qzdoom/src/m_menu.h
Randy Heit 8d0c48bf81 - The garbage collector is now run one last time just before exiting the game.
- Removed movie volume from the sound menu and renamed some of the other
  options to give the MIDI device name more room to display itself.
- Moved the midi device selection into the main sound menu.
- Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the
  default device. By default, it uses exactly the same DLS instruments as the
  Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set
  you want to use, set the snd_midipatchfile cvar to specify where it should
  load the instruments from.
- Changed the ProduceMIDI function to store its output into a TArray<BYTE>.
  An overloaded version wraps around it to continue to supply file-writing
  support for external Timidity++ usage.
- Added an FMOD credits banner to comply with their non-commercial license.
- Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather
  than a time in ms, this is now the length in samples of the DSP buffer.
  Also added the snd_buffercount cvar to offer complete control over the
  call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate
  below about 44kHz, you will need to set snd_buffersize to avoid long
  latencies.
- Reimplemented the snd_output cvar for the FMOD Ex sound system.
- Changed snd_samplerate default to 0. This now means to use the default
  sample rate.
- Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and
  snd_hrtf available through the menu.
- Split the HRTF effect selection into its own cvar: snd_hrtf.
- Removed 96000 Hz option from the menu. It's still available through the
  cvar, if desired.
- Fixed: If Windows sound init failed, retry with DirectSound. (Apparently,
  WASAPI doesn't work with more than two speakers and PCM-Float output at the
  same time.)
- Fixed: Area sounds only played from the front speakers once you got within
  the 2D panning area.


SVN r854 (trunk)
2008-03-26 04:27:07 +00:00

247 lines
5.1 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 "d_event.h"
#include "c_cvars.h"
//
// 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);
// 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,
slider,
absslider,
inverter,
discrete,
discretes,
cdiscrete,
ediscrete,
discrete_guid,
control,
screenres,
bitflag,
bitmask,
listelement,
nochoice,
numberedmore,
colorpicker,
intslider,
palettegrid,
} itemtype;
struct GUIDName;
typedef struct menuitem_s {
itemtype type;
const char *label;
union {
FBaseCVar *cvar;
FIntCVar *intcvar;
FGUIDCVar *guidcvar;
FColorCVar *colorcvar;
int selmode;
float fval;
} 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;
} c;
union {
float step;
char *res3;
} d;
union {
struct value_t *values;
struct valuestring_t *valuestrings;
struct valueenum_t *enumvalues;
GUIDName *guidvalues;
char *command;
void (*cfunc)(FBaseCVar *cvar, float newval);
void (*mfunc)(void);
void (*lfunc)(int);
int highlight;
int flagmask;
} e;
} menuitem_t;
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
};
typedef struct
{
// -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;
} oldmenuitem_t;
typedef struct oldmenu_s
{
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
} oldmenu_t;
typedef struct
{
union {
menu_t *newmenu;
oldmenu_t *old;
} menu;
bool isNewStyle;
bool drawSkull;
} menustack_t;
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