- the primary Blood menus are working.

Now this was magnitudes easier than the EDuke menu - NBlood's menu is actually clean and usable code but still nothing compared to a unified menu system.
This commit is contained in:
Christoph Oelckers 2019-12-01 15:31:08 +01:00
parent b0a6734915
commit b372cb5f35
25 changed files with 518 additions and 304 deletions

View file

@ -89,7 +89,14 @@ struct GameInterface : ::GameInterface
void set_hud_scale(int size) override;
FString statFPS() override;
FSavegameInfo GetSaveSig() override;
void MenuOpened() override;
void MenuSound(EMenuSounds snd) override;
void MenuClosed() override;
bool CanSave() override;
void StartGame(FGameStartup& gs) override;
void DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int flags) override;
void DrawMenuCaption(const DVector2& origin, const char* text) override;
void DrawCenteredTextScreen(const DVector2& origin, const char* text, int position) override;
};
END_BLD_NS

View file

@ -40,75 +40,134 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "demo.h"
#include "network.h"
#include "c_bind.h"
#include "menu/menu.h"
bool ShowOptionMenu();
BEGIN_BLD_NS
CMenuTextMgr gMenuTextMgr;
CMenuTextMgr::CMenuTextMgr()
class CGameMenuItemQAV
{
at0 = -1;
}
void CMenuTextMgr::DrawText(const char* pString, int nFont, int x, int y, int nShade, int nPalette, bool shadow)
{
viewDrawText(nFont, pString, x, y, nShade, nPalette, 0, shadow);
}
void CMenuTextMgr::GetFontInfo(int nFont, const char* pString, int* pXSize, int* pYSize)
{
if (nFont < 0 || nFont >= 5)
return;
viewGetFontInfo(nFont, pString, pXSize, pYSize);
}
const char* zNetGameTypes[] =
{
"Cooperative",
"Bloodbath",
"Teams",
public:
int m_nX, m_nY;
TArray<uint8_t> raw;
int at2c;
int lastTick;
bool bWideScreen;
bool bClearBackground;
CGameMenuItemQAV(int, int, const char*, bool widescreen = false, bool clearbackground = false);
void Draw(void);
};
void drawLoadingScreen(void)
CGameMenuItemQAV::CGameMenuItemQAV(int a3, int a4, const char* name, bool widescreen, bool clearbackground)
{
char buffer[80];
if (gGameOptions.nGameType == 0)
m_nY = a4;
m_nX = a3;
bWideScreen = widescreen;
bClearBackground = clearbackground;
if (name)
{
if (gDemo.at1)
sprintf(buffer, "Loading Demo");
else
sprintf(buffer, "Loading Level");
// NBlood read this directly from the file system cache, but let's better store the data locally for robustness.
raw = kloadfile(name, 0);
if (raw.Size() != 0)
{
auto data = (QAV*)raw.Data();
data->nSprite = -1;
data->x = m_nX;
data->y = m_nY;
data->Preload();
at2c = data->at10;
lastTick = (int)totalclock;
}
}
else
sprintf(buffer, "%s", zNetGameTypes[gGameOptions.nGameType - 1]);
viewLoadingScreen(2049, buffer, levelGetTitle(), NULL);
}
void CGameMenuItemQAV::Draw(void)
{
if (bClearBackground)
videoClearScreen(0);
if (raw.Size() > 0)
{
auto data = (QAV*)raw.Data();
ClockTicks backFC = gFrameClock;
gFrameClock = totalclock;
int nTicks = (int)totalclock - lastTick;
lastTick = (int)totalclock;
at2c -= nTicks;
if (at2c <= 0 || at2c > data->at10)
{
at2c = data->at10;
}
data->Play(data->at10 - at2c - nTicks, data->at10 - at2c, -1, NULL);
int wx1, wy1, wx2, wy2;
wx1 = windowxy1.x;
wy1 = windowxy1.y;
wx2 = windowxy2.x;
wy2 = windowxy2.y;
windowxy1.x = 0;
windowxy1.y = 0;
windowxy2.x = xdim - 1;
windowxy2.y = ydim - 1;
if (bWideScreen)
{
int xdim43 = scale(ydim, 4, 3);
int nCount = (xdim + xdim43 - 1) / xdim43;
int backX = data->x;
for (int i = 0; i < nCount; i++)
{
data->Draw(data->at10 - at2c, 10 + kQavOrientationLeft, 0, 0);
data->x += 320;
}
data->x = backX;
}
else
data->Draw(data->at10 - at2c, 10, 0, 0);
windowxy1.x = wx1;
windowxy1.y = wy1;
windowxy2.x = wx2;
windowxy2.y = wy2;
gFrameClock = backFC;
}
}
static std::unique_ptr<CGameMenuItemQAV> itemBloodQAV; // This must be global to ensure that the animation remains consistent across menus.
/*
CGameMenuItemQAV itemCreditsQAV("", 3, 160, 100, "CREDITS", false, true);
CGameMenuItemQAV itemHelp3QAV("", 3, 160, 100, "HELP3", false, false);
CGameMenuItemQAV itemHelp3BQAV("", 3, 160, 100, "HELP3B", false, false);
CGameMenuItemQAV itemHelp4QAV("", 3, 160, 100, "HELP4", false, true);
CGameMenuItemQAV itemHelp5QAV("", 3, 160, 100, "HELP5", false, true);
*/
void UpdateNetworkMenus(void)
{
// Kept as a reminder to reimplement later.
#if 0
if (gGameOptions.nGameType > 0)
{
itemMain1.at24 = &menuNetStart;
itemMain1.at28 = 2;
itemMain1.resource = &menuNetStart;
itemMain1.data = 2;
}
else
{
itemMain1.at24 = &menuEpisode;
itemMain1.at28 = -1;
itemMain1.resource = &menuEpisode;
itemMain1.data = -1;
}
if (gGameOptions.nGameType > 0)
{
itemMainSave1.at24 = &menuNetStart;
itemMainSave1.at28 = 2;
itemMainSave1.resource = &menuNetStart;
itemMainSave1.data = 2;
}
else
{
itemMainSave1.at24 = &menuEpisode;
itemMainSave1.at28 = -1;
itemMainSave1.resource = &menuEpisode;
itemMainSave1.data = -1;
}
#endif
}
@ -128,7 +187,7 @@ void MenuSetupEpisodeInfo(void)
{
if (j < pEpisode->nLevels)
{
zLevelNames[i][j] = pEpisode->at28[j].at90;
zLevelNames[i][j] = pEpisode->data[j].at90;
}
}
}
@ -136,11 +195,219 @@ void MenuSetupEpisodeInfo(void)
#endif
}
//----------------------------------------------------------------------------
//
// Implements the native looking menu used for the main menu
// and the episode/skill selection screens, i.e. the parts
// that need to look authentic
//
//----------------------------------------------------------------------------
class BloodListMenu : public DListMenu
{
using Super = DListMenu;
protected:
void PostDraw()
{
itemBloodQAV->Draw();
}
};
//----------------------------------------------------------------------------
//
// Menu related game interface functions
//
//----------------------------------------------------------------------------
void GameInterface::DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int flags)
{
if (!text) return;
int shade = (state != NIT_InactiveState) ? 32 : 48;
int pal = (state != NIT_InactiveState) ? 5 : 5;
if (state == NIT_SelectedState) shade = 32 - ((int)totalclock & 63);
int width, height;
int gamefont = fontnum == NIT_BigFont ? 1 : fontnum == NIT_SmallFont ? 2 : 3;
int x = int(xpos);
int y = int(ypos);
viewGetFontInfo(gamefont, text, &width, &height);
if (flags & LMF_Centered)
{
x -= width / 2;
}
viewDrawText(gamefont, text, x, y, shade, pal, 0, true);
}
void GameInterface::MenuOpened()
{
#if 0
S_PauseSounds(true);
if ((!g_netServer && ud.multimode < 2))
{
ready2send = 0;
totalclock = ototalclock;
screenpeek = myconnectindex;
}
auto& gm = g_player[myconnectindex].ps->gm;
if (gm & MODE_GAME)
{
gm |= MODE_MENU;
}
#endif
itemBloodQAV.reset(new CGameMenuItemQAV(160, 100, "BDRIP.QAV", true));
}
void GameInterface::MenuSound(EMenuSounds snd)
{
#if 0
switch (snd)
{
case CursorSound:
S_PlaySound(RR ? 335 : KICK_HIT);
break;
case AdvanceSound:
S_PlaySound(RR ? 341 : PISTOL_BODYHIT);
break;
case CloseSound:
S_PlaySound(EXITMENUSOUND);
break;
default:
return;
}
#endif
}
void GameInterface::MenuClosed()
{
itemBloodQAV.reset();
#if 0
auto& gm = g_player[myconnectindex].ps->gm;
if (gm & MODE_GAME)
{
if (gm & MODE_MENU)
I_ClearAllInput();
// The following lines are here so that you cannot close the menu when no game is running.
gm &= ~MODE_MENU;
if ((!g_netServer && ud.multimode < 2) && ud.recstat != 2)
{
ready2send = 1;
totalclock = ototalclock;
CAMERACLOCK = (int32_t)totalclock;
CAMERADIST = 65536;
// Reset next-viewscreen-redraw counter.
// XXX: are there any other cases like that in need of handling?
if (g_curViewscreen >= 0)
actor[g_curViewscreen].t_data[0] = (int32_t)totalclock;
}
G_UpdateScreenArea();
S_PauseSounds(false);
}
#endif
}
bool GameInterface::CanSave()
{
#if 0
if (ud.recstat == 2) return false;
auto& myplayer = *g_player[myconnectindex].ps;
if (sprite[myplayer.i].extra <= 0)
{
P_DoQuote(QUOTE_SAVE_DEAD, &myplayer);
return false;
}
#endif
return true;
}
void GameInterface::StartGame(FGameStartup& gs)
{
#if 0
int32_t skillsound = PISTOL_BODYHIT;
switch (gs.Skill)
{
case 0:
skillsound = 427;
break;
case 1:
skillsound = 428;
break;
case 2:
skillsound = 196;
break;
case 3:
skillsound = 195;
break;
case 4:
skillsound = 197;
break;
}
ud.m_player_skill = gs.Skill + 1;
if (menu_sounds) g_skillSoundVoice = S_PlaySound(skillsound);
ud.m_respawn_monsters = (gs.Skill == 3);
ud.m_monsters_off = ud.monsters_off = 0;
ud.m_respawn_items = 0;
ud.m_respawn_inventory = 0;
ud.multimode = 1;
ud.m_volume_number = gs.Episode;
ud.m_level_number = gs.Level;
G_NewGame_EnterLevel();
#endif
}
FSavegameInfo GameInterface::GetSaveSig()
{
return { SAVESIG_BLD, MINSAVEVER_BLD, SAVEVER_BLD };
}
void GameInterface::DrawMenuCaption(const DVector2& origin, const char* text)
{
int height;
// font #1, tile #2038.
viewGetFontInfo(1, NULL, NULL, &height);
rotatesprite(int(origin.X * 65536) + 320 << 15, 20 << 16, 65536, 0, 2038, -128, 0, 78, 0, 0, xdim - 1, ydim - 1);
viewDrawText(1, text, 160, 20 - height / 2, -128, 0, 1, false);
}
void GameInterface::DrawCenteredTextScreen(const DVector2& origin, const char* text, int position)
{
#if 0
Menu_DrawBackground(origin);
G_ScreenText(MF_Bluefont.tilenum, int((origin.X + 160) * 65536), int((origin.Y + position) * 65536), MF_Bluefont.zoom, 0, 0, text, 0, MF_Bluefont.pal,
2 | 8 | 16 | ROTATESPRITE_FULL16, 0, MF_Bluefont.emptychar.x, MF_Bluefont.emptychar.y, MF_Bluefont.between.x, MF_Bluefont.between.y,
MF_Bluefont.textflags | TEXT_XCENTER, 0, 0, xdim - 1, ydim - 1);
#endif
}
END_BLD_NS
//----------------------------------------------------------------------------
//
// Class registration
//
//----------------------------------------------------------------------------
static TMenuClassDescriptor<Blood::BloodListMenu> _lm("Blood.ListMenu");
void RegisterBloodMenus()
{
menuClasses.Push(&_lm);
}

