- activated most of the support code for programmatically created menus again.

Blood's regular menu screens mostly work again
This commit is contained in:
Christoph Oelckers 2020-10-07 01:31:41 +02:00
parent 5726b693bd
commit 38ddbfe65f
8 changed files with 215 additions and 736 deletions

View file

@ -715,8 +715,10 @@ xx(MainmenuTextOnly)
xx(Episodemenu)
xx(Playerclassmenu)
xx(HexenDefaultPlayerclassmenu)
xx(ListMenuItemBloodDripDrawer)
xx(Skillmenu)
xx(Startgame)
xx(StartgameNoSkill)
xx(StartgameConfirm)
xx(StartgameConfirmed)
xx(Loadgamemenu)
@ -1078,6 +1080,7 @@ xx(PlayerSkin)
xx(NewPlayerMenu)
xx(AltHud)
xx(GameScreen)
xx(ListM)
// summary
xx(cwidth)

View file

@ -352,7 +352,7 @@ void DMenu::Close ()
assert(CurrentMenu == this);
CurrentMenu = mParentMenu;
if (mParentMenu && transition.StartTransition(this, mParentMenu, MA_Return))
if (false)// todo: && mParentMenu && transition.StartTransition(this, mParentMenu, MA_Return))
{
return;
}
@ -474,7 +474,7 @@ void M_ActivateMenu(DMenu *menu)
CurrentMenu->mMouseCapture = false;
I_ReleaseMouseCapture();
}
transition.StartTransition(CurrentMenu, menu, MA_Advance);
//transition.StartTransition(CurrentMenu, menu, MA_Advance);
}
CurrentMenu = menu;
GC::WriteBarrier(CurrentMenu);
@ -1091,6 +1091,17 @@ DMenuItemBase * CreateListMenuItemText(double x, double y, int height, int hotke
return (DMenuItemBase*)p;
}
DMenuItemBase* CreateListMenuItemStaticText(double x, double y, const char* text, FFont* font, PalEntry color, bool centered)
{
auto c = PClass::FindClass("ListMenuItemStaticText");
auto p = c->CreateNew();
FString textstr = text;
VMValue params[] = { p, x, y, &textstr, font, int(color.d), centered };
auto f = dyn_cast<PFunction>(c->FindSymbol("InitDirect", false));
VMCall(f->Variants[0].Implementation, params, countof(params), nullptr, 0);
return (DMenuItemBase*)p;
}
bool DMenuItemBase::Activate()
{
IFVIRTUAL(DMenuItemBase, Activate)

View file

@ -304,6 +304,7 @@ DMenuItemBase * CreateOptionMenuItemJoyConfigMenu(const char *label, IJoystickCo
DMenuItemBase * CreateListMenuItemPatch(double x, double y, int height, int hotkey, FTextureID tex, FName command, int param);
DMenuItemBase * CreateListMenuItemText(double x, double y, int height, int hotkey, const char *text, FFont *font, PalEntry color1, PalEntry color2, FName command, int param);
DMenuItemBase * CreateOptionMenuItemCommand(const char *label, FName cmd, bool centered = false);
DMenuItemBase* CreateListMenuItemStaticText(double x, double y, const char* text, FFont* font, PalEntry color, bool centered = false);
void UpdateVRModes(bool considerQuadBuffered=true);

View file

@ -875,6 +875,7 @@ int RunGame()
gi->app_init();
SetDefaultMenuColors();
M_Init();
BuildGameMenus();
if (!(paletteloaded & PALETTE_MAIN))
I_FatalError("No palette found.");

View file

@ -15,6 +15,11 @@ enum EMax
MAXMENUGAMEPLAYENTRIES = 7,
};
enum EVolFlags
{
EF_HIDEFROMSP = 1,
};
// These get filled in by the map definition parsers of the front ends.
extern FString gSkillNames[MAXSKILLS];
extern FString gVolumeNames[MAXVOLUMES];

