qzdoom-gpl/src/menu/menu.cpp
Christoph Oelckers 66d28a24b8 - disabled the scripted virtual function module after finding out that it only works if each single class that may serve as a parent for scripting is explicitly declared.
Needless to say, this is simply too volatile and would require constant active maintenance, not to mention a huge amount of work up front to get going.
It also hid a nasty problem with the Destroy method. Due to the way the garbage collector works, Destroy cannot be exposed to scripts as-is. It may be called from scripts but it may not be overridden from scripts because the garbage collector can call this function after all data needed for calling a scripted override has already been destroyed because if that data is also being collected there is no guarantee that proper order of destruction is observed. So for now Destroy is just a normal native method to scripted classes
2016-11-25 00:25:26 +01:00

975 lines
22 KiB
C++

/*
** 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 "g_level.h"
#include "c_console.h"
#include "c_bind.h"
#include "s_sound.h"
#include "p_tick.h"
#include "g_game.h"
#include "c_cvars.h"
#include "d_event.h"
#include "v_video.h"
#include "hu_stuff.h"
#include "gi.h"
#include "v_palette.h"
#include "i_input.h"
#include "gameconfigfile.h"
#include "gstrings.h"
#include "r_utility.h"
#include "menu/menu.h"
#include "textures/textures.h"
//
// 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 (Float, snd_menuvolume, 0.6f, CVAR_ARCHIVE)
CVAR(Int, m_use_mouse, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Int, m_show_backbutton, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
DMenu *DMenu::CurrentMenu;
int DMenu::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;
#define KEY_REPEAT_DELAY (TICRATE*5/12)
#define KEY_REPEAT_RATE (3)
//============================================================================
//
// 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;
GC::WriteBarrier(this, parent);
}
bool DMenu::Responder (event_t *ev)
{
bool res = false;
if (ev->type == EV_GUI_Event)
{
if (ev->subtype == EV_GUI_LButtonDown)
{
res = MouseEventBack(MOUSE_Click, ev->data1, ev->data2);
// make the menu's mouse handler believe that the current coordinate is outside the valid range
if (res) ev->data2 = -1;
res |= MouseEvent(MOUSE_Click, ev->data1, ev->data2);
if (res)
{
SetCapture();
}
}
else if (ev->subtype == EV_GUI_MouseMove)
{
BackbuttonTime = BACKBUTTON_TIME;
if (mMouseCapture || m_use_mouse == 1)
{
res = MouseEventBack(MOUSE_Move, ev->data1, ev->data2);
if (res) ev->data2 = -1;
res |= MouseEvent(MOUSE_Move, ev->data1, ev->data2);
}
}
else if (ev->subtype == EV_GUI_LButtonUp)
{
if (mMouseCapture)
{
ReleaseCapture();
res = MouseEventBack(MOUSE_Release, ev->data1, ev->data2);
if (res) ev->data2 = -1;
res |= MouseEvent(MOUSE_Release, ev->data1, ev->data2);
}
}
}
return false;
}
//=============================================================================
//
//
//
//=============================================================================
bool DMenu::MenuEvent (int mkey, bool fromcontroller)
{
switch (mkey)
{
case MKEY_Back:
{
Close();
S_Sound (CHAN_VOICE | CHAN_UI,
DMenu::CurrentMenu != NULL? "menu/backup" : "menu/clear", snd_menuvolume, ATTN_NONE);
return true;
}
}
return false;
}
//=============================================================================
//
//
//
//=============================================================================
void DMenu::Close ()
{
assert(DMenu::CurrentMenu == this);
DMenu::CurrentMenu = mParentMenu;
Destroy();
if (DMenu::CurrentMenu != NULL)
{
GC::WriteBarrier(DMenu::CurrentMenu);
}
else
{
M_ClearMenus ();
}
}
//=============================================================================
//
//
//