View file

@ -53,7 +53,7 @@ void CEndGameMgr::Draw(void)
{
viewLoadingScreenWide();
int nHeight;
gMenuTextMgr.GetFontInfo(1, NULL, NULL, &nHeight);
viewGetFontInfo(1, NULL, NULL, &nHeight);
rotatesprite(160<<16, 20<<16, 65536, 0, 2038, -128, 0, 6, 0, 0, xdim-1, ydim-1);
int nY = 20 - nHeight / 2;
if (gGameOptions.nGameType == 0)

View file

@ -35,6 +35,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "levels.h"
#include "menu.h"
#include "qav.h"
#include "demo.h"
#include "resource.h"
#include "view.h"
#include "c_bind.h"
@ -43,6 +44,28 @@ bool ShowOptionMenu();
BEGIN_BLD_NS
const char* zNetGameTypes[] =
{
"Cooperative",
"Bloodbath",
"Teams",
};
void drawLoadingScreen(void)
{
char buffer[80];
if (gGameOptions.nGameType == 0)
{
if (gDemo.at1)
sprintf(buffer, "Loading Demo");
else
sprintf(buffer, "Loading Level");
}
else
sprintf(buffer, "%s", zNetGameTypes[gGameOptions.nGameType - 1]);
viewLoadingScreen(2049, buffer, levelGetTitle(), NULL);
}
#if 0
CMenuTextMgr gMenuTextMgr;
@ -159,26 +182,6 @@ void CGameMenuMgr::Draw(void)
{
if (pActiveMenu)
{
if (GUICapture & 2)
{
ImGui_Begin_Frame();
bool b = true;
videoFadeToBlack(1);
#if 0
ImGui::ShowDemoWindow(&b);
if (!b)
#else
if (!ShowOptionMenu())
#endif
{
GUICapture &= ~2;
GUICapture |= 4;
Pop();
}
return;
}
pActiveMenu->Draw();
viewUpdatePages();
}
@ -2201,32 +2204,6 @@ bool CGameMenuItemQAV::Event(CGameMenuEvent &event)
pMenu->FocusNextItem();
return false;
case kMenuEventInit:
if (at20)
{
if (!at28)
{
at24 = gSysRes.Lookup(at20, "QAV");
if (!at24)
ThrowError("Could not load QAV %s\n", at20);
at28 = (QAV*)gSysRes.Lock(at24);
at28->nSprite = -1;
at28->x = m_nX;
at28->y = m_nY;
at28->Preload();
at2c = at28->at10;
at30 = (int)totalclock;
return false;
}
gSysRes.Lock(at24);
}
return false;
case kMenuEventDeInit:
if (at20 && at28)
{
gSysRes.Unlock(at24);
if (at24->LockCount() == 0)
at28 = NULL;
}
return false;
}
return CGameMenuItem::Event(event);

View file

@ -31,17 +31,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
BEGIN_BLD_NS
class CMenuTextMgr
{
public:
int at0;
CMenuTextMgr();
void DrawText(const char *pString, int nFont, int x, int y, int nShade, int nPalette, bool shadow );
void GetFontInfo(int nFont, const char *pString, int *pXSize, int *pYSize);
};
extern CMenuTextMgr gMenuTextMgr;
void drawLoadingScreen(void);
void UpdateNetworkMenus(void);
@ -329,22 +318,6 @@ public:
virtual bool Event(CGameMenuEvent &);
};
class CGameMenuItemQAV : public CGameMenuItem
{
public:
const char *at20;
DICTNODE *at24;
QAV *at28;
int at2c;
int at30;
bool bWideScreen;
bool bClearBackground;
CGameMenuItemQAV();
CGameMenuItemQAV(const char *, int, int, int, const char *, bool widescreen = false, bool clearbackground = false);
virtual void Draw(void);
virtual bool Event(CGameMenuEvent &);
void Reset(void);
};
class CGameMenuItemZCycleSelect : public CGameMenuItem
{

View file

@ -187,12 +187,6 @@ CGameMenu menuNetwork;
CGameMenu menuNetworkHost;
CGameMenu menuNetworkJoin;
CGameMenuItemQAV itemBloodQAV("", 3, 160, 100, "BDRIP", true);
CGameMenuItemQAV itemCreditsQAV("", 3, 160, 100, "CREDITS", false, true);
CGameMenuItemQAV itemHelp3QAV("", 3, 160, 100, "HELP3", false, false);
CGameMenuItemQAV itemHelp3BQAV("", 3, 160, 100, "HELP3B", false, false);
CGameMenuItemQAV itemHelp4QAV("", 3, 160, 100, "HELP4", false, true);
CGameMenuItemQAV itemHelp5QAV("", 3, 160, 100, "HELP5", false, true);
CGameMenuItemTitle itemMainTitle("BLOOD", 1, 160, 20, 2038);
CGameMenuItemChain itemMain1("NEW GAME", 1, 0, 45, 320, 1, &menuEpisode, -1, NULL, 0);

