// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // Menu widget stuff, episode selection and such. // //----------------------------------------------------------------------------- #ifndef __M_MENU__ #define __M_MENU__ #include "d_event.h" #include "c_cvars.h" // // MENUS // // Called by main loop, // saves config file and calls I_Quit when user exits. // Even when the menu is not displayed, // this can resize the view and change game parameters. // Does all the real work of the menu interaction. BOOL M_Responder (event_t *ev); // Called by main loop, // only used for menu (skull cursor) animation. void M_Ticker (void); // Called by main loop, // draws the menus directly into the screen buffer. void M_Drawer (void); // Called by D_DoomMain, // loads the config file. void M_Init (void); // Called by intro code to force menu up upon a keypress, // does nothing if menu is already up. void M_StartControlPanel (void); // [RH] Setup options menu BOOL M_StartOptionsMenu (void); // [RH] Handle keys for options menu void M_OptResponder (event_t *ev); // [RH] Draw options menu void M_OptDrawer (void); // [RH] Initialize options menu void M_OptInit (void); struct menu_s; void M_SwitchMenu (struct menu_s *menu); void M_PopMenuStack (void); // // MENU TYPEDEFS // typedef enum { whitetext, redtext, more, slider, discrete, cdiscrete, control, screenres, bitflag, listelement } itemtype; typedef struct menuitem_s { itemtype type; char *label; union { cvar_t **cvar; int selmode; int flagmask; } a; union { float min; /* aka numvalues aka invflag */ int key1; char *res1; } b; union { float max; int key2; char *res2; } c; union { float step; char *res3; } d; union { struct value_s *values; char *command; void (*cfunc)(cvar_t *cvar, float newval); void (*mfunc)(void); void (*lfunc)(int); int highlight; int *flagint; } e; } menuitem_t; typedef struct menu_s { char title[8]; int lastOn; int numitems; int indent; menuitem_t *items; } menu_t; typedef struct value_s { float value; char *name; } value_t; typedef struct { // -1 = no cursor here, 1 = ok, 2 = arrows ok short status; char name[10]; // choice = menu item #. // if status = 2, // choice=0:leftarrow,1:rightarrow void (*routine)(int choice); // hotkey in menu char alphaKey; } oldmenuitem_t; typedef struct oldmenu_s { short numitems; // # of menu items oldmenuitem_t *menuitems; // menu items void (*routine)(void); // draw routine short x; short y; // x,y of menu short lastOn; // last item user was on in menu } oldmenu_t; typedef struct { union { menu_t *new; oldmenu_t *old; } menu; BOOL isNewStyle; BOOL drawSkull; } menustack_t; extern value_t YesNo[2]; extern value_t NoYes[2]; extern value_t OnOff[2]; extern menustack_t MenuStack[16]; extern int MenuStackDepth; extern menu_t *CurrentMenu; extern int CurrentItem; extern short itemOn; extern oldmenu_t *currentMenu; #endif //----------------------------------------------------------------------------- // // $Log:$ // //-----------------------------------------------------------------------------