//=============================================================================
bool DMenu::MouseEvent(int type, int x, int y)
{
return true;
}
//=============================================================================
//
//
//
//=============================================================================
bool DMenu::MouseEventBack(int type, int x, int y)
{
if (m_show_backbutton >= 0)
{
FTexture *tex = TexMan(gameinfo.mBackButton);
if (tex != NULL)
{
if (m_show_backbutton&1) x -= screen->GetWidth() - tex->GetScaledWidth() * CleanXfac;
if (m_show_backbutton&2) y -= screen->GetHeight() - tex->GetScaledHeight() * CleanYfac;
mBackbuttonSelected = ( x >= 0 && x < tex->GetScaledWidth() * CleanXfac &&
y >= 0 && y < tex->GetScaledHeight() * CleanYfac);
if (mBackbuttonSelected && type == MOUSE_Release)
{
if (m_use_mouse == 2) mBackbuttonSelected = false;
MenuEvent(MKEY_Back, true);
}
return mBackbuttonSelected;
}
}
return false;
}
//=============================================================================
//
//
//
//=============================================================================
void DMenu::SetCapture()
{
if (!mMouseCapture)
{
mMouseCapture = true;
I_SetMouseCapture();
}
}
void DMenu::ReleaseCapture()
{
if (mMouseCapture)
{
mMouseCapture = false;
I_ReleaseMouseCapture();
}
}
//=============================================================================
//
//
//
//=============================================================================
void DMenu::Ticker ()
{
}
void DMenu::Drawer ()
{
if (this == DMenu::CurrentMenu && BackbuttonAlpha > 0 && m_show_backbutton >= 0 && m_use_mouse)
{
FTexture *tex = TexMan(gameinfo.mBackButton);
int w = tex->GetScaledWidth() * CleanXfac;
int h = tex->GetScaledHeight() * 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, x, y, DTA_CleanNoMove, true, DTA_ColorOverlay, MAKEARGB(40, 255,255,255), TAG_DONE);
}
else
{
screen->DrawTexture(tex, x, y, DTA_CleanNoMove, true, DTA_AlphaF, BackbuttonAlpha, TAG_DONE);
}
}
}
bool DMenu::DimAllowed()
{
return true;
}
bool DMenu::TranslateKeyboardEvents()
{
return true;
}
//=============================================================================
//
//
//
//=============================================================================
void M_StartControlPanel (bool makeSound)
{
// intro might call this repeatedly
if (DMenu::CurrentMenu != NULL)
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 (DMenu::CurrentMenu != NULL) DMenu::CurrentMenu->ReleaseCapture();
DMenu::CurrentMenu = menu;
GC::WriteBarrier(DMenu::CurrentMenu);
}
//=============================================================================
//
//
//
//=============================================================================
void M_SetMenu(FName menu, int param)
{
// some menus need some special treatment
switch (menu)
{
case NAME_Episodemenu:
// sent from the player class menu
GameStartupInfo.Skill = -1;
GameStartupInfo.Episode = -1;
GameStartupInfo.PlayerClass =
param == -1000? NULL :
param == -1? "Random" : GetPrintableDisplayName(PlayerClasses[param].Type).GetChars();
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;
}
}
// End of special checks
FMenuDescriptor **desc = MenuDescriptors.CheckKey(menu);
if (desc != NULL)
{
if ((*desc)->mNetgameMessage.IsNotEmpty() && netgame && !demoplayback)
{
M_StartMessage((*desc)->mNetgameMessage, 1);
return;
}
if ((*desc)->mType == MDESC_ListMenu)
{
FListMenuDescriptor *ld = static_cast<FListMenuDescriptor*>(*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
{
const PClass *cls = ld->mClass == NULL? RUNTIME_CLASS(DListMenu) : ld->mClass;
DListMenu *newmenu = (DListMenu *)cls->CreateNew();
newmenu->Init(DMenu::CurrentMenu, ld);
M_ActivateMenu(newmenu);
}
}
else if ((*desc)->mType == MDESC_OptionsMenu)
{
FOptionMenuDescriptor *ld = static_cast<FOptionMenuDescriptor*>(*desc);