View file

@ -59,6 +59,8 @@
#include "raze_sound.h"
#include "gamestruct.h"
#include "razemenu.h"
#include "mapinfo.h"
#include "statistics.h"
EXTERN_CVAR(Int, cl_gfxlocalization)
EXTERN_CVAR(Bool, m_quickexit)
@ -75,6 +77,7 @@ void I_WaitVBL(int count);
extern bool hud_toggled;
bool help_disabled;
FNewGameStartup NewGameStartupInfo;
//FNewGameStartup NewGameStartupInfo;
@ -82,77 +85,60 @@ bool help_disabled;
bool M_SetSpecialMenu(FName& menu, int param)
{
#if 0
// some menus need some special treatment
// Transitions between the engine credits pages need to pop off the last slide
if (!strnicmp(menu.GetChars(), "EngineCredits", 13) && CurrentMenu && !strnicmp(CurrentMenu->GetClass()->TypeName.GetChars(), "EngineCredits", 13))
{
auto m = CurrentMenu;
CurrentMenu = m->mParentMenu;
m->mParentMenu = nullptr;
m->Destroy();
}
switch (menu.GetIndex())
{
case NAME_Mainmenu:
break;
case NAME_Episodemenu:
// sent from the player class menu
break;
case NAME_Skillmenu:
// sent from the episode menu
break;
case NAME_StartgameConfirm:
{
// sent from the skill menu for a skill that needs to be confirmed
return false;
}
NewGameStartupInfo.Episode = param;
NewGameStartupInfo.Level = 0;
NewGameStartupInfo.Skill = gDefaultSkill;
return true;
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...
//NewGameStartupInfo.Skill = param;
case NAME_StartgameConfirmed:
//G_DeferedInitNew (&NewGameStartupInfo);
if (gamestate == GS_FULLCONSOLE)
case NAME_StartgameNoSkill:
NewGameStartupInfo.Skill = param;
if (menu == NAME_StartgameNoSkill) NewGameStartupInfo.Episode = param;
if (gi->StartGame(NewGameStartupInfo))
{
gamestate = GS_HIDECONSOLE;
gameaction = ga_newgame;
}
M_ClearMenus();
STAT_StartNewGame(gVolumeNames[NewGameStartupInfo.Episode], NewGameStartupInfo.Skill);
inputState.ClearAllInput();
}
return false;
case NAME_CustomSubMenu1:
menu = ENamedName(menu.GetIndex() + param);
break;
case NAME_Savegamemenu:
if (!usergame || (players[consoleplayer].health <= 0 && !multiplayer) || gamestate != GS_LEVEL)
if (!gi->CanSave())
{
// cannot save outside the game.
M_StartMessage (GStrings("SAVEDEAD"), 1);
return false;
M_StartMessage(GStrings("SAVEDEAD"), 1, NAME_None);
return true;
}
break;
case NAME_Quitmenu:
// The separate menu class no longer exists but the name still needs support for existing mods.
// This is no separate class
C_DoCommand("menu_quit");
return false;
return true;
case NAME_EndGameMenu:
// The separate menu class no longer exists but the name still needs support for existing mods.
void ActivateEndGameMenu();
ActivateEndGameMenu();
return false;
case NAME_Playermenu:
menu = NAME_NewPlayerMenu; // redirect the old player menu to the new one.
break;
// This is no separate class
C_DoCommand("menu_endgame");
return true;
}
DMenuDescriptor** desc = MenuDescriptors.CheckKey(menu);
if (desc != nullptr)
{
if ((*desc)->mNetgameMessage.IsNotEmpty() && netgame && !demoplayback)
{
M_StartMessage((*desc)->mNetgameMessage, 1);
return false;
}
}
#endif
// End of special checks
return true;
}
@ -204,26 +190,11 @@ CUSTOM_CVAR(Float, dimamount, -1.f, CVAR_ARCHIVE)
}
CVAR(Color, dimcolor, 0xffd700, CVAR_ARCHIVE)
void System_M_Dim()
{
#if 0
PalEntry dimmer;
float amount;
if (dimamount >= 0)
{
dimmer = PalEntry(dimcolor);
amount = dimamount;
}
else
{
dimmer = gameinfo.dimcolor;
amount = gameinfo.dimamount;
}
Dim(twod, dimmer, amount, 0, 0, twod->GetWidth(), twod->GetHeight());
#endif
}
//=============================================================================
//
//
//
//=============================================================================
//=============================================================================
@ -234,89 +205,44 @@ void System_M_Dim()
CCMD(menu_quit)
{ // F10
#if 0
if (m_quickexit)
{
ST_Endoom();
}
M_StartControlPanel(true);
const size_t messageindex = static_cast<size_t>(gametic) % gameinfo.quitmessages.Size();
FString EndString;
const char *msg = gameinfo.quitmessages[messageindex];
if (msg[0] == '$')
{
if (msg[1] == '*')
{
EndString = GStrings(msg + 2);
}
else
{
EndString.Format("%s\n\n%s", GStrings(msg + 1), GStrings("DOSY"));
}
}
else EndString = gameinfo.quitmessages[messageindex];
EndString << GStrings("CONFIRM_QUITMSG") << "\n\n" << GStrings("PRESSYN");
