- split game dependent parts out of menudef.cpp.

This commit is contained in:
Christoph Oelckers 2020-06-14 00:27:32 +02:00
parent 475f740058
commit 712d80006a
23 changed files with 790 additions and 757 deletions

View file

@ -35,7 +35,7 @@
#include "c_dispatch.h"
#include "v_text.h"
#include "menu/menu.h"
#include "menu.h"
#include <zmusic.h>
#include "s_music.h"
#include "c_cvars.h"

View file

@ -2071,7 +2071,7 @@ FSoundChan *OpenALSoundRenderer::FindLowestChannel()
#endif // NO_OPENAL
#include "menu/menu.h"
#include "menu.h"
void I_BuildALDeviceList(FOptionValues* opt)
{

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@ -288,6 +288,7 @@ void M_SetMenu(FName menu, int param = -1);
void M_StartMessage(const char *message, int messagemode, FName action = NAME_None);
DMenu *StartPickerMenu(DMenu *parent, const char *name, FColorCVar *cvar);
void M_MarkMenus();
FTextureID GetMenuTexture(const char* const name);
struct IJoystickConfig;

View file

@ -59,8 +59,9 @@
#include "dobject.h"
#include "templates.h"
#include "c_dispatch.h"
#include "menu/menu.h"
#include "menu.h"
#include "stats.h"
#include "printf.h"
// MACROS ------------------------------------------------------------------

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@ -40,7 +40,8 @@
#include "c_dispatch.h"
#include "v_video.h"
#include "hw_cvars.h"
#include "menu/menu.h"
#include "menu.h"
#include "printf.h"
CUSTOM_CVAR(Int, gl_fogmode, 1, CVAR_ARCHIVE | CVAR_NOINITCALL)

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@ -53,7 +53,7 @@
#include "cmdlib.h"
#include "hardware.h"
#include "m_png.h"
#include "menu/menu.h"
#include "menu.h"
#include "vm.h"
#include "r_videoscale.h"
#include "i_time.h"

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@ -36,7 +36,7 @@
#include "gstrings.h"
#include "v_font.h"
#include "menu/menu.h"
#include "menu.h"
#include "types.h"
#include "dictionary.h"
#include "vm.h"

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@ -57,7 +57,8 @@
#include "f_wipe.h"
#include "m_argv.h"
#include "m_misc.h"
#include "menu/menu.h"
#include "menu.h"
#include "doommenu.h"
#include "c_console.h"
#include "c_dispatch.h"
#include "i_sound.h"
@ -3411,6 +3412,8 @@ static int D_DoomMain_Internal (void)
if (!batchrun) Printf("M_Init: Init menus.\n");
M_Init();
M_CreateGameMenus();
// clean up the compiler symbols which are not needed any longer.
RemoveUnusedSymbols();
@ -3674,6 +3677,7 @@ void D_Cleanup()
C_ClearAliases(); // CCMDs won't be reinitialized so these need to be deleted here
DestroyCVarsFlagged(CVAR_MOD); // Delete any cvar left by mods
DeinitMenus();
savegameManager.ClearSaveGames();
LightDefaults.DeleteAndClear(); // this can leak heap memory if it isn't cleared.
TexAnim.DeleteAll();
TexMan.DeleteAll();

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@ -30,7 +30,7 @@
#include <inttypes.h>
#include "version.h"
#include "menu/menu.h"
#include "menu.h"
#include "i_video.h"
#include "i_net.h"
#include "g_game.h"

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@ -38,7 +38,7 @@
#include "intermission/intermission.h"
#include "m_argv.h"
#include "m_misc.h"
#include "menu/menu.h"
#include "menu.h"
#include "m_crc32.h"
#include "p_saveg.h"
#include "p_tick.h"

View file

@ -69,7 +69,7 @@
#include "cmdlib.h"
#include "d_net.h"
#include "d_netinf.h"
#include "menu/menu.h"
#include "doommenu.h"
#include "a_sharedglobal.h"
#include "r_utility.h"
#include "p_spec.h"

View file

@ -460,3 +460,10 @@ const char *gameinfo_t::GetFinalePage(unsigned int num) const
else if (num < 1 || num > finalePages.Size()) return finalePages[0].GetChars();
else return finalePages[num-1].GetChars();
}
bool CheckGame(const char* string, bool chexisdoom)
{
int test = gameinfo.gametype;
if (test == GAME_Chex && chexisdoom) test = GAME_Doom;
return !stricmp(string, GameNames[test]);
}

View file

@ -219,11 +219,6 @@ inline const char *GameTypeName()
return GameNames[gameinfo.gametype];
}
inline bool CheckGame(const char *string, bool chexisdoom)
{
int test = gameinfo.gametype;
if (test == GAME_Chex && chexisdoom) test = GAME_Doom;
return !stricmp(string, GameNames[test]);
}
bool CheckGame(const char *string, bool chexisdoom);
#endif //__GI_H__

View file

@ -46,7 +46,7 @@
#include "r_state.h"
#include "c_bind.h"
#include "p_conversation.h"
#include "menu/menu.h"
#include "menu.h"
#include "d_net.h"
#include "g_levellocals.h"
#include "utf8.h"

