/* ** menu.cpp ** Menu base class and global interface ** **--------------------------------------------------------------------------- ** Copyright 2010 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "doomdef.h" #include "doomstat.h" #include "c_dispatch.h" #include "d_gui.h" #include "d_player.h" #include "c_console.h" #include "c_bind.h" #include "p_tick.h" #include "g_game.h" #include "d_event.h" #include "hu_stuff.h" #include "gi.h" #include "g_input.h" #include "gameconfigfile.h" #include "gstrings.h" #include "r_utility.h" #include "menu/menu.h" #include "vm.h" #include "events.h" #include "v_video.h" #include "i_system.h" #include "scripting/types.h" int DMenu::InMenu; // // Todo: Move these elsewhere // CVAR (Float, mouse_sensitivity, 1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR (Bool, show_messages, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR (Bool, show_obituaries, true, CVAR_ARCHIVE) CVAR (Int, m_showinputgrid, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) CVAR(Bool, m_blockcontrollers, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) CVAR (Float, snd_menuvolume, 0.6f, CVAR_ARCHIVE) CVAR(Int, m_use_mouse, 2, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR(Int, m_show_backbutton, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CUSTOM_CVAR(Float, dimamount, -1.f, CVAR_ARCHIVE) { if (self < 0.f && self != -1.f) { self = -1.f; } else if (self > 1.f) { self = 1.f; } } CVAR(Color, dimcolor, 0xffd700, CVAR_ARCHIVE) static DMenu *GetCurrentMenu() { return CurrentMenu; } DEFINE_ACTION_FUNCTION_NATIVE(DMenu, GetCurrentMenu, GetCurrentMenu) { ACTION_RETURN_OBJECT(CurrentMenu); } static int GetMenuTime() { return MenuTime; } DEFINE_ACTION_FUNCTION_NATIVE(DMenu, MenuTime, GetMenuTime) { ACTION_RETURN_INT(MenuTime); } FGameStartup GameStartupInfo; EMenuState menuactive; bool M_DemoNoPlay; FButtonStatus MenuButtons[NUM_MKEYS]; int MenuButtonTickers[NUM_MKEYS]; bool MenuButtonOrigin[NUM_MKEYS]; int BackbuttonTime; float BackbuttonAlpha; static bool MenuEnabled = true; DMenu *CurrentMenu; int MenuTime; extern PClass *DefaultListMenuClass; extern PClass *DefaultOptionMenuClass; #define KEY_REPEAT_DELAY (TICRATE*5/12) #define KEY_REPEAT_RATE (3) //============================================================================ // // // //============================================================================ IMPLEMENT_CLASS(DMenuDescriptor, false, false) IMPLEMENT_CLASS(DListMenuDescriptor, false, false) IMPLEMENT_CLASS(DOptionMenuDescriptor, false, false) DMenuDescriptor *GetMenuDescriptor(int name) { DMenuDescriptor **desc = MenuDescriptors.CheckKey(ENamedName(name)); return desc ? *desc : nullptr; } DEFINE_ACTION_FUNCTION_NATIVE(DMenuDescriptor, GetDescriptor, GetMenuDescriptor) { PARAM_PROLOGUE; PARAM_NAME(name); ACTION_RETURN_OBJECT(GetMenuDescriptor(name)); } size_t DListMenuDescriptor::PropagateMark() { for (auto item : mItems) GC::Mark(item); return 0; } size_t DOptionMenuDescriptor::PropagateMark() { for (auto item : mItems) GC::Mark(item); return 0; } void M_MarkMenus() { MenuDescriptorList::Iterator it(MenuDescriptors); MenuDescriptorList::Pair *pair; while (it.NextPair(pair)) { GC::Mark(pair->Value); } GC::Mark(CurrentMenu); } //============================================================================ // // DMenu base class // //============================================================================ IMPLEMENT_CLASS(DMenu, false, true) IMPLEMENT_POINTERS_START(DMenu) IMPLEMENT_POINTER(mParentMenu) IMPLEMENT_POINTERS_END DMenu::DMenu(DMenu *parent) { mParentMenu = parent; mMouseCapture = false; mBackbuttonSelected = false; DontDim = false; GC::WriteBarrier(this, parent); } //============================================================================= // // // //============================================================================= bool