gzdoom-gles/src/menu/menu.h
Braden Obrzut d8ff4ec281 - Fixed: All clang 5.0 warnings.
- Renamed autostart/autozend since Xcode’s build process links in strictly alphabetical order.
2014-01-05 19:50:09 -05:00

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;
EColorRange mColorSelected;
public:
FListMenuItemText(int x, int y, int height, int hotkey, const char *text, FFont *font, EColorRange color, EColorRange color2, 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 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