View file

@ -63,6 +63,7 @@
#include "r_utility.h"
#include "gameconfigfile.h"
#include "d_player.h"
#include "teaminfo.h"
EXTERN_CVAR(Int, cl_gfxlocalization)
EXTERN_CVAR(Bool, m_quickexit)
@ -509,3 +510,749 @@ CCMD(reset2saved)
}
//=============================================================================
//
// Creates the episode menu
// Falls back on an option menu if there's not enough screen space to show all episodes
//
//=============================================================================
void M_StartupEpisodeMenu(FNewGameStartup *gs)
{
// Build episode menu
bool success = false;
bool isOld = false;
DMenuDescriptor **desc = MenuDescriptors.CheckKey(NAME_Episodemenu);
if (desc != nullptr)
{
if ((*desc)->IsKindOf(RUNTIME_CLASS(DListMenuDescriptor)))
{
DListMenuDescriptor *ld = static_cast<DListMenuDescriptor*>(*desc);
// Delete previous contents
for(unsigned i=0; i<ld->mItems.Size(); i++)
{
FName n = ld->mItems[i]->mAction;
if (n == NAME_Skillmenu)
{
isOld = true;
ld->mItems.Resize(i);
break;
}
}
int posx = (int)ld->mXpos;
int posy = (int)ld->mYpos;
int topy = posy;
// Get lowest y coordinate of any static item in the menu
for(unsigned i = 0; i < ld->mItems.Size(); i++)
{
int y = (int)ld->mItems[i]->GetY();
if (y < topy) topy = y;
}
// center the menu on the screen if the top space is larger than the bottom space
int totalheight = posy + AllEpisodes.Size() * ld->mLinespacing - topy;
if (totalheight < 190 || AllEpisodes.Size() == 1)
{
int newtop = (200 - totalheight) / 2;
int topdelta = newtop - topy;
if (topdelta < 0)
{
for(unsigned i = 0; i < ld->mItems.Size(); i++)
{
ld->mItems[i]->OffsetPositionY(topdelta);
}
posy += topdelta;
ld->mYpos += topdelta;
}
if (!isOld) ld->mSelectedItem = ld->mItems.Size();
for (unsigned i = 0; i < AllEpisodes.Size(); i++)
{
DMenuItemBase *it = nullptr;
if (AllEpisodes[i].mPicName.IsNotEmpty())
{
FTextureID tex = GetMenuTexture(AllEpisodes[i].mPicName);
if (AllEpisodes[i].mEpisodeName.IsEmpty() || OkForLocalization(tex, AllEpisodes[i].mEpisodeName))
continue; // We do not measure patch based entries. They are assumed to fit
}
const char *c = AllEpisodes[i].mEpisodeName;
if (*c == '$') c = GStrings(c + 1);
int textwidth = ld->mFont->StringWidth(c);
int textright = posx + textwidth;
if (posx + textright > 320) posx = std::max(0, 320 - textright);
}
for(unsigned i = 0; i < AllEpisodes.Size(); i++)
{
DMenuItemBase *it = nullptr;
if (AllEpisodes[i].mPicName.IsNotEmpty())
{
FTextureID tex = GetMenuTexture(AllEpisodes[i].mPicName);
if (AllEpisodes[i].mEpisodeName.IsEmpty() || OkForLocalization(tex, AllEpisodes[i].mEpisodeName))
it = CreateListMenuItemPatch(posx, posy, ld->mLinespacing, AllEpisodes[i].mShortcut, tex, NAME_Skillmenu, i);
}
if (it == nullptr)
{
it = CreateListMenuItemText(posx, posy, ld->mLinespacing, AllEpisodes[i].mShortcut,
AllEpisodes[i].mEpisodeName, ld->mFont, ld->mFontColor, ld->mFontColor2, NAME_Skillmenu, i);
}
ld->mItems.Push(it);
posy += ld->mLinespacing;
}
if (AllEpisodes.Size() == 1)
{
ld->mAutoselect = ld->mSelectedItem;
}
success = true;
for (auto &p : ld->mItems)
{
GC::WriteBarrier(*desc, p);
}
}
}
else return; // do not recreate the option menu variant, because it is always text based.
}
if (!success)
{
// Couldn't create the episode menu, either because there's too many episodes or some error occured
// Create an option menu for episode selection instead.
DOptionMenuDescriptor *od = Create<DOptionMenuDescriptor>();
MenuDescriptors[NAME_Episodemenu] = od;
od->mMenuName = NAME_Episodemenu;
od->mFont = gameinfo.gametype == GAME_Doom ? BigUpper : BigFont;
od->mTitle = "$MNU_EPISODE";
od->mSelectedItem = 0;
od->mScrollPos = 0;
od->mClass = nullptr;
od->mPosition = -15;
od->mScrollTop = 0;
od->mIndent = 160;
od->mDontDim = false;
GC::WriteBarrier(od);
for(unsigned i = 0; i < AllEpisodes.Size(); i++)
{
auto it = CreateOptionMenuItemSubmenu(AllEpisodes[i].mEpisodeName, "Skillmenu", i);
od->mItems.Push(it);
GC::WriteBarrier(od, it);
}
}
}
//=============================================================================
//
//
//
//=============================================================================
static void BuildPlayerclassMenu()
{
bool success = false;
// Build player class menu
DMenuDescriptor **desc = MenuDescriptors.CheckKey(NAME_Playerclassmenu);
if (desc != nullptr)
{
if ((*desc)->IsKindOf(RUNTIME_CLASS(DListMenuDescriptor)))
{
DListMenuDescriptor *ld = static_cast<DListMenuDescriptor*>(*desc);
// add player display
ld->mSelectedItem = ld->mItems.Size();
int posy = (int)ld->mYpos;
int topy = posy;
// Get lowest y coordinate of any static item in the menu
for(unsigned i = 0; i < ld->mItems.Size(); i++)
{
int y = (int)ld->mItems[i]->GetY();
if (y < topy) topy = y;
}
// Count the number of items this menu will show
int numclassitems = 0;
for (unsigned i = 0; i < PlayerClasses.Size (); i++)
{
if (!(PlayerClasses[i].Flags & PCF_NOMENU))
{
const char *pname = GetPrintableDisplayName(PlayerClasses[i].Type);
if (pname != nullptr)
{
numclassitems++;
}
}
}
// center the menu on the screen if the top space is larger than the bottom space
int totalheight = posy + (numclassitems+1) * ld->mLinespacing - topy;
if (numclassitems <= 1)
{
// create a dummy item that auto-chooses the default class.
auto it = CreateListMenuItemText(0, 0, 0, 'p', "player",
ld->mFont,ld->mFontColor, ld->mFontColor2, NAME_Episodemenu, -1000);
ld->mAutoselect = ld->mItems.Push(it);
success = true;
}
else if (totalheight <= 190)
{
int newtop = (200 - totalheight + topy) / 2;
int topdelta = newtop - topy;
if (topdelta < 0)
{
for(unsigned i = 0; i < ld->mItems.Size(); i++)
{
ld->mItems[i]->OffsetPositionY(topdelta);
}
posy -= topdelta;
}
int n = 0;
for (unsigned i = 0; i < PlayerClasses.Size (); i++)
{
if (!(PlayerClasses[i].Flags & PCF_NOMENU))
{
const char *pname = GetPrintableDisplayName(PlayerClasses[i].Type);
if (pname != nullptr)
{
auto it = CreateListMenuItemText(ld->mXpos, ld->mYpos, ld->mLinespacing, *pname,
pname, ld->mFont,ld->mFontColor,ld->mFontColor2, NAME_Episodemenu, i);
ld->mItems.Push(it);
ld->mYpos += ld->mLinespacing;
n++;
}
}
}
if (n > 1 && !gameinfo.norandomplayerclass)
{
auto it = CreateListMenuItemText(ld->mXpos, ld->mYpos, ld->mLinespacing, 'r',
"$MNU_RANDOM", ld->mFont,ld->mFontColor,ld->mFontColor2, NAME_Episodemenu, -1);
ld->mItems.Push(it);
}
if (n == 0)
{
const char *pname = GetPrintableDisplayName(PlayerClasses[0].Type);
if (pname != nullptr)
{
auto it = CreateListMenuItemText(ld->mXpos, ld->mYpos, ld->mLinespacing, *pname,
pname, ld->mFont,ld->mFontColor,ld->mFontColor2, NAME_Episodemenu, 0);
ld->mItems.Push(it);
}
}
success = true;
for (auto &p : ld->mItems)
{