View file

@ -383,7 +383,7 @@ void CGameMessageMgr::Display(void)
if (gViewMode == 3)
{
int height;
gMenuTextMgr.GetFontInfo(nFont, pMessage->text, &height, NULL);
viewGetFontInfo(nFont, pMessage->text, &height, NULL);
if (x+height > gViewX1S)
viewUpdatePages();
}
@ -428,7 +428,7 @@ void CGameMessageMgr::Display(void)
if (gViewMode == 3)
{
int height;
gMenuTextMgr.GetFontInfo(nFont, pMessage->text, &height, NULL);
viewGetFontInfo(nFont, pMessage->text, &height, NULL);
if (x+height > gViewX1S)
viewUpdatePages();
}

View file

@ -1004,39 +1004,6 @@ void viewDrawText(int nFont, const char *pString, int x, int y, int nShade, int
if (shadow)
G_ScreenText(pFont->tile, x + 1, y + 1, 65536, 0, 0, pString, 127, nPalette, 2|8|16|nStat, alpha, 0, 0, pFont->space, 0, nFlags, 0, 0, xdim-1, ydim-1);
G_ScreenText(pFont->tile, x, y, 65536, 0, 0, pString, nShade, nPalette, 2|8|16|nStat, alpha, 0, 0, pFont->space, 0, nFlags, 0, 0, xdim-1, ydim-1);
//if (nFont < 0 || nFont >= 5 || !pString) return;
//FONT *pFont = &gFont[nFont];
//
//if (position)
//{
// const char *s = pString;
// int width = -pFont->space;
// while (*s)
// {
// int nTile = ((*s-' ')&127)+pFont->tile;
// if (tilesiz[nTile].x && tilesiz[nTile].y)
// width += tilesiz[nTile].x+pFont->space;
// s++;
// }
// if (position == 1)
// width >>= 1;
// x -= width;
//}
//const char *s = pString;
//while (*s)
//{
// int nTile = ((*s-' ')&127) + pFont->tile;
// if (tilesiz[nTile].x && tilesiz[nTile].y)
// {
// if (shadow)
// {
// rotatesprite_fs_alpha((x+1)<<16, (y+1)<<16, 65536, 0, nTile, 127, nPalette, 26|nStat, alpha);
// }
// rotatesprite_fs_alpha(x<<16, y<<16, 65536, 0, nTile, nShade, nPalette, 26|nStat, alpha);
// x += tilesiz[nTile].x+pFont->space;
// }
// s++;
//}
}
void viewTileSprite(int nTile, int nShade, int nPalette, int x1, int y1, int x2, int y2)
@ -3632,7 +3599,7 @@ void viewLoadingScreenWide(void)
void viewLoadingScreenUpdate(const char *pzText4, int nPercent)
{
int vc;
gMenuTextMgr.GetFontInfo(1, NULL, NULL, &vc);
viewGetFontInfo(1, NULL, NULL, &vc);
if (nLoadingScreenTile == kLoadScreen)
viewLoadingScreenWide();
else if (nLoadingScreenTile)

View file

@ -213,7 +213,7 @@ struct GameInterface
virtual void set_hud_scale(int size) = 0;
virtual FString statFPS() { return "FPS display not available"; }
virtual GameStats getStats() { return {}; }
virtual void DrawNativeMenuText(int fontnum, int state, int xpos, int ypos, float fontscale, const char* text, int flags) {}
virtual void DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int flags) {}
virtual void MainMenuOpened() {}
virtual void MenuOpened() {}
virtual void MenuClosed() {}

View file

@ -44,6 +44,7 @@
#include "v_draw.h"
#include "image.h"
#include "v_2ddrawer.h"
#include "gstrings.h"
#include "v_font.h"
class FFont;
@ -225,7 +226,7 @@ void DrawText(F2DDrawer* drawer, FFont *font, int normalcolor, double x, double
{
return;
}
DrawTextCommon(drawer, font, normalcolor, x, y, (const uint8_t*)string, parms);
DrawTextCommon(drawer, font, normalcolor, x, y, (const uint8_t*)GStrings.localize(string), parms);
}
void DrawText(F2DDrawer* drawer, FFont *font, int normalcolor, double x, double y, const char32_t *string, int tag_first, ...)

View file

@ -270,7 +270,7 @@ void DListMenu::PreDraw()
{
if (mDesc->mCaption.IsNotEmpty())
{
gi->DrawMenuCaption(origin, mDesc->mCaption);
gi->DrawMenuCaption(origin, GStrings.localize(mDesc->mCaption));
}
}
@ -447,7 +447,6 @@ void FListMenuItemStaticText::Drawer(DListMenu* menu, const DVector2& origin, bo
const char *text = mText;
if (text != NULL)
{
if (*text == '$') text = GStrings(text+1);
if (mYpos >= 0)
{
int x = mXpos;
@ -550,7 +549,6 @@ void FListMenuItemText::Drawer(DListMenu* menu, const DVector2& origin, bool sel
const char *text = mText;
if (mText.Len())
{
if (*text == '$') text = GStrings(text+1);
DrawText(&twod, mFont, selected ? mColorSelected : mColor, mXpos, mYpos, text, DTA_Clean, true, TAG_DONE);
}
}
@ -560,8 +558,7 @@ int FListMenuItemText::GetWidth()
const char *text = mText;
if (mText.Len())
{
if (*text == '$') text = GStrings(text+1);
return mFont->StringWidth(text);
return mFont->StringWidth(GStrings.localize(text));
}
return 1;
}
@ -592,9 +589,8 @@ void FListMenuItemNativeText::Drawer(DListMenu* menu, const DVector2& origin, bo
const char* text = mText;
if (mText.Len() && !mHidden)
{
if (*text == '$') text = GStrings(text + 1);
auto state = selected ? NIT_SelectedState : mEnabled ? NIT_ActiveState : NIT_InactiveState;
gi->DrawNativeMenuText(mFontnum, state, int((origin.X + mXpos) * 65536) , int((origin.Y + mYpos) * 65536), 1.f, text, menu->Descriptor()->mFlags);
gi->DrawNativeMenuText(mFontnum, state, origin.X + mXpos, origin.Y + mYpos, 1.f, GStrings.localize(text), menu->Descriptor()->mFlags);
}
}

View file

@ -54,6 +54,7 @@
void RegisterDukeMenus();
void RegisterRedneckMenus();
void RegisterBloodMenus();
void RegisterLoadsaveMenus();
extern bool rotatesprite_2doverride;
bool help_disabled, credits_disabled;
@ -897,6 +898,7 @@ void M_Init (void)
{
RegisterDukeMenus();
RegisterRedneckMenus();
RegisterBloodMenus();
RegisterLoadsaveMenus();
timerSetCallback(M_Ticker);
M_ParseMenuDefs();

