// 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); // // 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; bool (*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 int skullAnimCounter; 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][9]; extern oldmenu_t EpiDef; #endif