DMenu::CallResponder(event_t *ev) { if (ev->type == EV_GUI_Event) { IFVIRTUAL(DMenu, OnUIEvent) { FUiEvent e = ev; VMValue params[] = { (DObject*)this, &e }; int retval; VMReturn ret(&retval); InMenu++; VMCall(func, params, 2, &ret, 1); InMenu--; return !!retval; } } else { IFVIRTUAL(DMenu, OnInputEvent) { FInputEvent e = ev; VMValue params[] = { (DObject*)this, &e }; int retval; VMReturn ret(&retval); InMenu++; VMCall(func, params, 2, &ret, 1); InMenu--; return !!retval; } } return false; } //============================================================================= // // // //============================================================================= bool DMenu::CallMenuEvent(int mkey, bool fromcontroller) { IFVIRTUAL(DMenu, MenuEvent) { VMValue params[] = { (DObject*)this, mkey, fromcontroller }; int retval; VMReturn ret(&retval); InMenu++; VMCall(func, params, 3, &ret, 1); InMenu--; return !!retval; } else return false; } //============================================================================= // // // //============================================================================= static void SetMouseCapture(bool on) { if (on) I_SetMouseCapture(); else I_ReleaseMouseCapture(); } DEFINE_ACTION_FUNCTION_NATIVE(DMenu, SetMouseCapture, SetMouseCapture) { PARAM_PROLOGUE; PARAM_BOOL(on); SetMouseCapture(on); return 0; } void DMenu::Close () { if (CurrentMenu == nullptr) return; // double closing can happen in the save menu. assert(CurrentMenu == this); CurrentMenu = mParentMenu; Destroy(); if (CurrentMenu != nullptr) { GC::WriteBarrier(CurrentMenu); IFVIRTUALPTR(CurrentMenu, DMenu, OnReturn) { VMValue params[] = { CurrentMenu }; VMCall(func, params, 1, nullptr, 0); } } else { M_ClearMenus (); } } static void Close(DMenu *menu) { menu->Close(); } DEFINE_ACTION_FUNCTION_NATIVE(DMenu, Close, Close) { PARAM_SELF_PROLOGUE(DMenu); self->Close(); return 0; } //============================================================================= // // // //============================================================================= void DMenu::CallTicker() { IFVIRTUAL(DMenu, Ticker) { VMValue params[] = { (DObject*)this }; VMCall(func, params, 1, nullptr, 0); } } void DMenu::CallDrawer() { IFVIRTUAL(DMenu, Drawer) { VMValue params[] = { (DObject*)this }; VMCall(func, params, 1, nullptr, 0); screen->ClearClipRect(); // make sure the scripts don't leave a valid clipping rect behind. } } bool DMenu::TranslateKeyboardEvents() { IFVIRTUAL(DMenu, TranslateKeyboardEvents) { VMValue params[] = { (DObject*)this }; int retval; VMReturn ret(&retval); VMCall(func, params, countof(params), &ret, 1); return !!retval; } return true; } //============================================================================= // // // //============================================================================= void M_StartControlPanel (bool makeSound) { // intro might call this repeatedly if (CurrentMenu != nullptr) return; ResetButtonStates (); for (int i = 0; i < NUM_MKEYS; ++i) { MenuButtons[i].ReleaseKey(0); } C_HideConsole (); // [RH] Make sure console goes bye bye. menuactive = MENU_On; // Pause sound effects before we play the menu switch sound. // That way, it won't be paused. P_CheckTickerPaused (); if (makeSound) { S_Sound (CHAN_VOICE | CHAN_UI, "menu/activate", snd_menuvolume, ATTN_NONE); } BackbuttonTime = 0; BackbuttonAlpha = 0; } //============================================================================= // // // //============================================================================= void M_ActivateMenu(DMenu *menu) { if (menuactive == MENU_Off) menuactive = MENU_On; if (CurrentMenu != nullptr && CurrentMenu->mMouseCapture) { CurrentMenu->mMouseCapture = false; I_ReleaseMouseCapture(); } CurrentMenu = menu; GC::WriteBarrier(CurrentMenu); } DEFINE_ACTION_FUNCTION(DMenu, ActivateMenu) { PARAM_SELF_PROLOGUE(DMenu); M_ActivateMenu(self); return 0; } //============================================================================= // // // //============================================================================= EXTERN_CVAR(Int, cl_gfxlocalization) void M_SetMenu(FName menu, int param) { // some menus need some special treatment switch (menu) { case NAME_Mainmenu: if (gameinfo.gametype & GAME_DoomStrifeChex) // Raven's games always used text based menus { if (gameinfo.forcetextinmenus) // If text is forced, this overrides any check. { menu = NAME_MainmenuTextOnly; } else if (cl_gfxlocalization != 0 && !gameinfo.forcenogfxsubstitution) { // For these games we must check up-front if they get localized because in that case another template must be used. DMenuDescriptor **desc = MenuDescriptors.CheckKey(NAME_Mainmenu); if (desc != nullptr) { if ((*desc)->IsKindOf(RUNTIME_CLASS(DListMenuDescriptor))) { DListMenuDescriptor *ld = static_cast(*desc); if (ld->mFromEngine) { // This assumes that replacing one graphic will replace all of them. // So this only checks the "New game" entry for localization capability. FTextureID texid = TexMan.CheckForTexture("M_NGAME", ETextureType::MiscPatch); if (!TexMan.OkForLocalization(texid, "$MNU_NEWGAME")) { menu = NAME_MainmenuTextOnly; } } } } } } break; case NAME_Episodemenu: // sent from the player class menu GameStartupInfo.Skill = -1; GameStartupInfo.Episode = -1; GameStartupInfo.PlayerClass = param == -1000? nullptr : param == -1? "Random" : GetPrintableDisplayName(PlayerClasses[param].Type).GetChars(); M_StartupEpisodeMenu(&GameStartupInfo); // needs player class name from class menu (later) break; case NAME_Skillmenu: // sent from the episode menu if ((gameinfo.flags & GI_SHAREWARE) && param > 0) { // Only Doom and Heretic have multi-episode shareware versions. M_StartMessage(GStrings("SWSTRING"), 1); return; } GameStartupInfo.Episode = param; M_StartupSkillMenu(&GameStartupInfo); // needs player class name from class menu (later) break; case NAME_StartgameConfirm: { // sent from the skill menu for a skill that needs to be confirmed GameStartupInfo.Skill = param; const char *msg = AllSkills[param].MustConfirmText; if (*msg==0) msg = GStrings("NIGHTMARE"); M_StartMessage (msg, 0, NAME_StartgameConfirmed); return; } case NAME_Startgame: // sent either from skill menu or confirmation screen. Skill gets only set if sent from skill menu // Now we can finally start the game. Ugh... GameStartupInfo.Skill = param; case NAME_StartgameConfirmed: G_DeferedInitNew (&GameStartupInfo); if (gamestate == GS_FULLCONSOLE) { gamestate = GS_HIDECONSOLE; gameaction = ga_newgame; } M_ClearMenus (); return; case NAME_Savegamemenu: if (!usergame || (players[consoleplayer].health <= 0 && !multiplayer) || gamestate != GS_LEVEL) { // cannot save outside the game. M_StartMessage (GStrings("SAVEDEAD"), 1); return; } case NAME_VideoModeMenu: break; case NAME_Quitmenu: // The separate menu class no longer exists but the name still needs support for existing mods. C_DoCommand("menu_quit"); return; case NAME_EndGameMenu: // The separate menu class no longer exists but the name still needs support for existing mods. void ActivateEndGameMenu(); ActivateEndGameMenu(); return; } // End of special checks DMenuDescriptor **desc = MenuDescriptors.CheckKey(menu); if (desc != nullptr) { if ((*desc)->mNetgameMessage.IsNotEmpty() && netgame && !demoplayback) { M_StartMessage((*desc)->mNetgameMessage, 1); return; } if ((*desc)->IsKindOf(RUNTIME_CLASS(DListMenuDescriptor))) { DListMenuDescriptor *ld = static_cast(*desc); if (ld->mAutoselect >= 0 && ld->mAutoselect < (int)ld->mItems.Size()) { // recursively activate the autoselected item without ever creating this menu. ld->mItems[ld->mAutoselect]->Activate(); } else { PClass *cls = ld->mClass; if (cls == nullptr) cls = DefaultListMenuClass; if (cls == nullptr) cls = PClass::FindClass("ListMenu"); DMenu *newmenu = (DMenu *)cls->CreateNew(); IFVIRTUALPTRNAME(newmenu, "ListMenu", Init) { VMValue params[3] = { newmenu, CurrentMenu, ld }; VMCall(func, params, 3, nullptr, 0); } M_ActivateMenu(newmenu); } } else if ((*desc)->IsKindOf(RUNTIME_CLASS(DOptionMenuDescriptor))) { DOptionMenuDescriptor *ld = static_cast(*desc); PClass *cls = ld->mClass; if (cls == nullptr) cls = DefaultOptionMenuClass; if (cls == nullptr) cls = PClass::FindClass("OptionMenu"); DMenu *newmenu = (DMenu*)cls->CreateNew(); IFVIRTUALPTRNAME(newmenu, "OptionMenu", Init) { VMValue params[3] = { newmenu, CurrentMenu, ld }; VMCall(func, params, 3, nullptr, 0); } M_ActivateMenu(newmenu); } return; } else { PClass *menuclass = PClass::FindClass(menu); if (menuclass != nullptr) { if (menuclass->IsDescendantOf("GenericMenu")) { DMenu *newmenu = (DMenu*)menuclass->CreateNew(); IFVIRTUALPTRNAME(newmenu, "GenericMenu", Init) { VMValue params[3] = { newmenu, CurrentMenu }; VMCall(func, params, 2, nullptr, 0); } M_ActivateMenu(newmenu); return; } } } Printf("Attempting to open menu of unknown type '%s'\n", menu.GetChars()); M_ClearMenus(); } DEFINE_ACTION_FUNCTION(DMenu, SetMenu) { PARAM_PROLOGUE; PARAM_NAME(menu); PARAM_INT(mparam); M_SetMenu(menu, mparam); return 0; } //============================================================================= // // // //============================================================================= bool M_Responder (event_t *ev) { int ch = 0; bool keyup = false; int mkey = NUM_MKEYS; bool fromcontroller = true; if (chatmodeon) { return false; } if (CurrentMenu != nullptr && menuactive != MENU_Off) { // There are a few input sources we are interested in: // // EV_KeyDown / EV_KeyUp : joysticks/gamepads/controllers // EV_GUI_KeyDown / EV_GUI_KeyUp : the keyboard // EV_GUI_Char : printable characters, which we want in string input mode // // This code previously listened for EV_GUI_KeyRepeat to handle repeating // in the menus, but that doesn't work with gamepads, so now we combine // the multiple inputs into buttons and handle the repetition manually. if (ev->type == EV_GUI_Event) { fromcontroller = false; if (ev->subtype == EV_GUI_KeyRepeat) { // We do our own key repeat handling but still want to eat the // OS's repeated keys. return true; } else if (ev->subtype == EV_GUI_BackButtonDown || ev->subtype == EV_GUI_BackButtonUp) { mkey = MKEY_Back; keyup = ev->subtype == EV_GUI_BackButtonUp; } else if (ev->subtype != EV_GUI_KeyDown && ev->subtype != EV_GUI_KeyUp) { // do we want mouse input? if (ev->subtype >= EV_GUI_FirstMouseEvent && ev->subtype <= EV_GUI_LastMouseEvent) { if (!m_use_mouse) return true; } // pass everything else on to the current menu return CurrentMenu->CallResponder(ev); } else if (CurrentMenu->TranslateKeyboardEvents()) { ch = ev->data1; keyup = ev->subtype == EV_GUI_KeyUp; switch (ch) { case GK_BACK: mkey = MKEY_Back; break; case GK_ESCAPE: mkey = MKEY_Back; break; case GK_RETURN: mkey = MKEY_Enter; break; case GK_UP: mkey = MKEY_Up; break; case GK_DOWN: mkey = MKEY_Down; break; case GK_LEFT: mkey = MKEY_Left; break; case GK_RIGHT: mkey = MKEY_Right; break; case GK_BACKSPACE: mkey = MKEY_Clear; break; case GK_PGUP: mkey = MKEY_PageUp; break; case GK_PGDN: mkey = MKEY_PageDown; break; default: if (!keyup) { return CurrentMenu->CallResponder(ev); } break; } } } else if (menuactive != MENU_WaitKey && (ev->type == EV_KeyDown || ev->type == EV_KeyUp)) { // eat blocked controller events without dispatching them. if (ev->data1 >= KEY_FIRSTJOYBUTTON && m_blockcontrollers) return true; keyup = ev->type == EV_KeyUp; ch = ev->data1; switch (ch) { case KEY_JOY1: case KEY_PAD_A: mkey = MKEY_Enter; break; case KEY_JOY2: case KEY_PAD_B: mkey = MKEY_Back; break; case