const PClass *cls = ld->mClass == NULL? RUNTIME_CLASS(DOptionMenu) : ld->mClass;
DOptionMenu *newmenu = (DOptionMenu *)cls->CreateNew();
newmenu->Init(DMenu::CurrentMenu, ld);
M_ActivateMenu(newmenu);
}
return;
}
else
{
const PClass *menuclass = PClass::FindClass(menu);
if (menuclass != NULL)
{
if (menuclass->IsDescendantOf(RUNTIME_CLASS(DMenu)))
{
DMenu *newmenu = (DMenu*)menuclass->CreateNew();
newmenu->mParentMenu = DMenu::CurrentMenu;
M_ActivateMenu(newmenu);
return;
}
}
}
Printf("Attempting to open menu of unknown type '%s'\n", menu.GetChars());
M_ClearMenus();
}
//=============================================================================
//
//
//
//=============================================================================
bool M_Responder (event_t *ev)
{
int ch = 0;
bool keyup = false;
int mkey = NUM_MKEYS;
bool fromcontroller = true;
if (chatmodeon)
{
return false;
}
if (DMenu::CurrentMenu != NULL && 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 DMenu::CurrentMenu->Responder(ev);
}
else if (DMenu::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 DMenu::CurrentMenu->Responder(ev);
}
break;
}
}
}
else if (menuactive != MENU_WaitKey && (ev->type == EV_KeyDown || ev->type == EV_KeyUp))
{
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;
}
DMenu::CurrentMenu->MenuEvent(mkey, fromcontroller);
return true;
}
}
return DMenu::CurrentMenu->Responder(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(NULL);
return true;
}
return false;
}
else if (ev->type == EV_GUI_Event && ev->subtype == EV_GUI_LButtonDown &&
ConsoleState != c_down && m_use_mouse)
{
M_StartControlPanel(true);
M_SetMenu(NAME_Mainmenu, -1);
return true;
}
}
return false;
}
//=============================================================================
//
//
//
//=============================================================================
void M_Ticker (void)
{
DMenu::MenuTime++;
if (DMenu::CurrentMenu != NULL && menuactive != MENU_Off)
{
DMenu::CurrentMenu->Ticker();
for (int i = 0; i < NUM_MKEYS; ++i)
{
if (MenuButtons[i].bDown)
{
if (MenuButtonTickers[i] > 0 && --MenuButtonTickers[i] <= 0)
{
MenuButtonTickers[i] = KEY_REPEAT_RATE;
DMenu::CurrentMenu->MenuEvent(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;
}
}
}
//=============================================================================
//
//
//
//=============================================================================
void M_Drawer (void)
{
player_t *player = &players[consoleplayer];
AActor *camera = player->camera;
PalEntry fade = 0;
if (!screen->Accel2D && camera != NULL && (gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL))
{
if (camera->player != NULL)
{
player = camera->player;
}
fade = PalEntry (BYTE(player->BlendA*255), BYTE(player->BlendR*255), BYTE(player->BlendG*255), BYTE(player->BlendB*255));
}
if (DMenu::CurrentMenu != NULL && menuactive != MENU_Off)
{
if (DMenu::CurrentMenu->DimAllowed())
{
screen->Dim(fade);
V_SetBorderNeedRefresh();
}
DMenu::CurrentMenu->Drawer();
}
}
//=============================================================================
//
//
//
//=============================================================================
void M_ClearMenus ()
{
M_DemoNoPlay = false;
if (DMenu::CurrentMenu != NULL)
{
DMenu::CurrentMenu->Destroy();
DMenu::CurrentMenu = NULL;
}
V_SetBorderNeedRefresh();
menuactive = MENU_Off;
}
//=============================================================================
//
//
//
//=============================================================================
void M_Init (void)
{
M_ParseMenuDefs();
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\"");
return;
}
M_StartControlPanel (true);
M_SetMenu(argv[1], -1);
}
CCMD (closemenu)
{
M_ClearMenus();
}
//
// 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);
}