DMenu* newmenu = CreateMessageBoxMenu(CurrentMenu, EndString, 0, false, NAME_None, []()
{
if (!netgame)
{
if (gameinfo.quitSound.IsNotEmpty())
{
S_Sound(CHAN_VOICE, CHANF_UI, gameinfo.quitSound, snd_menuvolume, ATTN_NONE);
I_WaitVBL(105);
}
}
ST_Endoom();
gi->ExitFromMenu();
});
M_ActivateMenu(newmenu);
#endif
}
//=============================================================================
//
//
//
//=============================================================================
void ActivateEndGameMenu()
{
#if 0
FString tempstring = GStrings(netgame ? "NETEND" : "ENDGAME");
DMenu *newmenu = CreateMessageBoxMenu(CurrentMenu, tempstring, 0, false, NAME_None, []()
{
M_ClearMenus();
if (!netgame)
{
if (demorecording)
G_CheckDemoStatus();
D_StartTitle();
}
});
M_ActivateMenu(newmenu);
#endif
}
CCMD(menu_endgame)
{ // F7
#if 0
if (!usergame)
if (!gi->CanSave())
{
S_Sound (CHAN_VOICE, CHANF_UI, "menu/invalid", snd_menuvolume, ATTN_NONE);
return;
}
//M_StartControlPanel (true);
S_Sound (CHAN_VOICE, CHANF_UI, "menu/activate", snd_menuvolume, ATTN_NONE);
M_StartControlPanel(true);
FString tempstring;
tempstring << GStrings("ENDGAME") << "\n\n" << GStrings("PRESSYN");
DMenu* newmenu = CreateMessageBoxMenu(CurrentMenu, tempstring, 0, false, NAME_None, []()
{
STAT_Cancel();
M_ClearMenus();
gi->QuitToTitle();
});
ActivateEndGameMenu();
#endif
M_ActivateMenu(newmenu);
}
//=============================================================================
@ -421,326 +347,129 @@ CCMD (quickload)
#endif
}
//=============================================================================
//
// Creation wrapper
//
//=============================================================================
EXTERN_CVAR (Int, screenblocks)
#if 0
CCMD (sizedown)
static DMenuItemBase* CreateCustomListMenuItemText(double x, double y, int height, int hotkey, const char* text, FFont* font, PalEntry color1, PalEntry color2, FName command, int param)
{
screenblocks = screenblocks - 1;
S_Sound (CHAN_VOICE, CHANF_UI, "menu/change", snd_menuvolume, ATTN_NONE);
const char* classname =
(g_gameType & GAMEFLAG_BLOOD) ? "ListMenuItemBloodTextItem" :
(g_gameType & GAMEFLAG_SW) ? "ListMenuItemSWTextItem" :
(g_gameType & GAMEFLAG_PSEXHUMED) ? "ListMenuItemExhumedTextItem" : "ListMenuItemDukeTextItem";
auto c = PClass::FindClass(classname);
auto p = c->CreateNew();
FString keystr = FString(char(hotkey));
FString textstr = text;
VMValue params[] = { p, x, y, height, &keystr, &textstr, font, int(color1.d), int(color2.d), command.GetIndex(), param };
auto f = dyn_cast<PFunction>(c->FindSymbol("InitDirect", false));
VMCall(f->Variants[0].Implementation, params, countof(params), nullptr, 0);
return (DMenuItemBase*)p;
}
CCMD (sizeup)
{
screenblocks = screenblocks + 1;
S_Sound (CHAN_VOICE, CHANF_UI, "menu/change", snd_menuvolume, ATTN_NONE);
}
CCMD(reset2defaults)
{
C_SetDefaultBindings ();
C_SetCVarsToDefaults ();
R_SetViewSize (screenblocks);
}
CCMD(reset2saved)
{
GameConfig->DoGlobalSetup ();
GameConfig->DoGameSetup (gameinfo.ConfigName);
GameConfig->DoModSetup (gameinfo.ConfigName);
R_SetViewSize (screenblocks);
}
CCMD(resetb2defaults)
{
C_SetDefaultBindings ();
}
#endif
//=============================================================================
//
// Creates the episode menu
// Falls back on an option menu if there's not enough screen space to show all episodes
//
//=============================================================================
#if 0
void M_StartupEpisodeMenu(FNewGameStartup *gs)
static void BuildEpisodeMenu()
{
// Build episode menu
bool success = false;
bool isOld = false;
int addedVolumes = 0;
DMenuDescriptor** desc = MenuDescriptors.CheckKey(NAME_Episodemenu);
if (desc != nullptr)
{
if ((*desc)->IsKindOf(RUNTIME_CLASS(DListMenuDescriptor)))
if (desc != nullptr && (*desc)->IsKindOf(RUNTIME_CLASS(DListMenuDescriptor)))
{
DListMenuDescriptor* ld = static_cast<DListMenuDescriptor*>(*desc);
// Delete previous contents
for(unsigned i=0; i<ld->mItems.Size(); i++)
DMenuItemBase* popped = nullptr;
if (ld->mItems.Size() && ld->mItems.Last()->IsKindOf(NAME_ListMenuItemBloodDripDrawer))
{
FName n = ld->mItems[i]->mAction;
if (n == NAME_Skillmenu)
{
isOld = true;
ld->mItems.Resize(i);
break;
}
ld->mItems.Pop(popped);
}
ld->mSelectedItem = gDefaultVolume + ld->mItems.Size(); // account for pre-added items