GC::WriteBarrier(ld, p);
}
}
}
}
if (!success)
{
// Couldn't create the playerclass menu, either because there's too many episodes or some error occured
// Create an option menu for class selection instead.
DOptionMenuDescriptor *od = Create<DOptionMenuDescriptor>();
MenuDescriptors[NAME_Playerclassmenu] = od;
od->mMenuName = NAME_Playerclassmenu;
od->mFont = gameinfo.gametype == GAME_Doom ? BigUpper : BigFont;
od->mTitle = "$MNU_CHOOSECLASS";
od->mSelectedItem = 0;
od->mScrollPos = 0;
od->mClass = nullptr;
od->mPosition = -15;
od->mScrollTop = 0;
od->mIndent = 160;
od->mDontDim = false;
od->mNetgameMessage = "$NEWGAME";
GC::WriteBarrier(od);
for (unsigned i = 0; i < PlayerClasses.Size (); i++)
{
if (!(PlayerClasses[i].Flags & PCF_NOMENU))
{
const char *pname = GetPrintableDisplayName(PlayerClasses[i].Type);
if (pname != nullptr)
{
auto it = CreateOptionMenuItemSubmenu(pname, "Episodemenu", i);
od->mItems.Push(it);
GC::WriteBarrier(od, it);
}
}
}
auto it = CreateOptionMenuItemSubmenu("Random", "Episodemenu", -1);
od->mItems.Push(it);
GC::WriteBarrier(od, it);
}
}
//=============================================================================
//
// Reads any XHAIRS lumps for the names of crosshairs and
// adds them to the display options menu.
//
//=============================================================================
static void InitCrosshairsList()
{
int lastlump, lump;
lastlump = 0;
FOptionValues **opt = OptionValues.CheckKey(NAME_Crosshairs);
if (opt == nullptr)
{
return; // no crosshair value list present. No need to go on.
}
FOptionValues::Pair *pair = &(*opt)->mValues[(*opt)->mValues.Reserve(1)];
pair->Value = 0;
pair->Text = "None";
while ((lump = fileSystem.FindLump("XHAIRS", &lastlump)) != -1)
{
FScanner sc(lump);
while (sc.GetNumber())
{
FOptionValues::Pair value;
value.Value = sc.Number;
sc.MustGetString();
value.Text = sc.String;
if (value.Value != 0)
{ // Check if it already exists. If not, add it.
unsigned int i;
for (i = 1; i < (*opt)->mValues.Size(); ++i)
{
if ((*opt)->mValues[i].Value == value.Value)
{
break;
}
}
if (i < (*opt)->mValues.Size())
{
(*opt)->mValues[i].Text = value.Text;
}
else
{
(*opt)->mValues.Push(value);
}
}
}
}
}
//=============================================================================
//
// With the current workings of the menu system this cannot be done any longer
// from within the respective CCMDs.
//
//=============================================================================
static void InitKeySections()
{
DMenuDescriptor **desc = MenuDescriptors.CheckKey(NAME_CustomizeControls);
if (desc != nullptr)
{
if ((*desc)->IsKindOf(RUNTIME_CLASS(DOptionMenuDescriptor)))
{
DOptionMenuDescriptor *menu = static_cast<DOptionMenuDescriptor*>(*desc);
for (unsigned i = 0; i < KeySections.Size(); i++)
{
FKeySection *sect = &KeySections[i];
DMenuItemBase *item = CreateOptionMenuItemStaticText(" ");
menu->mItems.Push(item);
item = CreateOptionMenuItemStaticText(sect->mTitle, 1);
menu->mItems.Push(item);
for (unsigned j = 0; j < sect->mActions.Size(); j++)
{
FKeyAction *act = &sect->mActions[j];
item = CreateOptionMenuItemControl(act->mTitle, act->mAction, &Bindings);
menu->mItems.Push(item);
}
}
for (auto &p : menu->mItems)
{
GC::WriteBarrier(*desc, p);
}
}
}
}
//=============================================================================
//
// Special menus will be created once all engine data is loaded
//
//=============================================================================
void M_CreateGameMenus()
{
BuildPlayerclassMenu();
InitCrosshairsList();
InitKeySections();
auto opt = OptionValues.CheckKey(NAME_PlayerTeam);
if (opt != nullptr)
{
auto op = *opt;
op->mValues.Resize(Teams.Size() + 1);
op->mValues[0].Value = 0;
op->mValues[0].Text = "$OPTVAL_NONE";
for (unsigned i = 0; i < Teams.Size(); i++)
{
op->mValues[i+1].Value = i+1;
op->mValues[i+1].Text = Teams[i].GetName();
}
}
opt = OptionValues.CheckKey(NAME_PlayerClass);
if (opt != nullptr)
{
auto op = *opt;
int o = 0;
if (!gameinfo.norandomplayerclass && PlayerClasses.Size() > 1)
{
op->mValues.Resize(PlayerClasses.Size()+1);
op->mValues[0].Value = -1;
op->mValues[0].Text = "$MNU_RANDOM";
o = 1;
}
else op->mValues.Resize(PlayerClasses.Size());
for (unsigned i = 0; i < PlayerClasses.Size(); i++)
{
op->mValues[i+o].Value = i;
op->mValues[i+o].Text = GetPrintableDisplayName(PlayerClasses[i].Type);
}
}
}
DEFINE_ACTION_FUNCTION(DMenu, UpdateColorsets)
{
PARAM_PROLOGUE;
PARAM_POINTER(playerClass, FPlayerClass);
TArray<int> PlayerColorSets;
EnumColorSets(playerClass->Type, &PlayerColorSets);
auto opt = OptionValues.CheckKey(NAME_PlayerColors);
if (opt != nullptr)
{
auto op = *opt;
op->mValues.Resize(PlayerColorSets.Size() + 1);
op->mValues[0].Value = -1;
op->mValues[0].Text = "$OPTVAL_CUSTOM";
for (unsigned i = 0; i < PlayerColorSets.Size(); i++)
{
auto cset = GetColorSet(playerClass->Type, PlayerColorSets[i]);
op->mValues[i + 1].Value = PlayerColorSets[i];
op->mValues[i + 1].Text = cset? cset->Name.GetChars() : "?"; // The null case should never happen here.
}
}
return 0;
}
DEFINE_ACTION_FUNCTION(DMenu, UpdateSkinOptions)
{
PARAM_PROLOGUE;
PARAM_POINTER(playerClass, FPlayerClass);
auto opt = OptionValues.CheckKey(NAME_PlayerSkin);
if (opt != nullptr)
{
auto op = *opt;
if ((GetDefaultByType(playerClass->Type)->flags4 & MF4_NOSKIN) || players[consoleplayer].userinfo.GetPlayerClassNum() == -1)
{
op->mValues.Resize(1);
op->mValues[0].Value = -1;
op->mValues[0].Text = "$OPTVAL_DEFAULT";
}
else
{
op->mValues.Clear();
for (unsigned i = 0; i < Skins.Size(); i++)
{
op->mValues.Reserve(1);
op->mValues.Last().Value = i;
op->mValues.Last().Text = Skins[i].Name;
}
}
}
return 0;
}
//=============================================================================
//
// The skill menu must be refeshed each time it starts up
//
//=============================================================================
extern int restart;
void M_StartupSkillMenu(FNewGameStartup *gs)
{
static int done = -1;
bool success = false;
TArray<FSkillInfo*> MenuSkills;
TArray<int> SkillIndices;
if (MenuSkills.Size() == 0)
{
for (unsigned ind = 0; ind < AllSkills.Size(); ind++)
{
if (!AllSkills[ind].NoMenu)
{
MenuSkills.Push(&AllSkills[ind]);
SkillIndices.Push(ind);
}
}
}
if (MenuSkills.Size() == 0) I_Error("No valid skills for menu found. At least one must be defined.");
int defskill = DefaultSkill;
if ((unsigned int)defskill >= MenuSkills.Size())
{
defskill = SkillIndices[(MenuSkills.Size() - 1) / 2];
}
if (AllSkills[defskill].NoMenu)
{
for (defskill = 0; defskill < (int)AllSkills.Size(); defskill++)
{
if (!AllSkills[defskill].NoMenu) break;
}
}
int defindex = 0;
for (unsigned i = 0; i < MenuSkills.Size(); i++)