View file

@ -415,7 +415,7 @@ static void ParseListMenuBody(FScanner &sc, FListMenuDescriptor *desc)
auto it = new FListMenuItemNativeText(desc->mXpos, desc->mYpos, desc->mLinespacing, hotkey, text, desc->mNativeFontNum, desc->mNativePalNum, desc->mNativeFontScale, action, param);
desc->mItems.Push(it);
//desc->mYpos += desc->mLinespacing;
desc->mYpos += desc->mLinespacing;
if (desc->mSelectedItem == -1) desc->mSelectedItem = desc->mItems.Size() - 1;
}
@ -1142,13 +1142,15 @@ static void BuildEpisodeMenu()
{
FListMenuDescriptor *ld = static_cast<FListMenuDescriptor*>(*desc);
ld->mSelectedItem = gDefaultVolume;
int y = ld->mYpos;
for (int i = 0; i < MAXVOLUMES; i++)
{
if (gVolumeNames[i].IsNotEmpty() && !(gVolumeFlags[i] & EF_HIDEFROMSP))
{
auto it = new FListMenuItemNativeText(ld->mXpos, 0, 0, gVolumeNames[i][0], gVolumeNames[i], NIT_BigFont, NIT_ActiveState, 1, NAME_SkillMenu, i);
auto it = new FListMenuItemNativeText(ld->mXpos, y, 0, gVolumeNames[i][0], gVolumeNames[i], NIT_BigFont, NIT_ActiveState, 1, NAME_SkillMenu, i);
y += ld->mLinespacing;
ld->mItems.Push(it);
addedVolumes++;
if (gVolumeSubtitles[i].IsNotEmpty())
@ -1163,7 +1165,8 @@ static void BuildEpisodeMenu()
//auto it = new FListMenuItemNativeStaticText(ld->mXpos, "", NIT_SmallFont); // empty entry as spacer.
//ld->mItems.Push(it);
auto it = new FListMenuItemNativeText(ld->mXpos, 0, 0, 0, "$MNU_USERMAP", NIT_BigFont, NIT_ActiveState, 1, NAME_UsermapMenu);
y += ld->mLinespacing / 3;
auto it = new FListMenuItemNativeText(ld->mXpos, y, 0, 0, "$MNU_USERMAP", NIT_BigFont, NIT_ActiveState, 1, NAME_UsermapMenu);
ld->mItems.Push(it);
addedVolumes++;
if (g_gameType & GAMEFLAG_SW) // fixme: make this game independent.
@ -1185,12 +1188,14 @@ static void BuildEpisodeMenu()
{
FListMenuDescriptor* ld = static_cast<FListMenuDescriptor*>(*desc);
ld->mSelectedItem = gDefaultSkill;
int y = ld->mYpos;
for (int i = 0; i < MAXSKILLS; i++)
{
if (gSkillNames[i].IsNotEmpty())
{
auto it = new FListMenuItemNativeText(ld->mXpos, 0, 0, gSkillNames[i][0], gSkillNames[i], NIT_BigFont, NIT_ActiveState, 1, NAME_StartGame, i);
auto it = new FListMenuItemNativeText(ld->mXpos, y, 0, gSkillNames[i][0], gSkillNames[i], NIT_BigFont, NIT_ActiveState, 1, NAME_StartGame, i);
y += ld->mLinespacing;
ld->mItems.Push(it);
addedSkills++;
}

View file

@ -99,8 +99,7 @@ void DMessageBoxMenu::Init(DMenu *parent, const char *message, int messagemode,
mParentMenu = parent;
if (message != NULL)
{
if (*message == '$') message = GStrings(message+1);
mMessage = V_BreakLines(SmallFont, 300, message);
mMessage = V_BreakLines(SmallFont, 300, GStrings.localize(message));
}
mMessageMode = messagemode;
if (playsound)

View file

@ -70,7 +70,6 @@ int OptionWidth(const char * s)
void DrawOptionText(int x, int y, int color, const char *text, bool grayed)
{
text = *text == '$'? GStrings(text+1) : text;
PalEntry overlay = grayed? PalEntry(96,48,0,0) : PalEntry(0,0,0);
DrawText (&twod, OptionFont(), color, x, y, text, DTA_CleanNoMove_1, true, DTA_ColorOverlay, overlay);
}
@ -405,7 +404,7 @@ void DOptionMenu::Drawer ()
if (mDesc->mTitle.IsNotEmpty())
{
gi->DrawMenuCaption(origin, mDesc->mTitle);
gi->DrawMenuCaption(origin, GStrings.localize(mDesc->mTitle));
}
mDesc->mDrawTop = y;
int fontheight = OptionSettings.mLinespacing * CleanYfac_1;
@ -503,9 +502,7 @@ int FOptionMenuItem::GetIndent()
{
if (mCentered) return 0;
if (screen->GetWidth() < 640) return screen->GetWidth() / 2;
const char *label = mLabel;
if (*label == '$') label = GStrings(label+1);
return OptionWidth(label);
return OptionWidth(GStrings.localize(mLabel));
}
void FOptionMenuItem::drawText(int x, int y, int color, const char * text, bool grayed)
@ -515,9 +512,7 @@ void FOptionMenuItem::drawText(int x, int y, int color, const char * text, bool
int FOptionMenuItem::drawLabel(int indent, int y, EColorRange color, bool grayed)
{
const char *label = mLabel;
if (*label == '$') label = GStrings(label+1);
const char *label = GStrings.localize(mLabel);
int x;
int w = OptionWidth(label) * CleanXfac_1;
if (!mCentered) x = indent - w;

View file

@ -154,10 +154,8 @@ public:
bool Activate(FName caller) override
{
auto msg = mPrompt.IsNotEmpty()? mPrompt.GetChars() : "$SAFEMESSAGE";
if (*msg == '$') msg = GStrings(msg+1);
auto actionLabel = mLabel.GetChars();
if (*actionLabel == '$') actionLabel = GStrings(actionLabel+1);
auto msg = GStrings.localize(mPrompt.IsNotEmpty()? mPrompt.GetChars() : "$SAFEMESSAGE");
auto actionLabel = GStrings.localize(mLabel.GetChars());
FStringf FullString("%s%s%s\n\n%s", TEXTCOLOR_WHITE, actionLabel, TEXTCOLOR_NORMAL, msg);
M_StartMessage(FullString, 0, mScriptId);
@ -536,8 +534,7 @@ public:
int Draw(FOptionMenuDescriptor *desc, int y, int indent, bool selected) override
{
const char *txt = mCurrent? mAltText.GetChars() : mLabel.GetChars();
if (*txt == '$') txt = GStrings(txt + 1);
const char *txt = GStrings.localize(mCurrent? mAltText.GetChars() : mLabel.GetChars());
int w = OptionWidth(txt) * CleanXfac_1;
int x = (screen->GetWidth() - w) / 2;
drawText(x, y, mColor, txt);

View file

@ -123,6 +123,11 @@ public:
//return FStringf("${%.*s}", len, str);
return FString(str, len);
}
const char* localize(const char* str)
{
return *str == '$' ? GetString(str + 1, nullptr) : str;
}
};
#endif //__STRINGTABLE_H__

View file

@ -148,7 +148,6 @@ static void Menu_DrawTopBar(const DVector2 &origin)
static void Menu_DrawTopBarCaption(const char *caption, const DVector2 &origin)
{
static char t[64];
if (*caption == '$') caption = GStrings(caption + 1);
size_t const srclen = strlen(caption);
size_t const dstlen = min(srclen, ARRAY_SIZE(t)-1);
memcpy(t, caption, dstlen);
@ -240,47 +239,6 @@ static int Menu_GetFontHeight(int fontnum)
return font.get_yline();
}
void GameInterface::DrawNativeMenuText(int fontnum, int state, int xpos, int ypos, float fontscale, const char* text, int flags)
{
int ydim_upper = 0;
int ydim_lower = ydim - 1;
//int32_t const indent = 0; // not set for any relevant menu
int32_t x = xpos;
uint8_t status = 0;
if (state == NIT_SelectedState)
status |= MT_Selected;
if (state == NIT_InactiveState)
status |= MT_Disabled;
if (flags & LMF_Centered)
status |= MT_XCenter;
bool const dodraw = true;
MenuFont_t& font = fontnum == NIT_BigFont ? MF_Redfont : fontnum == NIT_SmallFont ? MF_Bluefont : MF_Minifont;
int32_t const height = font.get_yline();
status |= MT_YCenter;
int32_t const y_internal = ypos + ((height >> 17) << 16);// -menu->scrollPos;
vec2_t textsize;
if (dodraw)
textsize = Menu_Text(x, y_internal, &font, text, status, ydim_upper, ydim_lower);
if (dodraw && (status & MT_Selected) && state != 1)
{
if (status & MT_XCenter)
{
Menu_DrawCursorLeft(x + font.cursorCenterPosition, y_internal, font.cursorScale);
Menu_DrawCursorRight(x - font.cursorCenterPosition, y_internal, font.cursorScale);
}
else
Menu_DrawCursorLeft(x /*+ indent*/ - font.cursorLeftPosition, y_internal, font.cursorScale);
}
}
//----------------------------------------------------------------------------
//
// Implements the native looking menu used for the main menu
@ -330,7 +288,6 @@ protected:
int32_t calculatedentryspacing = 0;
int32_t const height = Menu_GetFontHeight(mDesc->mNativeFontNum) >> 16;
// None of the menus still being supported will hide entries - only decactivate them if not applicable.
int32_t totalheight = 0, numvalidentries = mDesc->mItems.Size();
for (unsigned e = 0; e < mDesc->mItems.Size(); ++e)
@ -393,7 +350,7 @@ class DukeNewGameCustomSubMenu : public DukeListMenu
}
};
class MainMenu : public DukeListMenu
class DukeMainMenu : public DukeListMenu
{
void PreDraw() override
{
@ -413,6 +370,44 @@ class MainMenu : public DukeListMenu
//
//----------------------------------------------------------------------------
void GameInterface::DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int flags)
{
int ydim_upper = 0;
int ydim_lower = ydim - 1;
//int32_t const indent = 0; // not set for any relevant menu
int x = int(xpos * 65536);
uint8_t status = 0;
if (state == NIT_SelectedState)
status |= MT_Selected;
if (state == NIT_InactiveState)
status |= MT_Disabled;
if (flags & LMF_Centered)
status |= MT_XCenter;
bool const dodraw = true;
MenuFont_t& font = fontnum == NIT_BigFont ? MF_Redfont : fontnum == NIT_SmallFont ? MF_Bluefont : MF_Minifont;
int32_t const height = font.get_yline();
status |= MT_YCenter;
int32_t const y_internal = ypos + ((height >> 17) << 16);// -menu->scrollPos;
vec2_t textsize;
if (dodraw)
textsize = Menu_Text(x, y_internal, &font, text, status, ydim_upper, ydim_lower);
if (dodraw && (status & MT_Selected) && state != 1)
{
if (status & MT_XCenter)
{
Menu_DrawCursorLeft(x + font.cursorCenterPosition, y_internal, font.cursorScale);
Menu_DrawCursorRight(x - font.cursorCenterPosition, y_internal, font.cursorScale);
}
else
Menu_DrawCursorLeft(x /*+ indent*/ - font.cursorLeftPosition, y_internal, font.cursorScale);
}
}
void GameInterface::MenuOpened()
{
@ -722,7 +717,7 @@ END_DUKE_NS
//----------------------------------------------------------------------------
static TMenuClassDescriptor<Duke::MainMenu> _mm("Duke.MainMenu");
static TMenuClassDescriptor<Duke::DukeMainMenu> _mm("Duke.MainMenu");
static TMenuClassDescriptor<Duke::DukeListMenu> _lm("Duke.ListMenu");
static TMenuClassDescriptor<Duke::DukeNewGameCustomSubMenu> _ngcsm("Duke.NewGameCustomSubMenu");

