gzdoom/wadsrc/static/zscript/menu/menu.txt
Christoph Oelckers b65b83edb3 - removed the hard screen resolution switch that still was present on Windows and cleaned up the entire video backend code from the remaining support code for this.
Like Linux and macOS this will only support borderless fullscreen in the active desktop resolution now, which is what modern systems need.
The list of discrete resolutions has been removed as it makes no sense anymore with a fixed video mode - all the other scaling options remain active, though.
2018-06-17 20:08:35 +02:00

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struct KeyBindings native version("2.4")
{
native static String NameKeys(int k1, int k2);
native int, int GetKeysForCommand(String cmd);
native void SetBind(int key, String cmd);
native void UnbindACommand (String str);
}
struct OptionValues native version("2.4")
{
native static int GetCount(Name group);
native static String GetText(Name group, int index);
native static double GetValue(Name group, int index);
native static String GetTextValue(Name group, int index);
}
struct JoystickConfig native version("2.4")
{
enum EJoyAxis
{
JOYAXIS_None = -1,
JOYAXIS_Yaw,
JOYAXIS_Pitch,
JOYAXIS_Forward,
JOYAXIS_Side,
JOYAXIS_Up,
// JOYAXIS_Roll, // Ha ha. No roll for you.
NUM_JOYAXIS,
};
native float GetSensitivity();
native void SetSensitivity(float scale);
native float GetAxisScale(int axis);
native void SetAxisScale(int axis, float scale);
native float GetAxisDeadZone(int axis);
native void SetAxisDeadZone(int axis, float zone);
native int GetAxisMap(int axis);
native void SetAxisMap(int axis, int gameaxis);
native String GetName();
native int GetNumAxes();
native String GetAxisName(int axis);
}
class Menu : Object native ui version("2.4")
{
enum EMenuKey
{
MKEY_Up,
MKEY_Down,
MKEY_Left,
MKEY_Right,
MKEY_PageUp,
MKEY_PageDown,
MKEY_Enter,
MKEY_Back,
MKEY_Clear,
NUM_MKEYS,
// These are not buttons but events sent from other menus
MKEY_Input,
MKEY_Abort,
MKEY_MBYes,
MKEY_MBNo,
}
enum EMenuMouse
{
MOUSE_Click,
MOUSE_Move,
MOUSE_Release
};
enum EMenuState
{
Off, // Menu is closed
On, // Menu is opened
WaitKey, // Menu is opened and waiting for a key in the controls menu
OnNoPause, // Menu is opened but does not pause the game
};
native Menu mParentMenu;
native bool mMouseCapture;
native bool mBackbuttonSelected;
native bool DontDim;
native static int MenuTime();
native static Menu GetCurrentMenu();
native static clearscope void SetMenu(Name mnu, int param = 0); // This is not 100% safe but needs to be available - but always make sure to check that only the desired player opens it!
native static void StartMessage(String msg, int mode = 0, Name command = 'none');
native static void SetMouseCapture(bool on);
native void Close();
native void ActivateMenu();
//=============================================================================
//
//
//
//=============================================================================
void Init(Menu parent)
{
mParentMenu = parent;
mMouseCapture = false;
mBackbuttonSelected = false;
DontDim = false;
}
//=============================================================================
//
//
//
//=============================================================================
virtual bool MenuEvent (int mkey, bool fromcontroller)
{
switch (mkey)
{
case MKEY_Back:
Close();
MenuSound (GetCurrentMenu() != null? "menu/backup" : "menu/clear");
return true;
}
return false;
}
//=============================================================================
//
//
//
//=============================================================================
protected bool MouseEventBack(int type, int x, int y)
{
if (m_show_backbutton >= 0)
{
let tex = TexMan.CheckForTexture(gameinfo.mBackButton, TexMan.Type_MiscPatch);
if (tex.IsValid())
{
Vector2 v = TexMan.GetScaledSize(tex);
int w = int(v.X + 0.5) * CleanXfac;