{
if (MenuSkills[i] == &AllSkills[defskill])
{
defindex = i;
break;
}
}
DMenuDescriptor **desc = MenuDescriptors.CheckKey(NAME_Skillmenu);
if (desc != nullptr)
{
if ((*desc)->IsKindOf(RUNTIME_CLASS(DListMenuDescriptor)))
{
DListMenuDescriptor *ld = static_cast<DListMenuDescriptor*>(*desc);
int posx = (int)ld->mXpos;
int y = (int)ld->mYpos;
// Delete previous contents
for(unsigned i=0; i<ld->mItems.Size(); i++)
{
FName n = ld->mItems[i]->mAction;
if (n == NAME_Startgame || n == NAME_StartgameConfirm)
{
ld->mItems.Resize(i);
break;
}
}
if (done != restart)
{
done = restart;
ld->mSelectedItem = ld->mItems.Size() + defindex;
int posy = y;
int topy = posy;
// Get lowest y coordinate of any static item in the menu
for(unsigned i = 0; i < ld->mItems.Size(); i++)
{
int y = (int)ld->mItems[i]->GetY();
if (y < topy) topy = y;
}
// center the menu on the screen if the top space is larger than the bottom space
int totalheight = posy + MenuSkills.Size() * ld->mLinespacing - topy;
if (totalheight < 190 || MenuSkills.Size() == 1)
{
int newtop = (200 - totalheight) / 2;
int topdelta = newtop - topy;
if (topdelta < 0)
{
for(unsigned i = 0; i < ld->mItems.Size(); i++)
{
ld->mItems[i]->OffsetPositionY(topdelta);
}
ld->mYpos = y = posy + topdelta;
}
}
else
{
// too large
desc = nullptr;
done = false;
goto fail;
}
}
for (unsigned int i = 0; i < MenuSkills.Size(); i++)
{
FSkillInfo &skill = *MenuSkills[i];
DMenuItemBase *li = nullptr;
FString *pItemText = nullptr;
if (gs->PlayerClass != nullptr)
{
pItemText = skill.MenuNamesForPlayerClass.CheckKey(gs->PlayerClass);
}
if (skill.PicName.Len() != 0 && pItemText == nullptr)
{
FTextureID tex = GetMenuTexture(skill.PicName);
if (skill.MenuName.IsEmpty() || OkForLocalization(tex, skill.MenuName))
continue;
}
const char *c = pItemText ? pItemText->GetChars() : skill.MenuName.GetChars();
if (*c == '$') c = GStrings(c + 1);
int textwidth = ld->mFont->StringWidth(c);
int textright = posx + textwidth;
if (posx + textright > 320) posx = std::max(0, 320 - textright);
}
unsigned firstitem = ld->mItems.Size();
for(unsigned int i = 0; i < MenuSkills.Size(); i++)
{
FSkillInfo &skill = *MenuSkills[i];
DMenuItemBase *li = nullptr;
// Using a different name for skills that must be confirmed makes handling this easier.
FName action = (skill.MustConfirm && !AllEpisodes[gs->Episode].mNoSkill) ?
NAME_StartgameConfirm : NAME_Startgame;
FString *pItemText = nullptr;
if (gs->PlayerClass != nullptr)
{
pItemText = skill.MenuNamesForPlayerClass.CheckKey(gs->PlayerClass);
}
EColorRange color = (EColorRange)skill.GetTextColor();
if (color == CR_UNTRANSLATED) color = ld->mFontColor;
if (skill.PicName.Len() != 0 && pItemText == nullptr)
{
FTextureID tex = GetMenuTexture(skill.PicName);
if (skill.MenuName.IsEmpty() || OkForLocalization(tex, skill.MenuName))
li = CreateListMenuItemPatch(posx, y, ld->mLinespacing, skill.Shortcut, tex, action, SkillIndices[i]);
}
if (li == nullptr)
{
li = CreateListMenuItemText(posx, y, ld->mLinespacing, skill.Shortcut,
pItemText? *pItemText : skill.MenuName, ld->mFont, color,ld->mFontColor2, action, SkillIndices[i]);
}
ld->mItems.Push(li);
GC::WriteBarrier(*desc, li);
y += ld->mLinespacing;
}
if (AllEpisodes[gs->Episode].mNoSkill || MenuSkills.Size() == 1)
{
ld->mAutoselect = firstitem + defindex;
}
else
{
ld->mAutoselect = -1;
}
success = true;
}
}
if (success) return;
fail:
// Option menu fallback for overlong skill lists
DOptionMenuDescriptor *od;
if (desc == nullptr)
{
od = Create<DOptionMenuDescriptor>();
MenuDescriptors[NAME_Skillmenu] = od;
od->mMenuName = NAME_Skillmenu;
od->mFont = gameinfo.gametype == GAME_Doom ? BigUpper : BigFont;
od->mTitle = "$MNU_CHOOSESKILL";
od->mSelectedItem = defindex;
od->mScrollPos = 0;
od->mClass = nullptr;
od->mPosition = -15;
od->mScrollTop = 0;
od->mIndent = 160;
od->mDontDim = false;
GC::WriteBarrier(od);
}
else
{
od = static_cast<DOptionMenuDescriptor*>(*desc);
od->mItems.Clear();
}
for(unsigned int i = 0; i < MenuSkills.Size(); i++)
{
FSkillInfo &skill = *MenuSkills[i];
DMenuItemBase *li;
// Using a different name for skills that must be confirmed makes handling this easier.
const char *action = (skill.MustConfirm && !AllEpisodes[gs->Episode].mNoSkill) ?
"StartgameConfirm" : "Startgame";
FString *pItemText = nullptr;
if (gs->PlayerClass != nullptr)
{
pItemText = skill.MenuNamesForPlayerClass.CheckKey(gs->PlayerClass);
}
li = CreateOptionMenuItemSubmenu(pItemText? *pItemText : skill.MenuName, action, SkillIndices[i]);
od->mItems.Push(li);
GC::WriteBarrier(od, li);
if (!done)
{
done = true;
od->mSelectedItem = defindex;
}
}
}
//==========================================================================
//
// Defines how graphics substitution is handled.
// 0: Never replace a text-containing graphic with a font-based text.
// 1: Always replace, regardless of any missing information. Useful for testing the substitution without providing full data.
// 2: Only replace for non-default texts, i.e. if some language redefines the string's content, use it instead of the graphic. Never replace a localized graphic.
// 3: Only replace if the string is not the default and the graphic comes from the IWAD. Never replace a localized graphic.
// 4: Like 1, but lets localized graphics pass.
//
// The default is 3, which only replaces known content with non-default texts.
//
//==========================================================================
CUSTOM_CVAR(Int, cl_gfxlocalization, 3, CVAR_ARCHIVE)
{
if (self < 0 || self > 4) self = 0;
}
bool OkForLocalization(FTextureID texnum, const char* substitute)
{
if (!texnum.isValid()) return false;
// First the unconditional settings, 0='never' and 1='always'.
if (cl_gfxlocalization == 1 || gameinfo.forcetextinmenus) return false;
if (cl_gfxlocalization == 0 || gameinfo.forcenogfxsubstitution) return true;
return TexMan.OkForLocalization(texnum, substitute, cl_gfxlocalization);
}
bool CheckSkipGameOptionBlock(FScanner &sc)
{
bool filter = false;
if (sc.Compare("ReadThis")) filter |= gameinfo.drawreadthis;
else if (sc.Compare("Swapmenu")) filter |= gameinfo.swapmenu;
return filter;
}
void SetDefaultMenuColors()
{
OptionSettings.mTitleColor = V_FindFontColor(gameinfo.mTitleColor);
OptionSettings.mFontColor = V_FindFontColor(gameinfo.mFontColor);
OptionSettings.mFontColorValue = V_FindFontColor(gameinfo.mFontColorValue);
OptionSettings.mFontColorMore = V_FindFontColor(gameinfo.mFontColorMore);
OptionSettings.mFontColorHeader = V_FindFontColor(gameinfo.mFontColorHeader);
OptionSettings.mFontColorHighlight = V_FindFontColor(gameinfo.mFontColorHighlight);
OptionSettings.mFontColorSelection = V_FindFontColor(gameinfo.mFontColorSelection);
}