View file

@ -155,7 +155,7 @@ struct GameInterface : ::GameInterface
GameStats getStats() override;
// Access to the front end specific menu code. Use is restricted to the main menu, the ingame menu and the skill/episode selection.
// Everything else is either custom screens or will use the generic option menu style.
void DrawNativeMenuText(int fontnum, int state, int xpos, int ypos, float fontscale, const char* text, int orientation) override;
void DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int orientation) override;
void MenuOpened() override;
void MenuClosed() override;
void MenuSound(EMenuSounds snd) override;

View file

@ -469,7 +469,6 @@ vec2_t G_ScreenText(const int32_t font,
int32_t xspace, int32_t yline, int32_t xbetween, int32_t ybetween, const int32_t f,
const int32_t x1, const int32_t y1, const int32_t x2, const int32_t y2)
{
if (*str == '$') str = GStrings(str + 1);
vec2_t size = { 0, 0, }; // eventually the return value
vec2_t origin = { 0, 0, }; // where to start, depending on the alignment
vec2_t pos = { 0, 0, }; // holds the coordinate position as we draw each character tile of the string

View file

@ -151,7 +151,6 @@ static void Menu_DrawTopBar(const DVector2 &origin)
static void Menu_DrawTopBarCaption(const char* caption, const DVector2& origin)
{
static char t[64];
if (*caption == '$') caption = GStrings(caption + 1);
size_t const srclen = strlen(caption);
size_t const dstlen = min(srclen, ARRAY_SIZE(t) - 1);
memcpy(t, caption, dstlen);
@ -231,47 +230,6 @@ static int Menu_GetFontHeight(int fontnum)
return font.get_yline();
}
void GameInterface::DrawNativeMenuText(int fontnum, int state, int xpos, int ypos, float fontscale, const char* text, int flags)
{
int ydim_upper = 0;
int ydim_lower = ydim - 1;
//int32_t const indent = 0; // not set for any relevant menu
int32_t x = xpos;
uint8_t status = 0;
if (state == NIT_SelectedState)
status |= MT_Selected;
if (state == NIT_InactiveState)
status |= MT_Disabled;
if (flags & LMF_Centered)
status |= MT_XCenter;
bool const dodraw = true;
MenuFont_t& font = fontnum == NIT_BigFont ? MF_Redfont : fontnum == NIT_SmallFont ? MF_Bluefont : MF_Minifont;
int32_t const height = font.get_yline();
status |= MT_YCenter;
int32_t const y_internal = ypos + ((height >> 17) << 16);// -menu->scrollPos;
vec2_t textsize;
if (dodraw)
textsize = Menu_Text(x, y_internal, &font, text, status, ydim_upper, ydim_lower);
if (dodraw && (status & MT_Selected) && state != 1)
{
if (status & MT_XCenter)
{
Menu_DrawCursorLeft(x + font.cursorCenterPosition, y_internal, font.cursorScale);
Menu_DrawCursorRight(x - font.cursorCenterPosition, y_internal, font.cursorScale);
}
else
Menu_DrawCursorLeft(x /*+ indent*/ - font.cursorLeftPosition, y_internal, font.cursorScale);
}
}
//----------------------------------------------------------------------------
//
// Implements the native looking menu used for the main menu
@ -323,7 +281,7 @@ protected:
}
};
class MainMenu : public RedneckListMenu
class RedneckMainMenu : public RedneckListMenu
{
void PreDraw() override
{
@ -341,6 +299,45 @@ class MainMenu : public RedneckListMenu
//
//----------------------------------------------------------------------------
void GameInterface::DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int flags)
{
int ydim_upper = 0;
int ydim_lower = ydim - 1;
//int32_t const indent = 0; // not set for any relevant menu
int x = int(xpos * 65536 * 6);
uint8_t status = 0;
if (state == NIT_SelectedState)
status |= MT_Selected;
if (state == NIT_InactiveState)
status |= MT_Disabled;
if (flags & LMF_Centered)
status |= MT_XCenter;
bool const dodraw = true;
MenuFont_t& font = fontnum == NIT_BigFont ? MF_Redfont : fontnum == NIT_SmallFont ? MF_Bluefont : MF_Minifont;
int32_t const height = font.get_yline();
status |= MT_YCenter;
int32_t const y_internal = int(ypos * 65536) + ((height >> 17) << 16);// -menu->scrollPos;
vec2_t textsize;
if (dodraw)
textsize = Menu_Text(x, y_internal, &font, text, status, ydim_upper, ydim_lower);
if (dodraw && (status & MT_Selected) && state != 1)
{
if (status & MT_XCenter)
{
Menu_DrawCursorLeft(x + font.cursorCenterPosition, y_internal, font.cursorScale);
Menu_DrawCursorRight(x - font.cursorCenterPosition, y_internal, font.cursorScale);
}
else
Menu_DrawCursorLeft(x /*+ indent*/ - font.cursorLeftPosition, y_internal, font.cursorScale);
}
}
void GameInterface::MenuOpened()
{
@ -487,7 +484,7 @@ END_RR_NS
//----------------------------------------------------------------------------
static TMenuClassDescriptor<Redneck::MainMenu> _mm("Redneck.MainMenu");
static TMenuClassDescriptor<Redneck::RedneckMainMenu> _mm("Redneck.MainMenu");
static TMenuClassDescriptor<Redneck::RedneckListMenu> _lm("Redneck.ListMenu");
void RegisterRedneckMenus()

View file

@ -157,7 +157,7 @@ struct GameInterface : ::GameInterface
void set_hud_scale(int size) override;
FString statFPS() override;
GameStats getStats() override;
void DrawNativeMenuText(int fontnum, int state, int xpos, int ypos, float fontscale, const char* text, int flags);
void DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int flags);
void MenuOpened() override;
void MenuSound(EMenuSounds snd) override;
void MenuClosed() override;

View file

@ -468,7 +468,6 @@ vec2_t G_ScreenText(const int32_t font,
int32_t xspace, int32_t yline, int32_t xbetween, int32_t ybetween, const int32_t f,
const int32_t x1, const int32_t y1, const int32_t x2, const int32_t y2)
{
if (*str == '$') str = GStrings(str + 1);
vec2_t size = { 0, 0, }; // eventually the return value
vec2_t origin = { 0, 0, }; // where to start, depending on the alignment
vec2_t pos = { 0, 0, }; // holds the coordinate position as we draw each character tile of the string