int h = int(v.Y + 0.5) * CleanYfac;
if (m_show_backbutton&1) x -= screen.GetWidth() - w;
if (m_show_backbutton&2) y -= screen.GetHeight() - h;
mBackbuttonSelected = ( x >= 0 && x < w && y >= 0 && y < h);
if (mBackbuttonSelected && type == MOUSE_Release)
{
if (m_use_mouse == 2) mBackbuttonSelected = false;
MenuEvent(MKEY_Back, true);
}
return mBackbuttonSelected;
}
}
return false;
}
//=============================================================================
//
//
//
//=============================================================================
virtual bool OnUIEvent(UIEvent ev)
{
bool res = false;
int y = ev.MouseY;
if (ev.type == UIEvent.Type_LButtonDown)
{
res = MouseEventBack(MOUSE_Click, ev.MouseX, y);
// make the menu's mouse handler believe that the current coordinate is outside the valid range
if (res) y = -1;
res |= MouseEvent(MOUSE_Click, ev.MouseX, y);
if (res)
{
SetCapture(true);
}
}
else if (ev.type == UIEvent.Type_MouseMove)
{
BackbuttonTime = 4*Thinker.TICRATE;
if (mMouseCapture || m_use_mouse == 1)
{
res = MouseEventBack(MOUSE_Move, ev.MouseX, y);
if (res) y = -1;
res |= MouseEvent(MOUSE_Move, ev.MouseX, y);
}
}
else if (ev.type == UIEvent.Type_LButtonUp)
{
if (mMouseCapture)
{
SetCapture(false);
res = MouseEventBack(MOUSE_Release, ev.MouseX, y);
if (res) y = -1;
res |= MouseEvent(MOUSE_Release, ev.MouseX, y);
}
}
return false;
}
virtual bool OnInputEvent(InputEvent ev)
{
return false;
}
//=============================================================================
//
//
//
//=============================================================================
virtual void Drawer ()
{
if (self == GetCurrentMenu() && BackbuttonAlpha > 0 && m_show_backbutton >= 0 && m_use_mouse)
{
let tex = TexMan.CheckForTexture(gameinfo.mBackButton, TexMan.Type_MiscPatch);
if (tex.IsValid())
{
Vector2 v = TexMan.GetScaledSize(tex);
int w = int(v.X + 0.5) * CleanXfac;
int h = int(v.Y + 0.5) * CleanYfac;
int x = (!(m_show_backbutton&1))? 0:screen.GetWidth() - w;
int y = (!(m_show_backbutton&2))? 0:screen.GetHeight() - h;
if (mBackbuttonSelected && (mMouseCapture || m_use_mouse == 1))
{
screen.DrawTexture(tex, true, x, y, DTA_CleanNoMove, true, DTA_ColorOverlay, Color(40, 255,255,255));
}
else
{
screen.DrawTexture(tex, true, x, y, DTA_CleanNoMove, true, DTA_Alpha, BackbuttonAlpha);
}
}
}
}
//=============================================================================
//
//
//
//=============================================================================
void SetCapture(bool on)
{
if (mMouseCapture != on)
{
mMouseCapture = on;
SetMouseCapture(on);
}
}
//=============================================================================
//
//
//
//=============================================================================
virtual bool TranslateKeyboardEvents() { return true; }
virtual void SetFocus(MenuItemBase fc) {}
virtual bool CheckFocus(MenuItemBase fc) { return false; }
virtual void ReleaseFocus() {}
virtual void ResetColor() {}
virtual bool MouseEvent(int type, int mx, int my) { return true; }
virtual void Ticker() {}
virtual void OnReturn() {}
//=============================================================================
//
//
//
//=============================================================================
static void MenuSound(Sound snd)
{
S_Sound (snd, CHAN_VOICE | CHAN_UI, snd_menuvolume, ATTN_NONE);
}
static void DrawConText (int color, int x, int y, String str)
{
screen.DrawText (ConFont, color, x, y, str, DTA_CellX, 8 * CleanXfac_1, DTA_CellY, 8 * CleanYfac_1);
}
}
class MenuDescriptor : Object native ui version("2.4")
{
native Name mMenuName;
native String mNetgameMessage;
native Class<Menu> mClass;
native static MenuDescriptor GetDescriptor(Name n);
}
// This class is only needed to give it a virtual Init method that doesn't belong to Menu itself
class GenericMenu : Menu
{
virtual void Init(Menu parent)
{
Super.Init(parent);
}
}