View file

@ -14,6 +14,7 @@ struct FNewGameStartup
extern FNewGameStartup NewGameStartupInfo;
void M_StartupEpisodeMenu(FNewGameStartup *gs);
void M_StartupSkillMenu(FNewGameStartup *gs);
void M_CreateGameMenus();
// The savegame manager contains too much code that is game specific. Parts are shareable but need more work first.
struct FSaveGameNode
@ -65,3 +66,4 @@ public:
};
extern FSavegameManager savegameManager;

View file

@ -33,7 +33,7 @@
**
*/
#include "menu/menu.h"
#include "doommenu.h"
#include "version.h"
#include "g_game.h"
#include "m_png.h"

View file

@ -33,28 +33,27 @@
*/
#include <float.h>
#include "menu/menu.h"
#include "menu.h"
#include "filesystem.h"
#include "c_bind.h"
#include "i_music.h"
#include "gi.h"
#include "i_sound.h"
#include "cmdlib.h"
#include "vm.h"
#include "types.h"
#include "gameconfigfile.h"
#include "m_argv.h"
#include "i_soundfont.h"
#include "i_system.h"
#include "v_video.h"
#include "gstrings.h"
#include "teaminfo.h"
#include "r_data/sprites.h"
#include <zmusic.h>
#include "texturemanager.h"
#include "printf.h"
void ClearSaveGames();
bool CheckGame(const char* string, bool chexisdoom);
bool CheckSkipGameOptionBlock(FScanner& sc);
void SetDefaultMenuColors();
MenuDescriptorList MenuDescriptors;
static DListMenuDescriptor *DefaultListMenuSettings; // contains common settings for all list menus
@ -69,35 +68,6 @@ void I_BuildALDeviceList(FOptionValues *opt);
void I_BuildALResamplersList(FOptionValues *opt);
//==========================================================================
//
// Defines how graphics substitution is handled.
// 0: Never replace a text-containing graphic with a font-based text.
// 1: Always replace, regardless of any missing information. Useful for testing the substitution without providing full data.
// 2: Only replace for non-default texts, i.e. if some language redefines the string's content, use it instead of the graphic. Never replace a localized graphic.
// 3: Only replace if the string is not the default and the graphic comes from the IWAD. Never replace a localized graphic.
// 4: Like 1, but lets localized graphics pass.
//
// The default is 3, which only replaces known content with non-default texts.
//
//==========================================================================
CUSTOM_CVAR(Int, cl_gfxlocalization, 3, CVAR_ARCHIVE)
{
if (self < 0 || self > 4) self = 0;
}
bool OkForLocalization(FTextureID texnum, const char* substitute)
{
if (!texnum.isValid()) return false;
// First the unconditional settings, 0='never' and 1='always'.
if (cl_gfxlocalization == 1 || gameinfo.forcetextinmenus) return false;
if (cl_gfxlocalization == 0 || gameinfo.forcenogfxsubstitution) return true;
return TexMan.OkForLocalization(texnum, substitute, cl_gfxlocalization);
}
DEFINE_GLOBAL_NAMED(OptionSettings, OptionMenuSettings)
@ -182,10 +152,9 @@ void DeinitMenus()
}
MenuDescriptors.Clear();
OptionValues.Clear();
savegameManager.ClearSaveGames();
}
static FTextureID GetMenuTexture(const char* const name)
FTextureID GetMenuTexture(const char* const name)
{
const FTextureID texture = TexMan.CheckForTexture(name, ETextureType::MiscPatch);
@ -253,8 +222,7 @@ static bool CheckSkipOptionBlock(FScanner &sc)
do
{
sc.MustGetString();
if (sc.Compare("ReadThis")) filter |= gameinfo.drawreadthis;
else if (sc.Compare("Swapmenu")) filter |= gameinfo.swapmenu;
if (CheckSkipGameOptionBlock(sc)) filter = true;
else if (sc.Compare("Windows"))
{
#ifdef _WIN32
@ -984,7 +952,7 @@ static void ParseOptionMenu(FScanner &sc)
sc.MustGetString();
DOptionMenuDescriptor *desc = Create<DOptionMenuDescriptor>();
desc->mFont = gameinfo.gametype == GAME_Doom ? BigUpper : BigFont;
desc->mFont = BigUpper;
desc->mMenuName = sc.String;
desc->mSelectedItem = -1;
desc->mScrollPos = 0;
@ -1029,13 +997,7 @@ void M_ParseMenuDefs()
{
int lump, lastlump = 0;
OptionSettings.mTitleColor = V_FindFontColor(gameinfo.mTitleColor);
OptionSettings.mFontColor = V_FindFontColor(gameinfo.mFontColor);
OptionSettings.mFontColorValue = V_FindFontColor(gameinfo.mFontColorValue);
OptionSettings.mFontColorMore = V_FindFontColor(gameinfo.mFontColorMore);
OptionSettings.mFontColorHeader = V_FindFontColor(gameinfo.mFontColorHeader);
OptionSettings.mFontColorHighlight = V_FindFontColor(gameinfo.mFontColorHighlight);
OptionSettings.mFontColorSelection = V_FindFontColor(gameinfo.mFontColorSelection);
SetDefaultMenuColors();
// these are supposed to get GC'd after parsing is complete.
DefaultListMenuSettings = Create<DListMenuDescriptor>();
DefaultOptionMenuSettings = Create<DOptionMenuDescriptor>();
@ -1106,342 +1068,6 @@ void M_ParseMenuDefs()
}
//=============================================================================
//
// Creates the episode menu
// Falls back on an option menu if there's not enough screen space to show all episodes
//
//=============================================================================
void M_StartupEpisodeMenu(FNewGameStartup *gs)
{
// Build episode menu
bool success = false;
bool isOld = false;
DMenuDescriptor **desc = MenuDescriptors.CheckKey(NAME_Episodemenu);
if (desc != nullptr)
{
if ((*desc)->IsKindOf(RUNTIME_CLASS(DListMenuDescriptor)))
{
DListMenuDescriptor *ld = static_cast<DListMenuDescriptor*>(*desc);
// Delete previous contents
for(unsigned i=0; i<ld->mItems.Size(); i++)
{
FName n = ld->mItems[i]->mAction;
if (n == NAME_Skillmenu)
{
isOld = true;
ld->mItems.Resize(i);
break;
}
}
int posx = (int)ld->mXpos;
int posy = (int)ld->mYpos;
int topy = posy;
// Get lowest y coordinate of any static item in the menu
for(unsigned i = 0; i < ld->mItems.Size(); i++)
{
int y = (int)ld->mItems[i]->GetY();
if (y < topy) topy = y;
}
// center the menu on the screen if the top space is larger than the bottom space
int totalheight = posy + AllEpisodes.Size() * ld->mLinespacing - topy;
if (totalheight < 190 || AllEpisodes.Size() == 1)
{
int newtop = (200 - totalheight) / 2;