KEY_JOY3: case KEY_PAD_X: mkey = MKEY_Clear; break; case KEY_JOY5: case KEY_PAD_LSHOULDER: mkey = MKEY_PageUp; break; case KEY_JOY6: case KEY_PAD_RSHOULDER: mkey = MKEY_PageDown; break; case KEY_PAD_DPAD_UP: case KEY_PAD_LTHUMB_UP: case KEY_JOYAXIS1MINUS: case KEY_JOYPOV1_UP: mkey = MKEY_Up; break; case KEY_PAD_DPAD_DOWN: case KEY_PAD_LTHUMB_DOWN: case KEY_JOYAXIS1PLUS: case KEY_JOYPOV1_DOWN: mkey = MKEY_Down; break; case KEY_PAD_DPAD_LEFT: case KEY_PAD_LTHUMB_LEFT: case KEY_JOYAXIS2MINUS: case KEY_JOYPOV1_LEFT: mkey = MKEY_Left; break; case KEY_PAD_DPAD_RIGHT: case KEY_PAD_LTHUMB_RIGHT: case KEY_JOYAXIS2PLUS: case KEY_JOYPOV1_RIGHT: mkey = MKEY_Right; break; } } if (mkey != NUM_MKEYS) { if (keyup) { MenuButtons[mkey].ReleaseKey(ch); return false; } else { MenuButtons[mkey].PressKey(ch); MenuButtonOrigin[mkey] = fromcontroller; if (mkey <= MKEY_PageDown) { MenuButtonTickers[mkey] = KEY_REPEAT_DELAY; } CurrentMenu->CallMenuEvent(mkey, fromcontroller); return true; } } return CurrentMenu->CallResponder(ev) || !keyup; } else if (MenuEnabled) { if (ev->type == EV_KeyDown) { // Pop-up menu? if (ev->data1 == KEY_ESCAPE) { M_StartControlPanel(true); M_SetMenu(NAME_Mainmenu, -1); return true; } // If devparm is set, pressing F1 always takes a screenshot no matter // what it's bound to. (for those who don't bother to read the docs) if (devparm && ev->data1 == KEY_F1) { G_ScreenShot(nullptr); return true; } return false; } else if (ev->type == EV_GUI_Event && ev->subtype == EV_GUI_LButtonDown && ConsoleState != c_down && gamestate != GS_LEVEL && m_use_mouse) { M_StartControlPanel(true); M_SetMenu(NAME_Mainmenu, -1); return true; } } return false; } //============================================================================= // // // //============================================================================= void M_Ticker (void) { MenuTime++; if (CurrentMenu != nullptr && menuactive != MENU_Off) { CurrentMenu->CallTicker(); } // Check again because menu could be closed from Ticker() if (CurrentMenu != nullptr && menuactive != MENU_Off) { for (int i = 0; i < NUM_MKEYS; ++i) { if (MenuButtons[i].bDown) { if (MenuButtonTickers[i] > 0 && --MenuButtonTickers[i] <= 0) { MenuButtonTickers[i] = KEY_REPEAT_RATE; CurrentMenu->CallMenuEvent(i, MenuButtonOrigin[i]); } } } if (BackbuttonTime > 0) { if (BackbuttonAlpha < 1.f) BackbuttonAlpha += .1f; if (BackbuttonAlpha > 1.f) BackbuttonAlpha = 1.f; BackbuttonTime--; } else { if (BackbuttonAlpha > 0) BackbuttonAlpha -= .1f; if (BackbuttonAlpha < 0) BackbuttonAlpha = 0; } } } //========================================================================== // // M_Dim // // Applies a colored overlay to the entire screen, with the opacity // determined by the dimamount cvar. // //========================================================================== static void M_Dim() { PalEntry dimmer; float amount; if (dimamount >= 0) { dimmer = PalEntry(dimcolor); amount = dimamount; } else { dimmer = gameinfo.dimcolor; amount = gameinfo.dimamount; } if (gameinfo.gametype == GAME_Hexen && gamestate == GS_DEMOSCREEN) { // On the Hexen title screen, the default dimming is not // enough to make the menus readable. amount = MIN(1.f, amount*2.f); } screen->Dim(dimmer, amount, 0, 0, screen->GetWidth(), screen->GetHeight()); } //============================================================================= // // // //============================================================================= void M_Drawer (void) { player_t *player = &players[consoleplayer]; AActor *camera = player->camera; PalEntry fade = 0; if (CurrentMenu != nullptr && menuactive != MENU_Off) { screen->BlurScene(gameinfo.bluramount); if (!CurrentMenu->DontDim) { M_Dim(); } CurrentMenu->CallDrawer(); } } //============================================================================= // // // //============================================================================= void