int y = ld->mYpos;
int posx = (int)ld->mXpos;
int posy = (int)ld->mYpos;
int topy = posy;
for (int i = 0; i < MAXVOLUMES; i++)
{
if (gVolumeNames[i].IsNotEmpty() && !(gVolumeFlags[i] & EF_HIDEFROMSP))
// Get lowest y coordinate of any static item in the menu
for(unsigned i = 0; i < ld->mItems.Size(); i++)
{
int y = (int)ld->mItems[i]->GetY();
if (y < topy) topy = y;
}
int isShareware = ((g_gameType & GAMEFLAG_DUKE) && (g_gameType & GAMEFLAG_SHAREWARE) && i > 0);
auto it = CreateCustomListMenuItemText(ld->mXpos, y, ld->mLinespacing, gVolumeNames[i][0],
gVolumeNames[i], ld->mFont, ld->mFontColor, isShareware, NAME_Skillmenu, i); // font colors are not used, so hijack one for the shareware flag.
// center the menu on the screen if the top space is larger than the bottom space
int totalheight = posy + AllEpisodes.Size() * ld->mLinespacing - topy;
if (totalheight < 190 || AllEpisodes.Size() == 1)
{
int newtop = (200 - totalheight) / 2;
int topdelta = newtop - topy;
if (topdelta < 0)
{
for(unsigned i = 0; i < ld->mItems.Size(); i++)
{
ld->mItems[i]->OffsetPositionY(topdelta);
}
posy += topdelta;
ld->mYpos += topdelta;
}
if (!isOld) ld->mSelectedItem = ld->mItems.Size();
for (unsigned i = 0; i < AllEpisodes.Size(); i++)
{
DMenuItemBase *it = nullptr;
if (AllEpisodes[i].mPicName.IsNotEmpty())
{
FTextureID tex = GetMenuTexture(AllEpisodes[i].mPicName);
if (AllEpisodes[i].mEpisodeName.IsEmpty() || OkForLocalization(tex, AllEpisodes[i].mEpisodeName))
continue; // We do not measure patch based entries. They are assumed to fit
}
const char *c = AllEpisodes[i].mEpisodeName;
if (*c == '$') c = GStrings(c + 1);
int textwidth = ld->mFont->StringWidth(c);
int textright = posx + textwidth;
if (posx + textright > 320) posx = std::max(0, 320 - textright);
}
for(unsigned i = 0; i < AllEpisodes.Size(); i++)
{
DMenuItemBase *it = nullptr;
if (AllEpisodes[i].mPicName.IsNotEmpty())
{
FTextureID tex = GetMenuTexture(AllEpisodes[i].mPicName);
if (AllEpisodes[i].mEpisodeName.IsEmpty() || OkForLocalization(tex, AllEpisodes[i].mEpisodeName))
it = CreateListMenuItemPatch(posx, posy, ld->mLinespacing, AllEpisodes[i].mShortcut, tex, NAME_Skillmenu, i);
}
if (it == nullptr)
{
it = CreateListMenuItemText(posx, posy, ld->mLinespacing, AllEpisodes[i].mShortcut,
AllEpisodes[i].mEpisodeName, ld->mFont, ld->mFontColor, ld->mFontColor2, NAME_Skillmenu, i);
}
y += ld->mLinespacing;
ld->mItems.Push(it);
posy += ld->mLinespacing;
}
if (AllEpisodes.Size() == 1)
addedVolumes++;
if (gVolumeSubtitles[i].IsNotEmpty())
{
ld->mAutoselect = ld->mSelectedItem;
auto it = CreateListMenuItemStaticText(ld->mXpos, y, gVolumeSubtitles[i], SmallFont, CR_UNTRANSLATED, false);
y += ld->mLinespacing * 6 / 10;
ld->mItems.Push(it);
}
success = true;
for (auto &p : ld->mItems)
}
}
#if 0 // this needs to be backed by a working selection menu, until that gets done it must be disabled.
if (!(g_gameType & GAMEFLAG_SHAREWARE))
{
GC::WriteBarrier(*desc, p);
}
}
}
else return; // do not recreate the option menu variant, because it is always text based.
}
if (!success)
{
// Couldn't create the episode menu, either because there's too many episodes or some error occured
// Create an option menu for episode selection instead.
DOptionMenuDescriptor *od = Create<DOptionMenuDescriptor>();
MenuDescriptors[NAME_Episodemenu] = od;
od->mMenuName = NAME_Episodemenu;
od->mFont = gameinfo.gametype == GAME_Doom ? BigUpper : BigFont;
od->mTitle = "$MNU_EPISODE";
od->mSelectedItem = 0;
od->mScrollPos = 0;
od->mClass = nullptr;
od->mPosition = -15;
od->mScrollTop = 0;
od->mIndent = 160;
od->mDontDim = false;
GC::WriteBarrier(od);
for(unsigned i = 0; i < AllEpisodes.Size(); i++)
{
auto it = CreateOptionMenuItemSubmenu(AllEpisodes[i].mEpisodeName, "Skillmenu", i);
od->mItems.Push(it);
GC::WriteBarrier(od, it);
}
}
//auto it = new FListMenuItemNativeStaticText(ld->mXpos, "", NIT_SmallFont); // empty entry as spacer.
//ld->mItems.Push(it);
y += ld->mLinespacing / 3;
auto it = CreateCustomListMenuItemText(ld->mXpos, y, ld->mLinespacing, 'U', "$MNU_USERMAP", ld->mFont, ld->mFontColor, ld->mFontColor2, NAME_UsermapMenu);
ld->mItems.Push(it);
addedVolumes++;
}
#endif
//=============================================================================
//
//
//
//=============================================================================