int topdelta = newtop - topy;
if (topdelta < 0)
{
for(unsigned i = 0; i < ld->mItems.Size(); i++)
{
ld->mItems[i]->OffsetPositionY(topdelta);
}
posy += topdelta;
ld->mYpos += topdelta;
}
if (!isOld) ld->mSelectedItem = ld->mItems.Size();
for (unsigned i = 0; i < AllEpisodes.Size(); i++)
{
DMenuItemBase *it = nullptr;
if (AllEpisodes[i].mPicName.IsNotEmpty())
{
FTextureID tex = GetMenuTexture(AllEpisodes[i].mPicName);
if (AllEpisodes[i].mEpisodeName.IsEmpty() || OkForLocalization(tex, AllEpisodes[i].mEpisodeName))
continue; // We do not measure patch based entries. They are assumed to fit
}
const char *c = AllEpisodes[i].mEpisodeName;
if (*c == '$') c = GStrings(c + 1);
int textwidth = ld->mFont->StringWidth(c);
int textright = posx + textwidth;
if (posx + textright > 320) posx = std::max(0, 320 - textright);
}
for(unsigned i = 0; i < AllEpisodes.Size(); i++)
{
DMenuItemBase *it = nullptr;
if (AllEpisodes[i].mPicName.IsNotEmpty())
{
FTextureID tex = GetMenuTexture(AllEpisodes[i].mPicName);
if (AllEpisodes[i].mEpisodeName.IsEmpty() || OkForLocalization(tex, AllEpisodes[i].mEpisodeName))
it = CreateListMenuItemPatch(posx, posy, ld->mLinespacing, AllEpisodes[i].mShortcut, tex, NAME_Skillmenu, i);
}
if (it == nullptr)
{
it = CreateListMenuItemText(posx, posy, ld->mLinespacing, AllEpisodes[i].mShortcut,
AllEpisodes[i].mEpisodeName, ld->mFont, ld->mFontColor, ld->mFontColor2, NAME_Skillmenu, i);
}
ld->mItems.Push(it);
posy += ld->mLinespacing;
}
if (AllEpisodes.Size() == 1)
{
ld->mAutoselect = ld->mSelectedItem;
}
success = true;
for (auto &p : ld->mItems)
{
GC::WriteBarrier(*desc, p);
}
}
}
else return; // do not recreate the option menu variant, because it is always text based.
}
if (!success)
{
// Couldn't create the episode menu, either because there's too many episodes or some error occured
// Create an option menu for episode selection instead.
DOptionMenuDescriptor *od = Create<DOptionMenuDescriptor>();
MenuDescriptors[NAME_Episodemenu] = od;
od->mMenuName = NAME_Episodemenu;
od->mFont = gameinfo.gametype == GAME_Doom ? BigUpper : BigFont;
od->mTitle = "$MNU_EPISODE";
od->mSelectedItem = 0;
od->mScrollPos = 0;
od->mClass = nullptr;
od->mPosition = -15;
od->mScrollTop = 0;
od->mIndent = 160;
od->mDontDim = false;
GC::WriteBarrier(od);
for(unsigned i = 0; i < AllEpisodes.Size(); i++)
{
auto it = CreateOptionMenuItemSubmenu(AllEpisodes[i].mEpisodeName, "Skillmenu", i);
od->mItems.Push(it);
GC::WriteBarrier(od, it);
}
}
}
//=============================================================================
//
//
//
//=============================================================================
static void BuildPlayerclassMenu()
{
bool success = false;
// Build player class menu
DMenuDescriptor **desc = MenuDescriptors.CheckKey(NAME_Playerclassmenu);
if (desc != nullptr)
{
if ((*desc)->IsKindOf(RUNTIME_CLASS(DListMenuDescriptor)))
{
DListMenuDescriptor *ld = static_cast<DListMenuDescriptor*>(*desc);
// add player display
ld->mSelectedItem = ld->mItems.Size();
int posy = (int)ld->mYpos;
int topy = posy;
// Get lowest y coordinate of any static item in the menu
for(unsigned i = 0; i < ld->mItems.Size(); i++)
{
int y = (int)ld->mItems[i]->GetY();
if (y < topy) topy = y;
}
// Count the number of items this menu will show
int numclassitems = 0;
for (unsigned i = 0; i < PlayerClasses.Size (); i++)
{
if (!(PlayerClasses[i].Flags & PCF_NOMENU))
{
const char *pname = GetPrintableDisplayName(PlayerClasses[i].Type);
if (pname != nullptr)
{
numclassitems++;
}
}
}
// center the menu on the screen if the top space is larger than the bottom space
int totalheight = posy + (numclassitems+1) * ld->mLinespacing - topy;
if (numclassitems <= 1)
{
// create a dummy item that auto-chooses the default class.
auto it = CreateListMenuItemText(0, 0, 0, 'p', "player",
ld->mFont,ld->mFontColor, ld->mFontColor2, NAME_Episodemenu, -1000);
ld->mAutoselect = ld->mItems.Push(it);
success = true;
}
else if (totalheight <= 190)
{
int newtop = (200 - totalheight + topy) / 2;
int topdelta = newtop - topy;
if (topdelta < 0)
{
for(unsigned i = 0; i < ld->mItems.Size(); i++)
{
ld->mItems[i]->OffsetPositionY(topdelta);
}
posy -= topdelta;
}
int n = 0;
for (unsigned i = 0; i < PlayerClasses.Size (); i++)
{
if (!(PlayerClasses[i].Flags & PCF_NOMENU))
{
const char *pname = GetPrintableDisplayName(PlayerClasses[i].Type);
if (pname != nullptr)
{
auto it = CreateListMenuItemText(ld->mXpos, ld->mYpos, ld->mLinespacing, *pname,
pname, ld->mFont,ld->mFontColor,ld->mFontColor2, NAME_Episodemenu, i);
ld->mItems.Push(it);
ld->mYpos += ld->mLinespacing;
n++;
}
}
}
if (n > 1 && !gameinfo.norandomplayerclass)
{
auto it = CreateListMenuItemText(ld->mXpos, ld->mYpos, ld->mLinespacing, 'r',
"$MNU_RANDOM", ld->mFont,ld->mFontColor,ld->mFontColor2, NAME_Episodemenu, -1);
ld->mItems.Push(it);
}
if (n == 0)
{
const char *pname = GetPrintableDisplayName(PlayerClasses[0].Type);
if (pname != nullptr)
{
auto it = CreateListMenuItemText(ld->mXpos, ld->mYpos, ld->mLinespacing, *pname,
pname, ld->mFont,ld->mFontColor,ld->mFontColor2, NAME_Episodemenu, 0);
ld->mItems.Push(it);
}
}
success = true;
for (auto &p : ld->mItems)
{
GC::WriteBarrier(ld, p);
}
}
}
}
if (!success)
{
// Couldn't create the playerclass menu, either because there's too many episodes or some error occured
// Create an option menu for class selection instead.
DOptionMenuDescriptor *od = Create<DOptionMenuDescriptor>();
MenuDescriptors[NAME_Playerclassmenu] = od;
od->mMenuName = NAME_Playerclassmenu;
od->mFont = gameinfo.gametype == GAME_Doom ? BigUpper : BigFont;
od->mTitle = "$MNU_CHOOSECLASS";
od->mSelectedItem = 0;
od->mScrollPos = 0;
od->mClass = nullptr;
od->mPosition = -15;
od->mScrollTop = 0;
od->mIndent = 160;
od->mDontDim = false;
od->mNetgameMessage = "$NEWGAME";
GC::WriteBarrier(od);
for (unsigned i = 0; i < PlayerClasses.Size (); i++)
{
if (!(PlayerClasses[i].Flags & PCF_NOMENU))
{