View file

@ -8,32 +8,18 @@ Save Game,MNU_SAVEGAME,,,,Uložit hru,Spiel sichern,,Konservi Ludon,Guardar Part
Help,MNU_HELP,,,,,Hilfe,,,,,,Aide,,,,,,,,,,,
Continue,MNU_CONTINUE,,,,,Fortfahren,,,,,,,,,,,,,,,,,
Credits,MNU_CREDITS,,,,,,,,,,,,,,,,,,,,,,
Cool Stuff,MNU_COOLSTUFF,,,,,Cooles Zeug,,,,,,,,,,,,,,,,,
Cool Stuff,MNU_COOLSTUFF,Was removed,,,,Cooles Zeug,,,,,,,,,,,,,,,,,
Multiplayer,MNU_MULTIPLAYER,,,,,Mehrspieler,,,,,,,,,,,,,,,,,
End Game,MNU_ENDGAME,,,,,Spiel beenden,,,,,,,,,,,,,,,,,
User Map,MNU_USERMAP,,,,,Benutzerlevel,,,,,,,,,,,,,,,,,
Select a user map to play,MNU_SELECTUSERMAP,,,,,"Wähle ein Level zum Spielen
",,,,,,,,,,,,,,,,,
Select an Episode,MNU_SELECTEPISODE,,,,,"Welche Episode?
Select an Episode,MNU_SELECTEPISODE,DN3D et.al.,,,,"Welche Episode?
",,,,,,,,,,,,,,,,,
Select Skill,MNU_SELECTSKILL,,,,,Schwierigkeitsgrad,,,,,,,,,,,,,,,,,
Episodes,MNU_EPISODES,Blood,,,,Episoden,,,,,,,,,,,,,,,,,
Select Skill,MNU_SELECTSKILL,DN3D et.al.,,,,Schwierigkeitsgrad,,,,,,,,,,,,,,,,,
Difficulty,MBU_DIFFICULTY,Blood,,,,Schwierigkeitsgrad,,,,,,,,,,,,,,,,,
About Demolition,MNU_ENGINECREDITS,,,,,Über Demolition,,,,,,,,,,,,,,,,,
No Picture,MNU_NOPICTURE,,,,Bez obrázku,Kein Bild,,Neniu Bildo,Sin Imagen,,Ei kuvaa,Pas d'image,,Nessuna immagine,画像無し,사진 없음,Geen beeld,Brak obrazka,Sem imagem,,,"Нет
изображения",Нема слике
"Different
Version",MNU_DIFFVERSION,,,,Jiná verze,Falsche Version,,Malsama Versio,Versión Diferente,,Eri versio,"Version
Différente",,Versione differente,"別バージョンの
データ",다른 버젼,Anders Versie,"Inna
Wersja","Versão
Diferente",,,"Другая
версия",Другачија верзија
No files,MNU_NOFILES,,,,Žádné soubory,Keine Dateien,,Neniuj dosieroj,Sin archivos,,Ei tiedostoja,Pas de fichiers,,Nessun file,ファイル無し,파일 없음,Geen bestanden,Brak plików,Vazio,,,Нет файлов,Нема фајлова
"Do you really want to delete the savegame
",MNU_DELETESG,,,,Opravdu chceš smazat tuto uloženou hru?,Willst du diesen Spielstand wirklich löschen?,,Ĉu vi vere volas forviŝi la konservan ludon?,"¿Realmente deseas eliminar la partida?
",,Haluatko varmasti poistaa tallennetun pelin ,"Voulez vous vraiment effacer cette sauvegarde?
",Biztos ki akarod törölni a mentést?,Vuoi veramente rimuovere il salvataggio,本当にこのセーブを消すのか?,저장된 게임을 정말로 삭제하시겠습니까?,Wil je echt de opgeslagen spel verwijderen?,Czy naprawdę chcesz usunąć zapis gry,"Deseja mesmo deletar o jogo salvo
",Deseja mesmo apagar o jogo,,"Вы действительно хотите удалить сохранение
",Да ли стварно желите да избришете сачувану игру
Press Y or N.,PRESSYN,,,,Stiskni Y nebo N.,Drücke Y oder N.,"Πάτα Y ή N
",Premu Y aŭ N.,Presiona Y ó N.,,Paina Y tai N.,Appuyez sur Y ou N.,Nyomj Y-t vagy N-t.,Premi Y oppure N.,YかNで答えろ,Y키 또는 N키를 누르시오.,Druk op Y of N.,Wciśnij Y lub N.,Aperte Y ou N.,Carrega Y ou N.,,Нажмите Y или N.,Притисните Y или N.
"You can't save if you aren't playing!
@ -211,3 +197,21 @@ Empty slot,EMPTYSTRING,,,,Prázdný slot,nicht belegt,,Malplena Ingo,Ranura Vac
Game saved.,GGSAVED,,,,Hra uložena.,Spielstand gespeichert.,,Ludo konservita.,Partida guardada.,,Peli tallennettu.,Partie sauvegardée.,Játék mentve.,Gioco salvato.,セーブ完了。,게임이 저장됨.,Spel opgeslagen.,Gra zapisana.,Jogo salvo.,Jogo gravado.,,Игра сохранена.,Игра сачувана.
Time,SAVECOMMENT_TIME,,,,Čas,Zeit,,Tempo,Tiempo,,Aika,Temps,Idő,Tempo,"時間
",시간,Tijd,Czas,Tempo,,,Время,Време
Load Game,MNU_LOADGAME,,,,Načíst hru,Spiel laden,,Ŝarĝi Ludon,Cargar Partida,,Lataa peli,Chargement,,Carica gioco,ロード,게임 불러오기,Laden spel,Wczytaj Grę,Carregar,,,Загрузка,Учитај игру
Save Game,MNU_SAVEGAME,,,,Uložit hru,Spiel sichern,,Konservi Ludon,Guardar Partida,,Tallenna peli,Sauvegarde,,Salva gioco,セーブ,게임 저장하기,Opslaan spel,Zapisz Grę,Salvar,Gravar,,Сохранение,Сачувај игру
No Picture,MNU_NOPICTURE,,,,Bez obrázku,Kein Bild,,Neniu Bildo,Sin Imagen,,Ei kuvaa,Pas d'image,,Nessuna immagine,画像無し,사진 없음,Geen beeld,Brak obrazka,Sem imagem,,,"Нет
изображения",Нема слике
"Different
Version",MNU_DIFFVERSION,,,,Jiná verze,Falsche Version,,Malsama Versio,Versión Diferente,,Eri versio,"Version
Différente",,Versione differente,"別バージョンの
データ",다른 버젼,Anders Versie,"Inna
Wersja","Versão
Diferente",,,"Другая
версия",Другачија верзија
No files,MNU_NOFILES,,,,Žádné soubory,Keine Dateien,,Neniuj dosieroj,Sin archivos,,Ei tiedostoja,Pas de fichiers,,Nessun file,ファイル無し,파일 없음,Geen bestanden,Brak plików,Vazio,,,Нет файлов,Нема фајлова
"Do you really want to delete the savegame
",MNU_DELETESG,,,,Opravdu chceš smazat tuto uloženou hru?,Willst du diesen Spielstand wirklich löschen?,,Ĉu vi vere volas forviŝi la konservan ludon?,"¿Realmente deseas eliminar la partida?
",,Haluatko varmasti poistaa tallennetun pelin ,"Voulez vous vraiment effacer cette sauvegarde?
",Biztos ki akarod törölni a mentést?,Vuoi veramente rimuovere il salvataggio,本当にこのセーブを消すのか?,저장된 게임을 정말로 삭제하시겠습니까?,Wil je echt de opgeslagen spel verwijderen?,Czy naprawdę chcesz usunąć zapis gry,"Deseja mesmo deletar o jogo salvo
",Deseja mesmo apagar o jogo,,"Вы действительно хотите удалить сохранение
",Да ли стварно желите да избришете сачувану игру
1 default Identifier Remarks Filter eng enc ena enz eni ens enj enb enl ent enw cs de el eo es esm esn esg esc esa esd esv eso esr ess esf esl esy esz esb ese esh esi esu fi fr hu it jp ko nl pl pt ptg ro ru sr
8 Help MNU_HELP Hilfe Aide
9 Continue MNU_CONTINUE Fortfahren
10 Credits MNU_CREDITS
11 Cool Stuff MNU_COOLSTUFF Was removed Cooles Zeug
12 Multiplayer MNU_MULTIPLAYER Mehrspieler
13 End Game MNU_ENDGAME Spiel beenden
14 User Map MNU_USERMAP Benutzerlevel
15 Select a user map to play MNU_SELECTUSERMAP Wähle ein Level zum Spielen
16 Select an Episode MNU_SELECTEPISODE DN3D et.al. Welche Episode?
17 Select Skill Episodes MNU_SELECTSKILL MNU_EPISODES Blood Schwierigkeitsgrad Episoden
18 About Demolition Select Skill MNU_ENGINECREDITS MNU_SELECTSKILL DN3D et.al. Über Demolition Schwierigkeitsgrad
19 No Picture Difficulty MNU_NOPICTURE MBU_DIFFICULTY Blood Bez obrázku Kein Bild Schwierigkeitsgrad Neniu Bildo Sin Imagen Ei kuvaa Pas d'image Nessuna immagine 画像無し 사진 없음 Geen beeld Brak obrazka Sem imagem Нет изображения Нема слике
20 About Demolition MNU_ENGINECREDITS Über Demolition
21 Press Y or N. PRESSYN Stiskni Y nebo N. Drücke Y oder N. Πάτα Y ή N Premu Y aŭ N. Presiona Y ó N. Paina Y tai N. Appuyez sur Y ou N. Nyomj Y-t vagy N-t. Premi Y oppure N. YかNで答えろ Y키 또는 N키를 누르시오. Druk op Y of N. Wciśnij Y lub N. Aperte Y ou N. Carrega Y ou N. Нажмите Y или N. Притисните Y или N.
22 Different Version You can't save if you aren't playing! Press a key. MNU_DIFFVERSION SAVEDEAD Jiná verze Nemůžeš ukládat pokud nehraješ! Stiskni libovolnou klávesu. Falsche Version Du kannst nicht speichern, wenn du nicht spielst. Drücke eine Taste Malsama Versio Vi ne povas konservi, kiam vi ne ludas! Premu klavon. Versión Diferente ¡No puedes guardar si no estás jugando! Presiona una tecla. Eri versio Et voi tallentaa, jos et ole pelissä! Paina jotain näppäintä. Version Différente Vous ne pouvez pas sauvegarder si vous ne jouez pas! Appuyez sur une touche. Nem tudsz menteni ha nem is játszol! Nyomj meg egy gombot. Versione differente Non puoi salvare se non stai giocando! Premi un tasto. 別バージョンの データ プレイ中でないとセーブできない! 何かキーを押せ 다른 버젼 게임을 플레이 중이지 않을 때는 게임을 저장할 수 없습니다! 키를 누르시오. Anders Versie Je kunt niet opslaan als je niet speelt! Druk op een toets. Inna Wersja Nie możesz zapisać, jeśli nie grasz! Wciśnij dowolny klawisz. Versão Diferente Você não pode salvar se não estiver jogando! Aperte qualquer tecla. Você não pode salvar se não estiver a jogar! Carrega numa tecla qualquer. Другая версия Невозможно сохранить игру, не начав её! Нажмите любую клавишу. Другачија верзија Не можете сачувати игру ако не играте! Притисните тастер.