static void BuildPlayerclassMenu()
if (addedVolumes == 1)
{
#if 0
bool success = false;
ld->mAutoselect = 0;
}
if (popped) ld->mItems.Push(popped);
}
// Build player class menu
DMenuDescriptor **desc = MenuDescriptors.CheckKey(NAME_Playerclassmenu);
if (desc != nullptr)
{
if ((*desc)->IsKindOf(RUNTIME_CLASS(DListMenuDescriptor)))
// Build skill menu
int addedSkills = 0;
desc = MenuDescriptors.CheckKey(NAME_Skillmenu);
if (desc != nullptr && (*desc)->IsKindOf(RUNTIME_CLASS(DListMenuDescriptor)))
{
DListMenuDescriptor* ld = static_cast<DListMenuDescriptor*>(*desc);
// add player display
ld->mSelectedItem = ld->mItems.Size();
int posy = (int)ld->mYpos;
int topy = posy;
// Get lowest y coordinate of any static item in the menu
for(unsigned i = 0; i < ld->mItems.Size(); i++)
DMenuItemBase* popped = nullptr;
if (ld->mItems.Size() && ld->mItems.Last()->IsKindOf(NAME_ListMenuItemBloodDripDrawer))
{
int y = (int)ld->mItems[i]->GetY();
if (y < topy) topy = y;
ld->mItems.Pop(popped);
}
// Count the number of items this menu will show
int numclassitems = 0;
for (unsigned i = 0; i < PlayerClasses.Size (); i++)
{
if (!(PlayerClasses[i].Flags & PCF_NOMENU))
{
const char *pname = GetPrintableDisplayName(PlayerClasses[i].Type);
if (pname != nullptr)
{
numclassitems++;
}
}
}
ld->mSelectedItem = gDefaultVolume + ld->mItems.Size(); // account for pre-added items
int y = ld->mYpos;
// center the menu on the screen if the top space is larger than the bottom space
int totalheight = posy + (numclassitems+1) * ld->mLinespacing - topy;
if (numclassitems <= 1)
for (int i = 0; i < MAXSKILLS; i++)
{
// create a dummy item that auto-chooses the default class.
auto it = CreateListMenuItemText(0, 0, 0, 'p', "player",
ld->mFont,ld->mFontColor, ld->mFontColor2, NAME_Episodemenu, -1000);
ld->mAutoselect = ld->mItems.Push(it);
success = true;
}
else if (totalheight <= 190)
if (gSkillNames[i].IsNotEmpty())
{
int newtop = (200 - totalheight + topy) / 2;
int topdelta = newtop - topy;
if (topdelta < 0)
{
for(unsigned i = 0; i < ld->mItems.Size(); i++)
{
ld->mItems[i]->OffsetPositionY(topdelta);
}
posy -= topdelta;
}
int n = 0;
for (unsigned i = 0; i < PlayerClasses.Size (); i++)
{
if (!(PlayerClasses[i].Flags & PCF_NOMENU))
{
const char *pname = GetPrintableDisplayName(PlayerClasses[i].Type);
if (pname != nullptr)
{
auto it = CreateListMenuItemText(ld->mXpos, ld->mYpos, ld->mLinespacing, *pname,
pname, ld->mFont,ld->mFontColor,ld->mFontColor2, NAME_Episodemenu, i);
auto it = CreateCustomListMenuItemText(ld->mXpos, y, ld->mLinespacing, gSkillNames[i][0],
gSkillNames[i], ld->mFont, ld->mFontColor, ld->mFontColor2, NAME_Startgame, i);
y += ld->mLinespacing;
ld->mItems.Push(it);
ld->mYpos += ld->mLinespacing;
n++;
addedSkills++;
}
}
}
if (n > 1 && !gameinfo.norandomplayerclass)
if (addedSkills == 0)
{
auto it = CreateListMenuItemText(ld->mXpos, ld->mYpos, ld->mLinespacing, 'r',
"$MNU_RANDOM", ld->mFont,ld->mFontColor,ld->mFontColor2, NAME_Episodemenu, -1);
// Need to add one item with the default skill so that the menu does not break.
auto it = CreateCustomListMenuItemText(ld->mXpos, y, ld->mLinespacing, 0, "", ld->mFont, ld->mFontColor, ld->mFontColor2, NAME_Startgame, gDefaultSkill);
ld->mItems.Push(it);
}
if (n == 0)
if (addedSkills == 1)
{
const char *pname = GetPrintableDisplayName(PlayerClasses[0].Type);
if (pname != nullptr)
{
auto it = CreateListMenuItemText(ld->mXpos, ld->mYpos, ld->mLinespacing, *pname,
pname, ld->mFont,ld->mFontColor,ld->mFontColor2, NAME_Episodemenu, 0);
ld->mItems.Push(it);
ld->mAutoselect = 0;
}
if (popped) ld->mItems.Push(popped);
}
success = true;
for (auto &p : ld->mItems)
{
GC::WriteBarrier(ld, p);
}
}
}
}
if (!success)
{
// Couldn't create the playerclass menu, either because there's too many episodes or some error occured
// Create an option menu for class selection instead.
DOptionMenuDescriptor *od = Create<DOptionMenuDescriptor>();
MenuDescriptors[NAME_Playerclassmenu] = od;
od->mMenuName = NAME_Playerclassmenu;
od->mFont = gameinfo.gametype == GAME_Doom ? BigUpper : BigFont;
od->mTitle = "$MNU_CHOOSECLASS";
od->mSelectedItem = 0;
od->mScrollPos = 0;
od->mClass = nullptr;
od->mPosition = -15;
od->mScrollTop = 0;
od->mIndent = 160;
od->mDontDim = false;
od->mNetgameMessage = "$NEWGAME";