M_ClearMenus() { M_DemoNoPlay = false; while (CurrentMenu != nullptr) { DMenu* parent = CurrentMenu->mParentMenu; CurrentMenu->Destroy(); CurrentMenu = parent; } menuactive = MENU_Off; } //============================================================================= // // // //============================================================================= void M_PreviousMenu() { if (CurrentMenu != nullptr) { DMenu* parent = CurrentMenu->mParentMenu; CurrentMenu->Destroy(); CurrentMenu = parent; } } //============================================================================= // // // //============================================================================= void M_Init (void) { try { M_ParseMenuDefs(); } catch (CVMAbortException &err) { err.MaybePrintMessage(); Printf("%s", err.stacktrace.GetChars()); I_FatalError("Failed to initialize menus"); } M_CreateMenus(); } //============================================================================= // // // //============================================================================= void M_EnableMenu (bool on) { MenuEnabled = on; } //============================================================================= // // [RH] Most menus can now be accessed directly // through console commands. // //============================================================================= CCMD (menu_main) { M_StartControlPanel(true); M_SetMenu(NAME_Mainmenu, -1); } CCMD (menu_load) { // F3 M_StartControlPanel (true); M_SetMenu(NAME_Loadgamemenu, -1); } CCMD (menu_save) { // F2 M_StartControlPanel (true); M_SetMenu(NAME_Savegamemenu, -1); } CCMD (menu_help) { // F1 M_StartControlPanel (true); M_SetMenu(NAME_Readthismenu, -1); } CCMD (menu_game) { M_StartControlPanel (true); M_SetMenu(NAME_Playerclassmenu, -1); // The playerclass menu is the first in the 'start game' chain } CCMD (menu_options) { M_StartControlPanel (true); M_SetMenu(NAME_Optionsmenu, -1); } CCMD (menu_player) { M_StartControlPanel (true); M_SetMenu(NAME_Playermenu, -1); } CCMD (menu_messages) { M_StartControlPanel (true); M_SetMenu(NAME_MessageOptions, -1); } CCMD (menu_automap) { M_StartControlPanel (true); M_SetMenu(NAME_AutomapOptions, -1); } CCMD (menu_scoreboard) { M_StartControlPanel (true); M_SetMenu(NAME_ScoreboardOptions, -1); } CCMD (menu_mapcolors) { M_StartControlPanel (true); M_SetMenu(NAME_MapColorMenu, -1); } CCMD (menu_keys) { M_StartControlPanel (true); M_SetMenu(NAME_CustomizeControls, -1); } CCMD (menu_gameplay) { M_StartControlPanel (true); M_SetMenu(NAME_GameplayOptions, -1); } CCMD (menu_compatibility) { M_StartControlPanel (true); M_SetMenu(NAME_CompatibilityOptions, -1); } CCMD (menu_mouse) { M_StartControlPanel (true); M_SetMenu(NAME_MouseOptions, -1); } CCMD (menu_joystick) { M_StartControlPanel (true); M_SetMenu(NAME_JoystickOptions, -1); } CCMD (menu_sound) { M_StartControlPanel (true); M_SetMenu(NAME_SoundOptions, -1); } CCMD (menu_advsound) { M_StartControlPanel (true); M_SetMenu(NAME_AdvSoundOptions, -1); } CCMD (menu_modreplayer) { M_StartControlPanel(true); M_SetMenu(NAME_ModReplayerOptions, -1); } CCMD (menu_display) { M_StartControlPanel (true); M_SetMenu(NAME_VideoOptions, -1); } CCMD (menu_video) { M_StartControlPanel (true); M_SetMenu(NAME_VideoModeMenu, -1); } CCMD (openmenu) { if (argv.argc() < 2) { Printf("Usage: openmenu \"menu_name\"\n"); return; } M_StartControlPanel (true); M_SetMenu(argv[1], -1); } CCMD (closemenu) { M_ClearMenus(); } CCMD (prevmenu) { M_PreviousMenu(); } // // Toggle messages on/off // CCMD (togglemessages) { if (show_messages) { Printf (128, "%s\n", GStrings("MSGOFF")); show_messages = false; } else { Printf (128, "%s\n", GStrings("MSGON")); show_messages = true; } } EXTERN_CVAR (Int, screenblocks) CCMD (sizedown) { screenblocks = screenblocks - 1; S_Sound (CHAN_VOICE | CHAN_UI, "menu/change", snd_menuvolume, ATTN_NONE); } CCMD (sizeup) { screenblocks = screenblocks + 1; S_Sound (CHAN_VOICE | CHAN_UI, "menu/change", snd_menuvolume, ATTN_NONE); } CCMD(menuconsole) { M_ClearMenus(); C_ToggleConsole(); } CCMD(reset2defaults) { C_SetDefaultBindings (); C_SetCVarsToDefaults (); R_SetViewSize (screenblocks); } CCMD(reset2saved) { GameConfig->DoGlobalSetup (); GameConfig->DoGameSetup (gameinfo.ConfigName); GameConfig->DoModSetup (gameinfo.ConfigName); R_SetViewSize (screenblocks); } // This really should be in the script but we can't do scripted CCMDs yet. CCMD(undocolorpic) { if (CurrentMenu != NULL) { IFVIRTUALPTR(CurrentMenu, DMenu, ResetColor) { VMValue params[] = { (DObject*)CurrentMenu }; VMCall(func, params, countof(params), nullptr, 0); } } } DEFINE_GLOBAL(menuactive) DEFINE_GLOBAL(BackbuttonTime) DEFINE_GLOBAL(BackbuttonAlpha) DEFINE_FIELD(DMenu, mParentMenu) DEFINE_FIELD(DMenu, mMouseCapture); DEFINE_FIELD(DMenu, mBackbuttonSelected); DEFINE_FIELD(DMenu, DontDim); DEFINE_FIELD(DMenuDescriptor, mMenuName) DEFINE_FIELD(DMenuDescriptor, mNetgameMessage) DEFINE_FIELD(DMenuDescriptor, mClass) DEFINE_FIELD(DMenuItemBase, mXpos) DEFINE_FIELD(DMenuItemBase, mYpos) DEFINE_FIELD(DMenuItemBase, mAction) DEFINE_FIELD(DMenuItemBase, mEnabled) DEFINE_FIELD(DListMenuDescriptor, mItems) DEFINE_FIELD(DListMenuDescriptor, mSelectedItem) DEFINE_FIELD(DListMenuDescriptor, mSelectOfsX) DEFINE_FIELD(DListMenuDescriptor, mSelectOfsY) DEFINE_FIELD(DListMenuDescriptor, mSelector) DEFINE_FIELD(DListMenuDescriptor, mDisplayTop) DEFINE_FIELD(DListMenuDescriptor, mXpos) DEFINE_FIELD(DListMenuDescriptor, mYpos) DEFINE_FIELD(DListMenuDescriptor, mWLeft) DEFINE_FIELD(DListMenuDescriptor, mWRight) DEFINE_FIELD(DListMenuDescriptor, mLinespacing) DEFINE_FIELD(DListMenuDescriptor, mAutoselect) DEFINE_FIELD(DListMenuDescriptor, mFont) DEFINE_FIELD(DListMenuDescriptor, mFontColor) DEFINE_FIELD(DListMenuDescriptor, mFontColor2) DEFINE_FIELD(DListMenuDescriptor, mCenter) DEFINE_FIELD(DOptionMenuDescriptor, mItems) DEFINE_FIELD(DOptionMenuDescriptor, mTitle) DEFINE_FIELD(DOptionMenuDescriptor, mSelectedItem) DEFINE_FIELD(DOptionMenuDescriptor, mDrawTop) DEFINE_FIELD(DOptionMenuDescriptor, mScrollTop) DEFINE_FIELD(DOptionMenuDescriptor, mScrollPos) DEFINE_FIELD(DOptionMenuDescriptor, mIndent) DEFINE_FIELD(DOptionMenuDescriptor, mPosition) DEFINE_FIELD(DOptionMenuDescriptor, mDontDim) DEFINE_FIELD(DOptionMenuDescriptor, mFont) DEFINE_FIELD(FOptionMenuSettings, mTitleColor) DEFINE_FIELD(FOptionMenuSettings, mFontColor) DEFINE_FIELD(FOptionMenuSettings, mFontColorValue) DEFINE_FIELD(FOptionMenuSettings, mFontColorMore) DEFINE_FIELD(FOptionMenuSettings, mFontColorHeader) DEFINE_FIELD(FOptionMenuSettings, mFontColorHighlight) DEFINE_FIELD(FOptionMenuSettings, mFontColorSelection) DEFINE_FIELD(FOptionMenuSettings, mLinespacing) struct IJoystickConfig; // These functions are used by dynamic menu creation. DMenuItemBase * CreateOptionMenuItemStaticText(const char *name, int v) { auto c = PClass::FindClass("OptionMenuItemStaticText"); auto p = c->CreateNew(); FString namestr = name; VMValue params[] = { p, &namestr, v }; auto f = dyn_cast(c->FindSymbol("Init", false)); VMCall(f->Variants[0].Implementation, params, countof(params), nullptr, 0); return (DMenuItemBase*)p; } DMenuItemBase * CreateOptionMenuItemJoyConfigMenu(const char *label, IJoystickConfig *joy) { auto c = PClass::FindClass("OptionMenuItemJoyConfigMenu"); auto p = c->CreateNew(); FString namestr = label; VMValue params[] = { p, &namestr, joy }; auto f = dyn_cast(c->FindSymbol("Init", false)); VMCall(f->Variants[0].Implementation, params, countof(params), nullptr, 0); return (DMenuItemBase*)p; } DMenuItemBase * CreateOptionMenuItemSubmenu(const char *label, FName cmd, int