mirror of
https://github.com/ZDoom/gzdoom-gles.git
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280 lines
7.6 KiB
C++
280 lines
7.6 KiB
C++
/*
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** messagebox.cpp
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** Confirmation, notification screns
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**
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**---------------------------------------------------------------------------
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** Copyright 2010 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <ctype.h>
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#include "menu/menu.h"
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#include "d_event.h"
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#include "d_gui.h"
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#include "v_video.h"
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#include "v_text.h"
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#include "d_main.h"
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#include "gstrings.h"
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#include "gi.h"
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#include "i_video.h"
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#include "st_start.h"
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#include "c_dispatch.h"
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#include "g_game.h"
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#include "vm.h"
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EXTERN_CVAR (Bool, saveloadconfirmation) // [mxd]
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typedef void(*hfunc)();
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DEFINE_ACTION_FUNCTION(DMessageBoxMenu, CallHandler)
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{
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PARAM_PROLOGUE;
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PARAM_POINTERTYPE(Handler, hfunc);
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Handler();
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return 0;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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DMenu *CreateMessageBoxMenu(DMenu *parent, const char *message, int messagemode, bool playsound, FName action = NAME_None, hfunc handler = nullptr)
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{
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auto c = PClass::FindClass(gameinfo.MessageBoxClass);
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if (!c->IsDescendantOf(NAME_MessageBoxMenu)) c = PClass::FindClass(NAME_MessageBoxMenu);
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auto p = c->CreateNew();
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FString namestr = message;
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IFVIRTUALPTRNAME(p, NAME_MessageBoxMenu, Init)
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{
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VMValue params[] = { p, parent, &namestr, messagemode, playsound, action.GetIndex(), reinterpret_cast<void*>(handler) };
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VMCall(func, params, countof(params), nullptr, 0);
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return (DMenu*)p;
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}
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return nullptr;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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CCMD (menu_quit)
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{ // F10
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M_StartControlPanel (true);
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int messageindex = gametic % gameinfo.quitmessages.Size();
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FString EndString;
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const char *msg = gameinfo.quitmessages[messageindex];
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if (msg[0] == '$')
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{
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if (msg[1] == '*')
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{
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EndString = GStrings(msg + 2);
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}
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else
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{
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EndString.Format("%s\n\n%s", GStrings(msg + 1), GStrings("DOSY"));
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}
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}
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else EndString = gameinfo.quitmessages[messageindex];
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DMenu *newmenu = CreateMessageBoxMenu(CurrentMenu, EndString, 0, false, NAME_None, []()
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{
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if (!netgame)
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{
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if (gameinfo.quitSound.IsNotEmpty())
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{
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S_Sound(CHAN_VOICE | CHAN_UI, gameinfo.quitSound, snd_menuvolume, ATTN_NONE);
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I_WaitVBL(105);
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}
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}
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ST_Endoom();
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});
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M_ActivateMenu(newmenu);
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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void ActivateEndGameMenu()
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{
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FString tempstring = GStrings(netgame ? "NETEND" : "ENDGAME");
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DMenu *newmenu = CreateMessageBoxMenu(CurrentMenu, tempstring, 0, false, NAME_None, []()
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{
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M_ClearMenus();
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if (!netgame)
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{
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D_StartTitle();
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}
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});
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M_ActivateMenu(newmenu);
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}
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CCMD (menu_endgame)
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{ // F7
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if (!usergame)
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{
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S_Sound (CHAN_VOICE | CHAN_UI, "menu/invalid", snd_menuvolume, ATTN_NONE);
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return;
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}
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//M_StartControlPanel (true);
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S_Sound (CHAN_VOICE | CHAN_UI, "menu/activate", snd_menuvolume, ATTN_NONE);
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ActivateEndGameMenu();
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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CCMD (quicksave)
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{ // F6
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if (!usergame || (players[consoleplayer].health <= 0 && !multiplayer))
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{
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S_Sound (CHAN_VOICE | CHAN_UI, "menu/invalid", snd_menuvolume, ATTN_NONE);
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return;
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}
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if (gamestate != GS_LEVEL)
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return;
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if (savegameManager.quickSaveSlot == NULL)
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{
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S_Sound(CHAN_VOICE | CHAN_UI, "menu/activate", snd_menuvolume, ATTN_NONE);
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M_StartControlPanel(false);
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M_SetMenu(NAME_Savegamemenu);
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return;
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}
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// [mxd]. Just save the game, no questions asked.
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if (!saveloadconfirmation)
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{
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G_SaveGame(savegameManager.quickSaveSlot->Filename.GetChars(), savegameManager.quickSaveSlot->SaveTitle.GetChars());
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return;
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}
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S_Sound(CHAN_VOICE | CHAN_UI, "menu/activate", snd_menuvolume, ATTN_NONE);
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FString tempstring;
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tempstring.Format(GStrings("QSPROMPT"), savegameManager.quickSaveSlot->SaveTitle.GetChars());
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DMenu *newmenu = CreateMessageBoxMenu(CurrentMenu, tempstring, 0, false, NAME_None, []()
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{
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G_SaveGame(savegameManager.quickSaveSlot->Filename.GetChars(), savegameManager.quickSaveSlot->SaveTitle.GetChars());
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S_Sound(CHAN_VOICE | CHAN_UI, "menu/dismiss", snd_menuvolume, ATTN_NONE);
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M_ClearMenus();
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});
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M_ActivateMenu(newmenu);
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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CCMD (quickload)
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{ // F9
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if (netgame)
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{
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M_StartControlPanel(true);
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M_StartMessage (GStrings("QLOADNET"), 1);
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return;
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}
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if (savegameManager.quickSaveSlot == NULL)
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{
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M_StartControlPanel(true);
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// signal that whatever gets loaded should be the new quicksave
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savegameManager.quickSaveSlot = (FSaveGameNode *)1;
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M_SetMenu(NAME_Loadgamemenu);
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return;
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}
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// [mxd]. Just load the game, no questions asked.
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if (!saveloadconfirmation)
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{
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G_LoadGame(savegameManager.quickSaveSlot->Filename.GetChars());
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return;
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}
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FString tempstring;
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tempstring.Format(GStrings("QLPROMPT"), savegameManager.quickSaveSlot->SaveTitle.GetChars());
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M_StartControlPanel(true);
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DMenu *newmenu = CreateMessageBoxMenu(CurrentMenu, tempstring, 0, false, NAME_None, []()
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{
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G_LoadGame(savegameManager.quickSaveSlot->Filename.GetChars());
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S_Sound(CHAN_VOICE | CHAN_UI, "menu/dismiss", snd_menuvolume, ATTN_NONE);
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M_ClearMenus();
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});
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M_ActivateMenu(newmenu);
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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void M_StartMessage(const char *message, int messagemode, FName action)
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{
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if (CurrentMenu == NULL)
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{
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// only play a sound if no menu was active before
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M_StartControlPanel(menuactive == MENU_Off);
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}
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DMenu *newmenu = CreateMessageBoxMenu(CurrentMenu, message, messagemode, false, action);
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newmenu->mParentMenu = CurrentMenu;
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M_ActivateMenu(newmenu);
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}
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DEFINE_ACTION_FUNCTION(DMenu, StartMessage)
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{
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PARAM_PROLOGUE;
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PARAM_STRING(msg);
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PARAM_INT_DEF(mode);
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PARAM_NAME_DEF(action);
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M_StartMessage(msg, mode, action);
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return 0;
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}
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