GC::WriteBarrier(od);
for (unsigned i = 0; i < PlayerClasses.Size (); i++)
{
if (!(PlayerClasses[i].Flags & PCF_NOMENU))
{
const char *pname = GetPrintableDisplayName(PlayerClasses[i].Type);
if (pname != nullptr)
{
auto it = CreateOptionMenuItemSubmenu(pname, "Episodemenu", i);
od->mItems.Push(it);
GC::WriteBarrier(od, it);
}
}
}
auto it = CreateOptionMenuItemSubmenu("Random", "Episodemenu", -1);
od->mItems.Push(it);
GC::WriteBarrier(od, it);
}
#endif
}
//=============================================================================
@ -752,7 +481,6 @@ static void BuildPlayerclassMenu()
static void InitCrosshairsList()
{
#if 0
int lastlump, lump;
lastlump = 0;
@ -798,281 +526,8 @@ static void InitCrosshairsList()
}
}
}
#endif
}
//=============================================================================
//
// Special menus will be created once all engine data is loaded
//
//=============================================================================
void M_CreateGameMenus()
{
#if 0
BuildPlayerclassMenu();
InitCrosshairsList();
auto opt = OptionValues.CheckKey(NAME_PlayerTeam);
if (opt != nullptr)
{
auto op = *opt;
op->mValues.Resize(Teams.Size() + 1);
op->mValues[0].Value = 0;
op->mValues[0].Text = "$OPTVAL_NONE";
for (unsigned i = 0; i < Teams.Size(); i++)
{
op->mValues[i+1].Value = i+1;
op->mValues[i+1].Text = Teams[i].GetName();
}
}
opt = OptionValues.CheckKey(NAME_PlayerClass);
if (opt != nullptr)
{
auto op = *opt;
int o = 0;
if (!gameinfo.norandomplayerclass && PlayerClasses.Size() > 1)
{
op->mValues.Resize(PlayerClasses.Size()+1);
op->mValues[0].Value = -1;
op->mValues[0].Text = "$MNU_RANDOM";
o = 1;
}
else op->mValues.Resize(PlayerClasses.Size());
for (unsigned i = 0; i < PlayerClasses.Size(); i++)
{
op->mValues[i+o].Value = i;
op->mValues[i+o].Text = GetPrintableDisplayName(PlayerClasses[i].Type);
}
}
#endif
}
//=============================================================================
//
// The skill menu must be refeshed each time it starts up
//
//=============================================================================
extern int restart;
#if 0
void M_StartupSkillMenu(FNewGameStartup *gs)
{
static int done = -1;
bool success = false;
TArray<FSkillInfo*> MenuSkills;
TArray<int> SkillIndices;
if (MenuSkills.Size() == 0)
{
for (unsigned ind = 0; ind < AllSkills.Size(); ind++)
{
if (!AllSkills[ind].NoMenu)
{
MenuSkills.Push(&AllSkills[ind]);
SkillIndices.Push(ind);
}
}
}
if (MenuSkills.Size() == 0) I_Error("No valid skills for menu found. At least one must be defined.");
int defskill = DefaultSkill;
if ((unsigned int)defskill >= MenuSkills.Size())
{
defskill = SkillIndices[(MenuSkills.Size() - 1) / 2];
}
if (AllSkills[defskill].NoMenu)
{
for (defskill = 0; defskill < (int)AllSkills.Size(); defskill++)
{
if (!AllSkills[defskill].NoMenu) break;
}
}
int defindex = 0;
for (unsigned i = 0; i < MenuSkills.Size(); i++)
{
if (MenuSkills[i] == &AllSkills[defskill])
{
defindex = i;
break;
}
}
DMenuDescriptor **desc = MenuDescriptors.CheckKey(NAME_Skillmenu);
if (desc != nullptr)
{
if ((*desc)->IsKindOf(RUNTIME_CLASS(DListMenuDescriptor)))
{
DListMenuDescriptor *ld = static_cast<DListMenuDescriptor*>(*desc);
int posx = (int)ld->mXpos;
int y = (int)ld->mYpos;
// Delete previous contents
for(unsigned i=0; i<ld->mItems.Size(); i++)
{
FName n = ld->mItems[i]->mAction;
if (n == NAME_Startgame || n == NAME_StartgameConfirm)
{
ld->mItems.Resize(i);
break;
}
}
if (done != restart)
{
done = restart;
ld->mSelectedItem = ld->mItems.Size() + defindex;
int posy = y;
int topy = posy;
// Get lowest y coordinate of any static item in the menu
for(unsigned i = 0; i < ld->mItems.Size(); i++)
{
int y = (int)ld->mItems[i]->GetY();
if (y < topy) topy = y;
}
// center the menu on the screen if the top space is larger than the bottom space
int totalheight = posy + MenuSkills.Size() * ld->mLinespacing - topy;
if (totalheight < 190 || MenuSkills.Size() == 1)
{
int newtop = (200 - totalheight) / 2;
int topdelta = newtop - topy;
if (topdelta < 0)
{
for(unsigned i = 0; i < ld->mItems.Size(); i++)
{
ld->mItems[i]->OffsetPositionY(topdelta);
}
ld->mYpos = y = posy + topdelta;
}
}
else
{
// too large
desc = nullptr;
done = false;
goto fail;
}
}
for (unsigned int i = 0; i < MenuSkills.Size(); i++)
{
FSkillInfo &skill = *MenuSkills[i];