center) { auto c = PClass::FindClass("OptionMenuItemSubmenu"); auto p = c->CreateNew(); FString namestr = label; VMValue params[] = { p, &namestr, cmd.GetIndex(), center, false }; auto f = dyn_cast(c->FindSymbol("Init", false)); VMCall(f->Variants[0].Implementation, params, countof(params), nullptr, 0); return (DMenuItemBase*)p; } DMenuItemBase * CreateOptionMenuItemControl(const char *label, FName cmd, FKeyBindings *bindings) { auto c = PClass::FindClass("OptionMenuItemControlBase"); auto p = c->CreateNew(); FString namestr = label; VMValue params[] = { p, &namestr, cmd.GetIndex(), bindings }; auto f = dyn_cast(c->FindSymbol("Init", false)); VMCall(f->Variants[0].Implementation, params, countof(params), nullptr, 0); return (DMenuItemBase*)p; } DMenuItemBase * CreateOptionMenuItemCommand(const char *label, FName cmd, bool centered) { auto c = PClass::FindClass("OptionMenuItemCommand"); auto p = c->CreateNew(); FString namestr = label; VMValue params[] = { p, &namestr, cmd.GetIndex(), centered, false }; auto f = dyn_cast(c->FindSymbol("Init", false)); VMCall(f->Variants[0].Implementation, params, countof(params), nullptr, 0); auto unsafe = dyn_cast(c->FindSymbol("mUnsafe", false)); unsafe->Type->SetValue(reinterpret_cast(p) + unsafe->Offset, 0); return (DMenuItemBase*)p; } DMenuItemBase * CreateListMenuItemPatch(double x, double y, int height, int hotkey, FTextureID tex, FName command, int param) { auto c = PClass::FindClass("ListMenuItemPatchItem"); auto p = c->CreateNew(); FString keystr = FString(char(hotkey)); VMValue params[] = { p, x, y, height, tex.GetIndex(), &keystr, command.GetIndex(), param }; auto f = dyn_cast(c->FindSymbol("InitDirect", false)); VMCall(f->Variants[0].Implementation, params, countof(params), nullptr, 0); return (DMenuItemBase*)p; } DMenuItemBase * CreateListMenuItemText(double x, double y, int height, int hotkey, const char *text, FFont *font, PalEntry color1, PalEntry color2, FName command, int param) { auto c = PClass::FindClass("ListMenuItemTextItem"); auto p = c->CreateNew(); FString keystr = FString(char(hotkey)); FString textstr = text; VMValue params[] = { p, x, y, height, &keystr, &textstr, font, int(color1.d), int(color2.d), command.GetIndex(), param }; auto f = dyn_cast(c->FindSymbol("InitDirect", false)); VMCall(f->Variants[0].Implementation, params, countof(params), nullptr, 0); return (DMenuItemBase*)p; } bool DMenuItemBase::Activate() { IFVIRTUAL(DMenuItemBase, Activate) { VMValue params[] = { (DObject*)this }; int retval; VMReturn ret(&retval); VMCall(func, params, countof(params), &ret, 1); return !!retval; } return false; } bool DMenuItemBase::SetString(int i, const char *s) { IFVIRTUAL(DMenuItemBase, SetString) { FString namestr = s; VMValue params[] = { (DObject*)this, i, &namestr }; int retval; VMReturn ret(&retval); VMCall(func, params, countof(params), &ret, 1); return !!retval; } return false; } bool DMenuItemBase::GetString(int i, char *s, int len) { IFVIRTUAL(DMenuItemBase, GetString) { VMValue params[] = { (DObject*)this, i }; int retval; FString retstr; VMReturn ret[2]; ret[0].IntAt(&retval); ret[1].StringAt(&retstr); VMCall(func, params, countof(params), ret, 2); strncpy(s, retstr, len); return !!retval; } return false; } bool DMenuItemBase::SetValue(int i, int value) { IFVIRTUAL(DMenuItemBase, SetValue) { VMValue params[] = { (DObject*)this, i, value }; int retval; VMReturn ret(&retval); VMCall(func, params, countof(params), &ret, 1); return !!retval; } return false; } bool DMenuItemBase::GetValue(int i, int *pvalue) { IFVIRTUAL(DMenuItemBase, GetValue) { VMValue params[] = { (DObject*)this, i }; int retval[2]; VMReturn ret[2]; ret[0].IntAt(&retval[0]); ret[1].IntAt(&retval[1]); VMCall(func, params, countof(params), ret, 2); *pvalue = retval[1]; return !!retval[0]; } return false; } IMPLEMENT_CLASS(DMenuItemBase, false, false)