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https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 14:52:01 +00:00
- activated most of the support code for programmatically created menus again.
Blood's regular menu screens mostly work again
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5726b693bd
commit
38ddbfe65f
8 changed files with 215 additions and 736 deletions
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@ -715,8 +715,10 @@ xx(MainmenuTextOnly)
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xx(Episodemenu)
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xx(Playerclassmenu)
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xx(HexenDefaultPlayerclassmenu)
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xx(ListMenuItemBloodDripDrawer)
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xx(Skillmenu)
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xx(Startgame)
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xx(StartgameNoSkill)
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xx(StartgameConfirm)
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xx(StartgameConfirmed)
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xx(Loadgamemenu)
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@ -1078,6 +1080,7 @@ xx(PlayerSkin)
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xx(NewPlayerMenu)
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xx(AltHud)
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xx(GameScreen)
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xx(ListM)
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// summary
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xx(cwidth)
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@ -352,7 +352,7 @@ void DMenu::Close ()
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assert(CurrentMenu == this);
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CurrentMenu = mParentMenu;
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if (mParentMenu && transition.StartTransition(this, mParentMenu, MA_Return))
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if (false)// todo: && mParentMenu && transition.StartTransition(this, mParentMenu, MA_Return))
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{
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return;
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}
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@ -474,7 +474,7 @@ void M_ActivateMenu(DMenu *menu)
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CurrentMenu->mMouseCapture = false;
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I_ReleaseMouseCapture();
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}
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transition.StartTransition(CurrentMenu, menu, MA_Advance);
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//transition.StartTransition(CurrentMenu, menu, MA_Advance);
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}
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CurrentMenu = menu;
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GC::WriteBarrier(CurrentMenu);
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@ -1091,6 +1091,17 @@ DMenuItemBase * CreateListMenuItemText(double x, double y, int height, int hotke
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return (DMenuItemBase*)p;
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}
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DMenuItemBase* CreateListMenuItemStaticText(double x, double y, const char* text, FFont* font, PalEntry color, bool centered)
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{
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auto c = PClass::FindClass("ListMenuItemStaticText");
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auto p = c->CreateNew();
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FString textstr = text;
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VMValue params[] = { p, x, y, &textstr, font, int(color.d), centered };
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auto f = dyn_cast<PFunction>(c->FindSymbol("InitDirect", false));
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VMCall(f->Variants[0].Implementation, params, countof(params), nullptr, 0);
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return (DMenuItemBase*)p;
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}
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bool DMenuItemBase::Activate()
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{
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IFVIRTUAL(DMenuItemBase, Activate)
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@ -304,6 +304,7 @@ DMenuItemBase * CreateOptionMenuItemJoyConfigMenu(const char *label, IJoystickCo
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DMenuItemBase * CreateListMenuItemPatch(double x, double y, int height, int hotkey, FTextureID tex, FName command, int param);
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DMenuItemBase * CreateListMenuItemText(double x, double y, int height, int hotkey, const char *text, FFont *font, PalEntry color1, PalEntry color2, FName command, int param);
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DMenuItemBase * CreateOptionMenuItemCommand(const char *label, FName cmd, bool centered = false);
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DMenuItemBase* CreateListMenuItemStaticText(double x, double y, const char* text, FFont* font, PalEntry color, bool centered = false);
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void UpdateVRModes(bool considerQuadBuffered=true);
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@ -875,6 +875,7 @@ int RunGame()
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gi->app_init();
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SetDefaultMenuColors();
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M_Init();
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BuildGameMenus();
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if (!(paletteloaded & PALETTE_MAIN))
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I_FatalError("No palette found.");
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@ -15,6 +15,11 @@ enum EMax
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MAXMENUGAMEPLAYENTRIES = 7,
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};
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enum EVolFlags
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{
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EF_HIDEFROMSP = 1,
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};
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// These get filled in by the map definition parsers of the front ends.
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extern FString gSkillNames[MAXSKILLS];
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extern FString gVolumeNames[MAXVOLUMES];
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File diff suppressed because it is too large
Load diff
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@ -11,8 +11,8 @@ void M_StartControlPanel (bool makeSound, bool scaleoverride = false);
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extern FNewGameStartup NewGameStartupInfo;
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void M_StartupEpisodeMenu(FNewGameStartup *gs);
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void M_StartupSkillMenu(FNewGameStartup *gs);
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void M_CreateGameMenus();
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void SetDefaultMenuColors();
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void BuildGameMenus();
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// The savegame manager contains too much code that is game specific. Parts are shareable but need more work first.