No files MNU_NOFILES Žádné soubory Keine Dateien Neniuj dosieroj Sin archivos Ei tiedostoja Pas de fichiers Nessun file ファイル無し 파일 없음 Geen bestanden Brak plików Vazio Нет файлов Нема фајлова
Do you really want to delete the savegame MNU_DELETESG Opravdu chceš smazat tuto uloženou hru? Willst du diesen Spielstand wirklich löschen? Ĉu vi vere volas forviŝi la konservan ludon? ¿Realmente deseas eliminar la partida? Haluatko varmasti poistaa tallennetun pelin Voulez vous vraiment effacer cette sauvegarde? Biztos ki akarod törölni a mentést? Vuoi veramente rimuovere il salvataggio 本当にこのセーブを消すのか? 저장된 게임을 정말로 삭제하시겠습니까? Wil je echt de opgeslagen spel verwijderen? Czy naprawdę chcesz usunąć zapis gry Deseja mesmo deletar o jogo salvo Deseja mesmo apagar o jogo Вы действительно хотите удалить сохранение Да ли стварно желите да избришете сачувану игру
Press Y or N. PRESSYN Stiskni Y nebo N. Drücke Y oder N. Πάτα Y ή N Premu Y aŭ N. Presiona Y ó N. Paina Y tai N. Appuyez sur Y ou N. Nyomj Y-t vagy N-t. Premi Y oppure N. YかNで答えろ Y키 또는 N키를 누르시오. Druk op Y of N. Wciśnij Y lub N. Aperte Y ou N. Carrega Y ou N. Нажмите Y или N. Притисните Y или N.
You can't save if you aren't playing! Press a key. SAVEDEAD Nemůžeš ukládat pokud nehraješ! Stiskni libovolnou klávesu. Du kannst nicht speichern, wenn du nicht spielst. Drücke eine Taste Vi ne povas konservi, kiam vi ne ludas! Premu klavon. ¡No puedes guardar si no estás jugando! Presiona una tecla. Et voi tallentaa, jos et ole pelissä! Paina jotain näppäintä. Vous ne pouvez pas sauvegarder si vous ne jouez pas! Appuyez sur une touche. Nem tudsz menteni ha nem is játszol! Nyomj meg egy gombot. Non puoi salvare se non stai giocando! Premi un tasto. プレイ中でないとセーブできない! 何かキーを押せ 게임을 플레이 중이지 않을 때는 게임을 저장할 수 없습니다! 키를 누르시오. Je kunt niet opslaan als je niet speelt! Druk op een toets. Nie możesz zapisać, jeśli nie grasz! Wciśnij dowolny klawisz. Você não pode salvar se não estiver jogando! Aperte qualquer tecla. Você não pode salvar se não estiver a jogar! Carrega numa tecla qualquer. Невозможно сохранить игру, не начав её! Нажмите любую клавишу. Не можете сачувати игру ако не играте! Притисните тастер.
Do you really want to do this? SAFEMESSAGE Vážně to chceš udělat? Möchtest du das wirklich tun? Ĉu vi vere volas fari tion? ¿Realmente quieres hacer esto? ¿Realmente quieres hacerlo? Haluatko varmasti tehdä tämän? Voulez-vous vraiment faire ça? Biztos megakarod tenni? Sei sicuro di volerlo fare? 本当に実行するのか? 정말로 정하시겠습니까? Wil je dit echt doen? Naprawdę chcesz to zrobić? Você deseja mesmo fazer isso? Desejas mesmo fazer isso? Вы уверены? Да ли заиста желите то да урадите?
Not set NOTSET Není nastavené Nicht gesetzt Ne agordita No Asignado Ei asetettu Pas paramétré Nincs beállítva Non assegnato セットされてない 정하지 않음 Niet ingesteld Nie ustawiono Não definido Не задан Није намештено
Quicksave over your game named '%s'? Press Y or N. QSPROMPT Rychle uložit přes tvoji hru s názvem '%s'? Stiskni Y nebo N. Überschreibe %s mit einem Schnellspeicherspielstand? Drücke Y oder N. Ĉu rapidkonservu super via ludo, ke nomita '%s'? Premu Y aŭ N. ¿Deseas guardar sobre tu partida llamada '%s'? Presiona Y ó N. Haluatko tallentaa pelin %s päälle? Paina Y tai N. Sauvegarde rapide sur le fichier '%s'? Appuyez sur Y ou N. Gyorsmenteni akarsz az alábbi mentésed alatt '%s'? Nyomj Y-t vagy N-t. Sovrascrivere il salvataggio '%s'? Premi Y oppure N. この名前で上書きするのか? '%s' Y か N で答えろ 빠른 저장을 하시겠습니까? '%s' Y키 또는 N키를 누르시오. Snel opslaan over je spel genaamd '%s'? Druk op Y of N. Szybko nadpisać grę „%s”? Wciśnij Y lub N. Salvar sobre seu jogo chamado '%s'? Aperte Y ou N. Gravar sobre o seu jogo chamado '%s'? Carrega Y ou N. Перезаписать быстрое сохранение «%s»? Нажмите Y или N. Желите брзо чување за игру под именом „%s“? Притисните Y или N.
Do you want to quickload the game named '%s'? Press Y or N. QLPROMPT Přeješ si rychle načíst hru s názvem '%s'? Stiskni Y nebo N. Möchtest du den Spielstand %s schnellladen? Drücke Y oder N. Ĉu vi volas rapidŝargi la ludon, ke nomita '%s'? Premu Y aŭ N. ¿Quieres cargar la partida llamada '%s'? Presiona Y ó N. Haluatko pikaladata pelin %s? Paina Y tai N. Voulez-vous charger la sauvegarde '%s'? Appuyez sur Y ou N. Gyorstölteni akarod ezt a mentést '%s'? Nyomj Y-t vagy N-t. Vuoi fare un quickload della partita '%s'? Premi Y oppure N. この名前のデータをロードするのか? '%s' Y か N で答えろ 빠른 불러오기를 하시겠습니까? '%s' Y키 또는 N키를 누르시오. Wil je het spel snel laden met de naam '%s'? Druk op Y of N. Czy chcesz wczytać szybki zapis „%s”? Wciśnij Y lub N. Deseja carregar o jogo chamado '%s'? Aperte Y ou N. Deseja carregar o jogo chamado '%s'? Carrega Y ou N. Загрузить быстрое сохранение «%s»? Нажмите Y или N. Желите брзо учитавање за игру под именом „%s“? Притисните Y или N.
Yes TXT_YES Ano Ja Ναι Jes Kyllä Oui Igen Si はい Ja Tak Sim Да Да
No TXT_NO Ne Nein Όχι Ne No Ei Non Nem No いいえ 아니요 Nee Nie Não Нет Не
Savegame
Empty slot EMPTYSTRING Prázdný slot nicht belegt Malplena Ingo Ranura Vacía Tyhjä lokero Emplacement Vide Üres Slot libero 空きスロット 빈 슬롯 Lege sleuf Puste miejsce Vazio Пустой слот Празни слот
<New Save Game> NEWSAVE <Nová uložená hra> <Neuer Spielstand> <Novan Konservita Ludo> <Nueva Partida Guardada> <Uusi tallennettu peli> <Nouveau Fichier de Sauvegarde> <Új mentés> <Nuovo Salvataggio> <新規セーブ> <새로운 게임 저장> <Nieuw sparen spel> <Nowy zapis gry> <Novo jogo salvo> <Novo jogo gravado> <Новое сохранение> <Нова сачувана игра>
Game saved. GGSAVED Hra uložena. Spielstand gespeichert. Ludo konservita. Partida guardada. Peli tallennettu. Partie sauvegardée. Játék mentve. Gioco salvato. セーブ完了。 게임이 저장됨. Spel opgeslagen. Gra zapisana. Jogo salvo. Jogo gravado. Игра сохранена. Игра сачувана.
Time SAVECOMMENT_TIME Čas Zeit Tempo Tiempo Aika Temps Idő Tempo 時間 시간 Tijd Czas Tempo Время Време
23 Do you really want to do this? SAFEMESSAGE Vážně to chceš udělat? Möchtest du das wirklich tun? Ĉu vi vere volas fari tion? ¿Realmente quieres hacer esto? ¿Realmente quieres hacerlo? Haluatko varmasti tehdä tämän? Voulez-vous vraiment faire ça? Biztos megakarod tenni? Sei sicuro di volerlo fare? 本当に実行するのか? 정말로 정하시겠습니까? Wil je dit echt doen? Naprawdę chcesz to zrobić? Você deseja mesmo fazer isso? Desejas mesmo fazer isso? Вы уверены? Да ли заиста желите то да урадите?
24 Not set NOTSET Není nastavené Nicht gesetzt Ne agordita No Asignado Ei asetettu Pas paramétré Nincs beállítva Non assegnato セットされてない 정하지 않음 Niet ingesteld Nie ustawiono Não definido Не задан Није намештено
25 Quicksave over your game named '%s'? Press Y or N. QSPROMPT Rychle uložit přes tvoji hru s názvem '%s'? Stiskni Y nebo N. Überschreibe %s mit einem Schnellspeicherspielstand? Drücke Y oder N. Ĉu rapidkonservu super via ludo, ke nomita '%s'? Premu Y aŭ N. ¿Deseas guardar sobre tu partida llamada '%s'? Presiona Y ó N. Haluatko tallentaa pelin %s päälle? Paina Y tai N. Sauvegarde rapide sur le fichier '%s'? Appuyez sur Y ou N. Gyorsmenteni akarsz az alábbi mentésed alatt '%s'? Nyomj Y-t vagy N-t. Sovrascrivere il salvataggio '%s'? Premi Y oppure N. この名前で上書きするのか? '%s' Y か N で答えろ 빠른 저장을 하시겠습니까? '%s' Y키 또는 N키를 누르시오. Snel opslaan over je spel genaamd '%s'? Druk op Y of N. Szybko nadpisać grę „%s”? Wciśnij Y lub N. Salvar sobre seu jogo chamado '%s'? Aperte Y ou N. Gravar sobre o seu jogo chamado '%s'? Carrega Y ou N. Перезаписать быстрое сохранение «%s»? Нажмите Y или N. Желите брзо чување за игру под именом „%s“? Притисните Y или N.
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View file