const char *pname = GetPrintableDisplayName(PlayerClasses[i].Type);
if (pname != nullptr)
{
auto it = CreateOptionMenuItemSubmenu(pname, "Episodemenu", i);
od->mItems.Push(it);
GC::WriteBarrier(od, it);
}
}
}
auto it = CreateOptionMenuItemSubmenu("Random", "Episodemenu", -1);
od->mItems.Push(it);
GC::WriteBarrier(od, it);
}
}
//=============================================================================
//
// Reads any XHAIRS lumps for the names of crosshairs and
// adds them to the display options menu.
//
//=============================================================================
static void InitCrosshairsList()
{
int lastlump, lump;
lastlump = 0;
FOptionValues **opt = OptionValues.CheckKey(NAME_Crosshairs);
if (opt == nullptr)
{
return; // no crosshair value list present. No need to go on.
}
FOptionValues::Pair *pair = &(*opt)->mValues[(*opt)->mValues.Reserve(1)];
pair->Value = 0;
pair->Text = "None";
while ((lump = fileSystem.FindLump("XHAIRS", &lastlump)) != -1)
{
FScanner sc(lump);
while (sc.GetNumber())
{
FOptionValues::Pair value;
value.Value = sc.Number;
sc.MustGetString();
value.Text = sc.String;
if (value.Value != 0)
{ // Check if it already exists. If not, add it.
unsigned int i;
for (i = 1; i < (*opt)->mValues.Size(); ++i)
{
if ((*opt)->mValues[i].Value == value.Value)
{
break;
}
}
if (i < (*opt)->mValues.Size())
{
(*opt)->mValues[i].Text = value.Text;
}
else
{
(*opt)->mValues.Push(value);
}
}
}
}
}
//=============================================================================
//
// Initialize the music configuration submenus
@ -1507,44 +1133,6 @@ static void InitMusicMenus()
}
}
//=============================================================================
//
// With the current workings of the menu system this cannot be done any longer
// from within the respective CCMDs.
//
//=============================================================================
static void InitKeySections()
{
DMenuDescriptor **desc = MenuDescriptors.CheckKey(NAME_CustomizeControls);
if (desc != nullptr)
{
if ((*desc)->IsKindOf(RUNTIME_CLASS(DOptionMenuDescriptor)))
{
DOptionMenuDescriptor *menu = static_cast<DOptionMenuDescriptor*>(*desc);
for (unsigned i = 0; i < KeySections.Size(); i++)
{
FKeySection *sect = &KeySections[i];
DMenuItemBase *item = CreateOptionMenuItemStaticText(" ");
menu->mItems.Push(item);
item = CreateOptionMenuItemStaticText(sect->mTitle, 1);
menu->mItems.Push(item);
for (unsigned j = 0; j < sect->mActions.Size(); j++)
{
FKeyAction *act = &sect->mActions[j];
item = CreateOptionMenuItemControl(act->mTitle, act->mAction, &Bindings);
menu->mItems.Push(item);
}
}
for (auto &p : menu->mItems)
{
GC::WriteBarrier(*desc, p);
}
}
}
}
//=============================================================================
//
// Special menus will be created once all engine data is loaded
@ -1553,11 +1141,7 @@ static void InitKeySections()
void M_CreateMenus()
{
BuildPlayerclassMenu();
InitCrosshairsList();
InitMusicMenus();
InitKeySections();
FOptionValues **opt = OptionValues.CheckKey(NAME_Mididevices);
if (opt != nullptr)
{
@ -1573,319 +1157,9 @@ void M_CreateMenus()
{
I_BuildALResamplersList(*opt);
}
opt = OptionValues.CheckKey(NAME_PlayerTeam);
if (opt != nullptr)
{
auto op = *opt;
op->mValues.Resize(Teams.Size() + 1);
op->mValues[0].Value = 0;
op->mValues[0].Text = "$OPTVAL_NONE";
for (unsigned i = 0; i < Teams.Size(); i++)
{
op->mValues[i+1].Value = i+1;
op->mValues[i+1].Text = Teams[i].GetName();
}
}
opt = OptionValues.CheckKey(NAME_PlayerClass);
if (opt != nullptr)
{
auto op = *opt;
int o = 0;
if (!gameinfo.norandomplayerclass && PlayerClasses.Size() > 1)
{
op->mValues.Resize(PlayerClasses.Size()+1);
op->mValues[0].Value = -1;
op->mValues[0].Text = "$MNU_RANDOM";
o = 1;
}
else op->mValues.Resize(PlayerClasses.Size());
for (unsigned i = 0; i < PlayerClasses.Size(); i++)
{
op->mValues[i+o].Value = i;
op->mValues[i+o].Text = GetPrintableDisplayName(PlayerClasses[i].Type);
}
}
}
DEFINE_ACTION_FUNCTION(DMenu, UpdateColorsets)
{
PARAM_PROLOGUE;
PARAM_POINTER(playerClass, FPlayerClass);
TArray<int> PlayerColorSets;
EnumColorSets(playerClass->Type, &PlayerColorSets);
auto opt = OptionValues.CheckKey(NAME_PlayerColors);
if (opt != nullptr)
{
auto op = *opt;
op->mValues.Resize(PlayerColorSets.Size() + 1);
op->mValues[0].Value = -1;
op->mValues[0].Text = "$OPTVAL_CUSTOM";
for (unsigned i = 0; i < PlayerColorSets.Size(); i++)
{
auto cset = GetColorSet(playerClass->Type, PlayerColorSets[i]);
op->mValues[i + 1].Value = PlayerColorSets[i];
op->mValues[i + 1].Text = cset? cset->Name.GetChars() : "?"; // The null case should never happen here.
}
}
return 0;
}
DEFINE_ACTION_FUNCTION(DMenu, UpdateSkinOptions)
{
PARAM_PROLOGUE;
PARAM_POINTER(playerClass, FPlayerClass);
auto opt = OptionValues.CheckKey(NAME_PlayerSkin);
if (opt != nullptr)
{
auto op = *opt;
if ((GetDefaultByType(playerClass->Type)->flags4 & MF4_NOSKIN) || players[consoleplayer].userinfo.GetPlayerClassNum() == -1)
{
op->mValues.Resize(1);
op->mValues[0].Value = -1;
op->mValues[0].Text = "$OPTVAL_DEFAULT";
}
else
{
op->mValues.Clear();
for (unsigned i = 0; i < Skins.Size(); i++)
{
op->mValues.Reserve(1);
op->mValues.Last().Value = i;
op->mValues.Last().Text = Skins[i].Name;
}
}
}
return 0;
}
//=============================================================================
//
// The skill menu must be refeshed each time it starts up
//
//=============================================================================
extern int restart;
void M_StartupSkillMenu(FNewGameStartup *gs)
{
static int done = -1;
bool success = false;
TArray<FSkillInfo*> MenuSkills;
TArray<int> SkillIndices;
if (MenuSkills.Size() == 0)
{
for (unsigned ind = 0; ind < AllSkills.Size(); ind++)
{
if (!AllSkills[ind].NoMenu)
{
MenuSkills.Push(&AllSkills[ind]);
SkillIndices.Push(ind);
}
}
}
if (MenuSkills.Size() == 0) I_Error("No valid skills for menu found. At least one must be defined.");
int defskill = DefaultSkill;
