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struct menu_t;
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//
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// MENUS
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//
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// Called by main loop,
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// saves config file and calls I_Quit when user exits.
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// Even when the menu is not displayed,
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// this can resize the view and change game parameters.
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// Does all the real work of the menu interaction.
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bool M_Responder (event_t *ev);
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// Called by main loop,
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// only used for menu (skull cursor) animation.
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void M_Ticker (void);
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// Called by main loop,
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// draws the menus directly into the screen buffer.
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void M_Drawer (void);
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// Called by D_DoomMain, loads the config file.
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void M_Init (void);
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void M_Deinit ();
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// Called by intro code to force menu up upon a keypress,
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// does nothing if menu is already up.
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void M_StartControlPanel (bool makeSound, bool wantTop=false);
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// Turns off the menu
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void M_ClearMenus ();
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// [RH] Setup options menu
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bool M_StartOptionsMenu (void);
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// [RH] Handle keys for options menu
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void M_OptResponder (event_t *ev);
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// [RH] Draw options menu
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void M_OptDrawer (void);
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// [RH] Initialize options menu
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void M_OptInit (void);
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// [RH] Initialize the video modes menu
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void M_InitVideoModesMenu (void);
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void M_SwitchMenu (struct menu_t *menu);
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void M_PopMenuStack (void);
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// [RH] Called whenever the display mode changes
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void M_RefreshModesList ();
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void M_ActivateMenuInput ();
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void M_DeactivateMenuInput ();
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void M_NotifyNewSave (const char *file, const char *title, bool okForQuicksave);
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//
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// MENU TYPEDEFS
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//
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typedef enum {
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whitetext,
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redtext,
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more,
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rightmore,
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safemore,
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rsafemore,
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joymore,
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slider,
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absslider,
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inverter,
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discrete,
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discretes,
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cdiscrete,
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ediscrete,
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control,
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screenres,
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bitflag,
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bitmask,
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listelement,
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nochoice,
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numberedmore,
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colorpicker,
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intslider,
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palettegrid,
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joy_sens,
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joy_slider,
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joy_map,
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joy_inverter,
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} itemtype;
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struct IJoystickConfig;
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void UpdateJoystickMenu(IJoystickConfig *selected);
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// Yeargh! It's a monster!
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struct menuitem_t
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{
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itemtype type;
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const char *label;
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union {
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FBaseCVar *cvar;
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FIntCVar *intcvar;
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FGUIDCVar *guidcvar;
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FColorCVar *colorcvar;
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int selmode;
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float fval;
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int joyselection;
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} a;
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union {
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float min; /* aka numvalues aka invflag */
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float numvalues;
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float invflag;
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int key1;
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char *res1;
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int position;
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} b;
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union {
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float max;
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int key2;
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char *res2;
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void *extra;
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float discretecenter; // 1 to center or 2 to disable repeat (do I even use centered discretes?)
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} c;
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union {
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float step;
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char *res3;
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FBoolCVar *graycheck; // for drawing discrete items
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} d;
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union {
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struct value_t *values;
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struct valuestring_t *valuestrings;
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struct valueenum_t *enumvalues;
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char *command;
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void (*cfunc)(FBaseCVar *cvar, float newval);
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void (*mfunc)(void);
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void (*lfunc)(int);
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int highlight;
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int flagmask;
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int joyslidernum;
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} e;
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};
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struct menu_t {
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const char *texttitle;
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int lastOn;
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int numitems;
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int indent;
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menuitem_t *items;
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int scrolltop;
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int scrollpos;
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int y;
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void (*PreDraw)(void);
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bool DontDim;
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void (*EscapeHandler)(void);
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};
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struct value_t {
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float value;
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const char *name;
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};
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struct valuestring_t {
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float value;
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FString name;
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};
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struct valueenum_t {
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const char *value; // Value of cvar
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const char *name; // Name on menu
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};
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struct oldmenuitem_t
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{
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// -1 = no cursor here, 1 = ok, 2 = arrows ok
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SBYTE status;
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BYTE fulltext; // [RH] Menu name is text, not a graphic
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// hotkey in menu
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char alphaKey;
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const char *name;
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// choice = menu item #.
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// if status = 2,
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// choice=0:leftarrow,1:rightarrow
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void (*routine)(int choice);
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int textcolor;
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};
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struct oldmenu_t
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{
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short numitems; // # of menu items
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oldmenuitem_t *menuitems; // menu items
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void (*routine)(void); // draw routine
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short x;
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short y; // x,y of menu
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short lastOn; // last item user was on in menu
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};
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struct menustack_t
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{
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union {
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menu_t *newmenu;
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oldmenu_t *old;
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} menu;
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bool isNewStyle;
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bool drawSkull;
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};
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enum EMenuKey
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{
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MKEY_Up,
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MKEY_Down,
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MKEY_Left,
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MKEY_Right,
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MKEY_PageUp,
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MKEY_PageDown,
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//----------------- Keys past here do not repeat.
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MKEY_Enter,
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MKEY_Back, // Back to previous menu
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MKEY_Clear, // Clear keybinding/flip player sprite preview
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NUM_MKEYS
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};
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void M_ButtonHandler(EMenuKey key, bool repeat);
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void M_OptButtonHandler(EMenuKey key, bool repeat);
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void M_DrawConText (int color, int x, int y, const char *str);
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extern value_t YesNo[2];
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extern value_t NoYes[2];
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extern value_t OnOff[2];
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extern menustack_t MenuStack[16];
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extern int MenuStackDepth;
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extern bool OptionsActive;
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extern menu_t *CurrentMenu;
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extern int CurrentItem;
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#define MAX_EPISODES 8
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extern oldmenuitem_t EpisodeMenu[MAX_EPISODES];
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extern bool EpisodeNoSkill[MAX_EPISODES];
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extern char EpisodeMaps[MAX_EPISODES][8];
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extern oldmenu_t EpiDef;
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#endif
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