gzdoom/src/m_menu.h
Randy Heit 732a44b338 - Fixed: M_QuitResponse() tried to play a sound even when none was specified
in the gameinfo.
- Added Yes/No selections for Y/N messages so that you can answer them
  entirely with a joystick.
- Fixed: Starting the menu at the title screen with a key other than Escape
  left the top level menu out of the menu stack.
- Changed the save menu so that cancelling input of a new save name only
  deactivates that control and does not completely close the menus.
- Fixed "any key" messages to override input to menus hidden beneath them and
  to work with joysticks.
- Removed the input parameter from M_StartMessage and the corresponding
  messageNeedsInput global, because it was redundant. Any messages that want
  a Y/N response also supply a callback, and messages that don't care which
  key you press don't supply a callback.
- Changed MKEY_Back so that it cancels out of text entry fields before
  backing to the previous menu, which it already did for the keyboard.
- Changed the menu responder so that key downs always produce results,
  regardless of whether or not an equivalent key is already down.


SVN r1753 (trunk)
2009-08-07 03:30:51 +00:00

281 lines
6 KiB
C++

// 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_H__
#define __M_MENU_H__
#include "c_cvars.h"
struct event_t;
struct menu_t;
//
// 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);
void M_Deinit ();
// Called by intro code to force menu up upon a keypress,
// does nothing if menu is already up.
void M_StartControlPanel (bool makeSound, bool wantTop=false);
// Turns off the menu
void M_ClearMenus ();
// [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);
// [RH] Initialize the video modes menu
void M_InitVideoModesMenu (void);
void M_SwitchMenu (struct menu_t *menu);
void M_PopMenuStack (void);
// [RH] Called whenever the display mode changes
void M_RefreshModesList ();
void M_ActivateMenuInput ();
void M_DeactivateMenuInput ();
void M_NotifyNewSave (const char *file, const char *title, bool okForQuicksave);
// Draw a slider. Set fracdigits negative to not display the current value numerically.
void M_DrawSlider (int x, int y, double min, double max, double cur, int fracdigits=1);
//
// MENU TYPEDEFS
//
typedef enum {
whitetext,
redtext,
more,
rightmore,
safemore,
rsafemore,
joymore,
slider,
absslider,
inverter,
discrete,
discretes,
cdiscrete,
ediscrete,
control,
screenres,
bitflag,
bitmask,
listelement,
nochoice,
numberedmore,
colorpicker,
intslider,
palettegrid,
joy_sens,
joy_slider,
joy_map,
joy_inverter,
} itemtype;
struct IJoystickConfig;
void UpdateJoystickMenu(IJoystickConfig *selected);
// Yeargh! It's a monster!
struct menuitem_t
{
itemtype type;
const char *label;
union {
FBaseCVar *cvar;
FIntCVar *intcvar;
FGUIDCVar *guidcvar;
FColorCVar *colorcvar;
int selmode;
float fval;
int joyselection;
} a;
union {
float min; /* aka numvalues aka invflag */
float numvalues;
float invflag;
int key1;
char *res1;
int position;
} b;
union {
float max;
int key2;
char *res2;
void *extra;
float discretecenter; // 1 to center or 2 to disable repeat (do I even use centered discretes?)
} c;
union {
float step;
char *res3;
FBoolCVar *graycheck; // for drawing discrete items
} d;
union {
struct value_t *values;
struct valuestring_t *valuestrings;
struct valueenum_t *enumvalues;
char *command;
void (*cfunc)(FBaseCVar *cvar, float newval);
void (*mfunc)(void);
void (*lfunc)(int);
int highlight;
int flagmask;
int joyslidernum;
} e;
};
struct menu_t {
const char *texttitle;
int lastOn;
int numitems;
int indent;
menuitem_t *items;
int scrolltop;
int scrollpos;
int y;
void (*PreDraw)(void);
bool DontDim;
void (*EscapeHandler)(void);
};
struct value_t {
float value;
const char *name;
};
struct valuestring_t {
float value;
FString name;
};
struct valueenum_t {
const char *value; // Value of cvar
const char *name; // Name on menu
};
struct oldmenuitem_t
{
// -1 = no cursor here, 1 = ok, 2 = arrows ok
SBYTE status;
BYTE fulltext; // [RH] Menu name is text, not a graphic
// hotkey in menu
char alphaKey;
const char *name;
// choice = menu item #.
// if status = 2,
// choice=0:leftarrow,1:rightarrow
void (*routine)(int choice);
int textcolor;
};
struct oldmenu_t
{
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
};
struct menustack_t
{
union {
menu_t *newmenu;
oldmenu_t *old;
} menu;
bool isNewStyle;
bool drawSkull;
};
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
};
void M_ButtonHandler(EMenuKey key, bool repeat);
void M_OptButtonHandler(EMenuKey key, bool repeat);
void M_DrawConText (int color, int x, int y, const char *str);
extern value_t YesNo[2];
extern value_t NoYes[2];
extern value_t OnOff[2];
extern menustack_t MenuStack[16];
extern int MenuStackDepth;
extern bool OptionsActive;
extern menu_t *CurrentMenu;
extern int CurrentItem;
#define MAX_EPISODES 8
extern oldmenuitem_t EpisodeMenu[MAX_EPISODES];
extern bool EpisodeNoSkill[MAX_EPISODES];
extern char EpisodeMaps[MAX_EPISODES][8];
extern oldmenu_t EpiDef;
#endif