@ -29,7 +29,7 @@ LISTMENU "MainMenu"
class "Redneck.MainMenu"
}
NativeTextItem "$MNU_NEWGAME", "n", "EpisodeMenu"
//NativeTextItem "$MNU_NEWGAME", "m", "MultiMenu" // In EDuke this replaces "New Game" when in networking mode. Kept here as a reminder (I'm not going to support EDuke's C/S implementation)
//NativeTextItem "$MNU_NEWGAME", "m", "MultiMenu" // In EDuke this replaces "New Game" when in networking mode. Kept here as a reminder.
ifgame(fury)
{
NativeTextItem "$MNU_CONTINUE", "l", "LoadGameMenu"
@ -45,6 +45,11 @@ LISTMENU "MainMenu"
}
ifgame(Blood)
{
position 160, 45, 150
caption "Blood"
class "Blood.ListMenu"
centermenu
Linespacing 20
NativeTextItem "$MNU_NEWGAME", "n", "EpisodeMenu"
NativeTextItem "$MNU_MULTIPLAYER", "m", "MultiMenu"
NativeTextItem "$MNU_OPTIONS", "o", "OptionsMenu"
@ -105,7 +110,11 @@ LISTMENU "IngameMenu"
}
ifgame(Blood)
{
linespacing 15
position 160, 45, 150
caption "Blood"
class "Blood.ListMenu"
centermenu
Linespacing 17
NativeTextItem "$MNU_NEWGAME", "n", "EpisodeMenu"
NativeTextItem "$MNU_MULTIPLAYER", "m", "MultiMenu"
NativeTextItem "$MNU_OPTIONS", "o", "OptionsMenu"
@ -150,6 +159,14 @@ LISTMENU "EpisodeMenu"
class "Redneck.ListMenu"
}
}
ifgame(blood)
{
caption "$MNU_EPISODES"
position 160, 45, 150
class "Blood.ListMenu"
centermenu
Linespacing 20
}
ScriptId 100
}
@ -180,6 +197,14 @@ LISTMENU "SkillMenu"
}
animatedtransition
}
ifgame(blood)
{
caption "$MNU_DIFFICULTY"
position 160, 60, 150
class "Blood.ListMenu"
centermenu
Linespacing 20
}
ScriptId 110
}
@ -349,10 +374,17 @@ LISTMENU "MultiMenu"
class "Redneck.ListMenu"
}
animatedtransition
NativeTextItem "$MNU_PLAYERSETUP", "p", "PlayerSetupMenu"
}
ifgame(blood)
{
position 160, 80, 150
class "Blood.ListMenu"
centermenu
Linespacing 20
}
Caption "$MNU_NETWORKGAME"
NativeTextItem "$MNU_PLAYERSETUP", "p", "PlayerSetupMenu"
NativeTextItem "$MNU_JOINGAME", "j", "JoinGameMenu"
NativeTextItem "$MNU_HOSTGAME", "h", "HostGameMenu"
}
@ -382,9 +414,12 @@ ImageScroller "HelpMenu"
}
ifgame(blood)
{
// The duplication here is to integrate the alternating versions of HELP3
QAVAnimationItem "Help4"
QAVAnimationItem "Help5"
QAVAnimationItem "Help3"
QAVAnimationItem "Help4"
QAVAnimationItem "Help5"
QAVAnimationItem "Help3b"
}
ifgame(ShadowWarrior)