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@ -64,9 +64,9 @@ LISTMENU "MainMenu"
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Position 160, 65
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centermenu
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linespacing 22
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NativeTextItem "3460", "n", "StartGame", 1
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NativeTextItem "3460", "n", "StartGameNoSkill", 1
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NativeTextItem "3461", "l", "LoadGameMenu"
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NativeTextItem "3462", "m", "StartGame", 0
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NativeTextItem "3462", "m", "StartGameNoSkill", 0
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NativeTextItem "3463", "v", "OptionsMenu"
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NativeTextItem "3464", "q", "QuitMenu"
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*/
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@ -85,7 +85,7 @@ LISTMENU "IngameMenu"
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class "$.MainMenu"
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ifgame(Duke, Nam, WW2GI, Redneck, RedneckRides)
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{
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position 160, 55, 115
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position 160, 55
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centermenu
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animatedtransition
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NativeTextItem "$MNU_NEWGAME", "n", "EpisodeMenu"
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@ -96,21 +96,24 @@ LISTMENU "IngameMenu"
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NativeTextItem "$MNU_ENDGAME", "e", "EndgameMenu"
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NativeTextItem "$MNU_QUITGAME", "q", "QuitMenu"
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}
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*/
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ifgame(Blood)
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{
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position 160, 45, 150
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caption "Blood"
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position 160, 45
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CaptionItem "Blood"
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centermenu
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Linespacing 17
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NativeTextItem "$MNU_NEWGAME", "n", "EpisodeMenu"
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NativeTextItem "$MNU_OPTIONS", "o", "OptionsMenu"
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NativeTextItem "$MNU_SAVEGAME", "s", "SaveGameMenu"
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NativeTextItem "$MNU_LOADGAME", "l", "LoadGameMenu"
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NativeTextItem "$MNU_HELP", "h", "HelpMenu"
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NativeTextItem "$MNU_CREDITS", "c", "CreditsMenu"
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NativeTextItem "$MNU_ENDGAME", "e", "EndgameMenu"
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NativeTextItem "$MNU_QUITGAME", "q", "QuitMenu"
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BloodTextItem "$MNU_NEWGAME", "n", "EpisodeMenu"
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BloodTextItem "$MNU_OPTIONS", "o", "OptionsMenu"
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BloodTextItem "$MNU_SAVEGAME", "s", "SaveGameMenu"
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BloodTextItem "$MNU_LOADGAME", "l", "LoadGameMenu"
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BloodTextItem "$MNU_HELP", "h", "HelpMenu"
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BloodTextItem "$MNU_CREDITS", "c", "CreditsMenu"
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BloodTextItem "$MNU_ENDGAME", "e", "EndgameMenu"
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BloodTextItem "$MNU_QUITGAME", "q", "QuitMenu"
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BloodDripDrawer
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}
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/*
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ifgame(ShadowWarrior)
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{
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Position 55, 32
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@ -156,19 +159,20 @@ LISTMENU "EpisodeMenu"
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{
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class "$.ListMenu"
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caption "$MNU_SELECTEPISODE"
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position 160, 48, 142
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position 160, 48
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centermenu
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fixedspacing 5
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animatedtransition
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}
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*/
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ifgame(blood)
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{
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class "$.ListMenu"
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caption "$MNU_EPISODES"
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position 160, 45, 150
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centermenu
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position 160, 45
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Linespacing 20
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CaptionItem "$MNU_EPISODES"
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BloodDripDrawer
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}
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/*
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ifgame(ShadowWarrior)
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{
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caption "$MNU_EPISODES"
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@ -191,14 +195,15 @@ LISTMENU "SkillMenu"
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fixedspacing 5
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animatedtransition
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}
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*/
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ifgame(blood)
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{
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class "$.ListMenu"
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caption "$MNU_DIFFICULTY"
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position 160, 60, 150
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centermenu
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position 160, 60
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Linespacing 20
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CaptionItem "$MNU_DIFFICULTY"
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BloodDripDrawer
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}
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/*
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ifgame(ShadowWarrior)
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{
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caption "$MNU_DIFFICULTY"
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@ -1084,7 +1089,6 @@ OptionMenu "AutomapOptions"
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Option "$AUTOMAPMNU_ROTATE", "am_rotate", "OnOff"
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Option "$AUTOMAPMNU_FOLLOW", "am_followplayer", "OnOff"
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// move map controls here.
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// todo:
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//CVAR(Bool, am_textfont, false, CVAR_ARCHIVE)
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//CVAR(Bool, am_showlabel, false, CVAR_ARCHIVE)
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