if ((unsigned int)defskill >= MenuSkills.Size())
{
defskill = SkillIndices[(MenuSkills.Size() - 1) / 2];
}
if (AllSkills[defskill].NoMenu)
{
for (defskill = 0; defskill < (int)AllSkills.Size(); defskill++)
{
if (!AllSkills[defskill].NoMenu) break;
}
}
int defindex = 0;
for (unsigned i = 0; i < MenuSkills.Size(); i++)
{
if (MenuSkills[i] == &AllSkills[defskill])
{
defindex = i;
break;
}
}
DMenuDescriptor **desc = MenuDescriptors.CheckKey(NAME_Skillmenu);
if (desc != nullptr)
{
if ((*desc)->IsKindOf(RUNTIME_CLASS(DListMenuDescriptor)))
{
DListMenuDescriptor *ld = static_cast<DListMenuDescriptor*>(*desc);
int posx = (int)ld->mXpos;
int y = (int)ld->mYpos;
// Delete previous contents
for(unsigned i=0; i<ld->mItems.Size(); i++)
{
FName n = ld->mItems[i]->mAction;
if (n == NAME_Startgame || n == NAME_StartgameConfirm)
{
ld->mItems.Resize(i);
break;
}
}
if (done != restart)
{
done = restart;
ld->mSelectedItem = ld->mItems.Size() + defindex;
int posy = y;
int topy = posy;
// Get lowest y coordinate of any static item in the menu
for(unsigned i = 0; i < ld->mItems.Size(); i++)
{
int y = (int)ld->mItems[i]->GetY();
if (y < topy) topy = y;
}
// center the menu on the screen if the top space is larger than the bottom space
int totalheight = posy + MenuSkills.Size() * ld->mLinespacing - topy;
if (totalheight < 190 || MenuSkills.Size() == 1)
{
int newtop = (200 - totalheight) / 2;
int topdelta = newtop - topy;
if (topdelta < 0)
{
for(unsigned i = 0; i < ld->mItems.Size(); i++)
{
ld->mItems[i]->OffsetPositionY(topdelta);
}
ld->mYpos = y = posy + topdelta;
}
}
else
{
// too large
desc = nullptr;
done = false;
goto fail;
}
}
for (unsigned int i = 0; i < MenuSkills.Size(); i++)
{
FSkillInfo &skill = *MenuSkills[i];
DMenuItemBase *li = nullptr;
FString *pItemText = nullptr;
if (gs->PlayerClass != nullptr)
{
pItemText = skill.MenuNamesForPlayerClass.CheckKey(gs->PlayerClass);
}
if (skill.PicName.Len() != 0 && pItemText == nullptr)
{
FTextureID tex = GetMenuTexture(skill.PicName);
if (skill.MenuName.IsEmpty() || OkForLocalization(tex, skill.MenuName))
continue;
}
const char *c = pItemText ? pItemText->GetChars() : skill.MenuName.GetChars();
if (*c == '$') c = GStrings(c + 1);
int textwidth = ld->mFont->StringWidth(c);
int textright = posx + textwidth;
if (posx + textright > 320) posx = std::max(0, 320 - textright);
}
unsigned firstitem = ld->mItems.Size();
for(unsigned int i = 0; i < MenuSkills.Size(); i++)
{
FSkillInfo &skill = *MenuSkills[i];
DMenuItemBase *li = nullptr;
// Using a different name for skills that must be confirmed makes handling this easier.
FName action = (skill.MustConfirm && !AllEpisodes[gs->Episode].mNoSkill) ?
NAME_StartgameConfirm : NAME_Startgame;
FString *pItemText = nullptr;
if (gs->PlayerClass != nullptr)
{
pItemText = skill.MenuNamesForPlayerClass.CheckKey(gs->PlayerClass);
}
EColorRange color = (EColorRange)skill.GetTextColor();
if (color == CR_UNTRANSLATED) color = ld->mFontColor;
if (skill.PicName.Len() != 0 && pItemText == nullptr)
{
FTextureID tex = GetMenuTexture(skill.PicName);
if (skill.MenuName.IsEmpty() || OkForLocalization(tex, skill.MenuName))
li = CreateListMenuItemPatch(posx, y, ld->mLinespacing, skill.Shortcut, tex, action, SkillIndices[i]);
}
if (li == nullptr)
{
li = CreateListMenuItemText(posx, y, ld->mLinespacing, skill.Shortcut,
pItemText? *pItemText : skill.MenuName, ld->mFont, color,ld->mFontColor2, action, SkillIndices[i]);
}
ld->mItems.Push(li);
GC::WriteBarrier(*desc, li);
y += ld->mLinespacing;
}
if (AllEpisodes[gs->Episode].mNoSkill || MenuSkills.Size() == 1)
{
ld->mAutoselect = firstitem + defindex;
}
else
{
ld->mAutoselect = -1;
}
success = true;
}
}
if (success) return;
fail:
// Option menu fallback for overlong skill lists
DOptionMenuDescriptor *od;
if (desc == nullptr)
{
od = Create<DOptionMenuDescriptor>();
MenuDescriptors[NAME_Skillmenu] = od;
od->mMenuName = NAME_Skillmenu;
od->mFont = gameinfo.gametype == GAME_Doom ? BigUpper : BigFont;
od->mTitle = "$MNU_CHOOSESKILL";
od->mSelectedItem = defindex;
od->mScrollPos = 0;
od->mClass = nullptr;
od->mPosition = -15;
od->mScrollTop = 0;
od->mIndent = 160;
od->mDontDim = false;
GC::WriteBarrier(od);
}
else
{
od = static_cast<DOptionMenuDescriptor*>(*desc);
od->mItems.Clear();
}
for(unsigned int i = 0; i < MenuSkills.Size(); i++)
{
FSkillInfo &skill = *MenuSkills[i];
DMenuItemBase *li;
// Using a different name for skills that must be confirmed makes handling this easier.
const char *action = (skill.MustConfirm && !AllEpisodes[gs->Episode].mNoSkill) ?
"StartgameConfirm" : "Startgame";
FString *pItemText = nullptr;
if (gs->PlayerClass != nullptr)
{
pItemText = skill.MenuNamesForPlayerClass.CheckKey(gs->PlayerClass);
}
li = CreateOptionMenuItemSubmenu(pItemText? *pItemText : skill.MenuName, action, SkillIndices[i]);
od->mItems.Push(li);
GC::WriteBarrier(od, li);
if (!done)
{
done = true;
od->mSelectedItem = defindex;
}
}
}
#ifdef _WIN32

View file

@ -52,7 +52,7 @@
#include "sbar.h"
#include "p_lnspec.h"
#include "p_local.h"
#include "menu/menu.h"
#include "menu.h"
#include "g_levellocals.h"
#include "vm.h"
#include "v_video.h"

View file

@ -66,6 +66,7 @@
#include "x86.h"
#include <vector>
;
// Use linear filtering when scaling up
CVAR(Bool, r_magfilter, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);

View file

@ -49,7 +49,7 @@
#include "p_checkposition.h"
#include "p_linetracedata.h"
#include "v_font.h"
#include "menu/menu.h"
#include "menu.h"
#include "teaminfo.h"
#include "r_data/sprites.h"
#include "serializer_doom.h"

View file

@ -52,7 +52,7 @@
#include "utf8.h"
#include "fontinternals.h"
#include "intermission/intermission.h"
#include "menu/menu.h"
#include "menu.h"
#include "c_cvars.h"
#include "c_bind.h"
#include "c_dispatch.h"

View file

@ -46,7 +46,7 @@
#include "c_dispatch.h"
#include "vm.h"
#include "dobject.h"
#include "menu/menu.h"
#include "menu.h"
void S_ReadReverbDef (FScanner &sc);