DMenuItemBase *li = nullptr;
FString *pItemText = nullptr;
if (gs->PlayerClass != nullptr)
{
pItemText = skill.MenuNamesForPlayerClass.CheckKey(gs->PlayerClass);
}
if (skill.PicName.Len() != 0 && pItemText == nullptr)
{
FTextureID tex = GetMenuTexture(skill.PicName);
if (skill.MenuName.IsEmpty() || OkForLocalization(tex, skill.MenuName))
continue;
}
const char *c = pItemText ? pItemText->GetChars() : skill.MenuName.GetChars();
if (*c == '$') c = GStrings(c + 1);
int textwidth = ld->mFont->StringWidth(c);
int textright = posx + textwidth;
if (posx + textright > 320) posx = std::max(0, 320 - textright);
}
unsigned firstitem = ld->mItems.Size();
for(unsigned int i = 0; i < MenuSkills.Size(); i++)
{
FSkillInfo &skill = *MenuSkills[i];
DMenuItemBase *li = nullptr;
// Using a different name for skills that must be confirmed makes handling this easier.
FName action = (skill.MustConfirm && !AllEpisodes[gs->Episode].mNoSkill) ?
NAME_StartgameConfirm : NAME_Startgame;
FString *pItemText = nullptr;
if (gs->PlayerClass != nullptr)
{
pItemText = skill.MenuNamesForPlayerClass.CheckKey(gs->PlayerClass);
}
EColorRange color = (EColorRange)skill.GetTextColor();
if (color == CR_UNTRANSLATED) color = ld->mFontColor;
if (skill.PicName.Len() != 0 && pItemText == nullptr)
{
FTextureID tex = GetMenuTexture(skill.PicName);
if (skill.MenuName.IsEmpty() || OkForLocalization(tex, skill.MenuName))
li = CreateListMenuItemPatch(posx, y, ld->mLinespacing, skill.Shortcut, tex, action, SkillIndices[i]);
}
if (li == nullptr)
{
li = CreateListMenuItemText(posx, y, ld->mLinespacing, skill.Shortcut,
pItemText? *pItemText : skill.MenuName, ld->mFont, color,ld->mFontColor2, action, SkillIndices[i]);
}
ld->mItems.Push(li);
GC::WriteBarrier(*desc, li);
y += ld->mLinespacing;
}
if (AllEpisodes[gs->Episode].mNoSkill || MenuSkills.Size() == 1)
{
ld->mAutoselect = firstitem + defindex;
}
else
{
ld->mAutoselect = -1;
}
success = true;
}
}
if (success) return;
fail:
// Option menu fallback for overlong skill lists
DOptionMenuDescriptor *od;
if (desc == nullptr)
{
od = Create<DOptionMenuDescriptor>();
MenuDescriptors[NAME_Skillmenu] = od;
od->mMenuName = NAME_Skillmenu;
od->mFont = gameinfo.gametype == GAME_Doom ? BigUpper : BigFont;
od->mTitle = "$MNU_CHOOSESKILL";
od->mSelectedItem = defindex;
od->mScrollPos = 0;
od->mClass = nullptr;
od->mPosition = -15;
od->mScrollTop = 0;
od->mIndent = 160;
od->mDontDim = false;
GC::WriteBarrier(od);
}
else
{
od = static_cast<DOptionMenuDescriptor*>(*desc);
od->mItems.Clear();
}
for(unsigned int i = 0; i < MenuSkills.Size(); i++)
{
FSkillInfo &skill = *MenuSkills[i];
DMenuItemBase *li;
// Using a different name for skills that must be confirmed makes handling this easier.
const char *action = (skill.MustConfirm && !AllEpisodes[gs->Episode].mNoSkill) ?
"StartgameConfirm" : "Startgame";
FString *pItemText = nullptr;
if (gs->PlayerClass != nullptr)
{
pItemText = skill.MenuNamesForPlayerClass.CheckKey(gs->PlayerClass);
}
li = CreateOptionMenuItemSubmenu(pItemText? *pItemText : skill.MenuName, action, SkillIndices[i]);
od->mItems.Push(li);
GC::WriteBarrier(od, li);
if (!done)
{
done = true;
od->mSelectedItem = defindex;
}
}
}
#endif
//==========================================================================
//
// Defines how graphics substitution is handled.
@ -1086,7 +541,7 @@ fail:
//
//==========================================================================
bool CheckSkipGameOptionBlock(FScanner& sc) { return false; }
bool CheckSkipGameOptionBlock(FScanner& sc) { return false; } // not applicable
#if 0
CUSTOM_CVAR(Int, cl_gfxlocalization, 3, CVAR_ARCHIVE)
@ -1104,13 +559,6 @@ bool OkForLocalization(FTextureID texnum, const char* substitute)
return TexMan.OkForLocalization(texnum, substitute, cl_gfxlocalization);
}
bool CheckSkipGameOptionBlock(FScanner &sc)
{
bool filter = false;
if (sc.Compare("ReadThis")) filter |= gameinfo.drawreadthis;
else if (sc.Compare("Swapmenu")) filter |= gameinfo.swapmenu;
return filter;
}
#endif
void SetDefaultMenuColors()
{
@ -1164,7 +612,13 @@ void SetDefaultMenuColors()
}
if (!cls) cls = PClass::FindClass("RazeMenuDelegate");
if (cls) menuDelegate = cls->CreateNew();
}
void BuildGameMenus()
{
BuildEpisodeMenu();
InitCrosshairsList();
UpdateJoystickMenu(nullptr);
}

View file

@ -11,8 +11,8 @@ void M_StartControlPanel (bool makeSound, bool scaleoverride = false);
extern FNewGameStartup NewGameStartupInfo;
void M_StartupEpisodeMenu(FNewGameStartup *gs);
void M_StartupSkillMenu(FNewGameStartup *gs);
void M_CreateGameMenus();
void SetDefaultMenuColors();
void BuildGameMenus();
// The savegame manager contains too much code that is game specific. Parts are shareable but need more work first.

View file

@ -64,9 +64,9 @@ LISTMENU "MainMenu"
Position 160, 65
centermenu
linespacing 22
NativeTextItem "3460", "n", "StartGame", 1
NativeTextItem "3460", "n", "StartGameNoSkill", 1
NativeTextItem "3461", "l", "LoadGameMenu"
NativeTextItem "3462", "m", "StartGame", 0
NativeTextItem "3462", "m", "StartGameNoSkill", 0
NativeTextItem "3463", "v", "OptionsMenu"
NativeTextItem "3464", "q", "QuitMenu"
*/
@ -85,7 +85,7 @@ LISTMENU "IngameMenu"
class "$.MainMenu"
ifgame(Duke, Nam, WW2GI, Redneck, RedneckRides)
{
position 160, 55, 115
position 160, 55
centermenu
animatedtransition
NativeTextItem "$MNU_NEWGAME", "n", "EpisodeMenu"
@ -96,21 +96,24 @@ LISTMENU "IngameMenu"
NativeTextItem "$MNU_ENDGAME", "e", "EndgameMenu"
NativeTextItem "$MNU_QUITGAME", "q", "QuitMenu"
}
*/
ifgame(Blood)
{
position 160, 45, 150
caption "Blood"
position 160, 45
CaptionItem "Blood"
centermenu
Linespacing 17
NativeTextItem "$MNU_NEWGAME", "n", "EpisodeMenu"
NativeTextItem "$MNU_OPTIONS", "o", "OptionsMenu"
NativeTextItem "$MNU_SAVEGAME", "s", "SaveGameMenu"
NativeTextItem "$MNU_LOADGAME", "l", "LoadGameMenu"
NativeTextItem "$MNU_HELP", "h", "HelpMenu"
NativeTextItem "$MNU_CREDITS", "c", "CreditsMenu"
NativeTextItem "$MNU_ENDGAME", "e", "EndgameMenu"
NativeTextItem "$MNU_QUITGAME", "q", "QuitMenu"
BloodTextItem "$MNU_NEWGAME", "n", "EpisodeMenu"
BloodTextItem "$MNU_OPTIONS", "o", "OptionsMenu"
BloodTextItem "$MNU_SAVEGAME", "s", "SaveGameMenu"
BloodTextItem "$MNU_LOADGAME", "l", "LoadGameMenu"
BloodTextItem "$MNU_HELP", "h", "HelpMenu"
BloodTextItem "$MNU_CREDITS", "c", "CreditsMenu"
BloodTextItem "$MNU_ENDGAME", "e", "EndgameMenu"
BloodTextItem "$MNU_QUITGAME", "q", "QuitMenu"
BloodDripDrawer
}
/*
ifgame(ShadowWarrior)
{
Position 55, 32
@ -156,19 +159,20 @@ LISTMENU "EpisodeMenu"
{
class "$.ListMenu"
caption "$MNU_SELECTEPISODE"
position 160, 48, 142
position 160, 48
centermenu
fixedspacing 5
animatedtransition
}
*/
ifgame(blood)
{
class "$.ListMenu"
caption "$MNU_EPISODES"
position 160, 45, 150
centermenu
position 160, 45
Linespacing 20
CaptionItem "$MNU_EPISODES"
BloodDripDrawer
}
/*
ifgame(ShadowWarrior)
{
caption "$MNU_EPISODES"
@ -191,14 +195,15 @@ LISTMENU "SkillMenu"
fixedspacing 5
animatedtransition
}
*/
ifgame(blood)
{
class "$.ListMenu"
caption "$MNU_DIFFICULTY"
position 160, 60, 150
centermenu
position 160, 60
Linespacing 20
CaptionItem "$MNU_DIFFICULTY"
BloodDripDrawer
}
/*
ifgame(ShadowWarrior)
{
caption "$MNU_DIFFICULTY"
@ -1084,7 +1089,6 @@ OptionMenu "AutomapOptions"
Option "$AUTOMAPMNU_ROTATE", "am_rotate", "OnOff"
Option "$AUTOMAPMNU_FOLLOW", "am_followplayer", "OnOff"
// move map controls here.
// todo:
//CVAR(Bool, am_textfont, false, CVAR_ARCHIVE)
//CVAR(Bool, am_showlabel, false, CVAR_ARCHIVE)