mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- more work on Blood menus. Game start works.
This commit is contained in:
parent
e2be025433
commit
e8c5939695
6 changed files with 54 additions and 163 deletions
|
@ -90,13 +90,11 @@ struct GameInterface : ::GameInterface
|
||||||
FString statFPS() override;
|
FString statFPS() override;
|
||||||
FSavegameInfo GetSaveSig() override;
|
FSavegameInfo GetSaveSig() override;
|
||||||
void MenuOpened() override;
|
void MenuOpened() override;
|
||||||
void MenuSound(EMenuSounds snd) override;
|
|
||||||
void MenuClosed() override;
|
void MenuClosed() override;
|
||||||
bool CanSave() override;
|
bool CanSave() override;
|
||||||
void StartGame(FGameStartup& gs) 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 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 DrawMenuCaption(const DVector2& origin, const char* text) override;
|
||||||
void DrawCenteredTextScreen(const DVector2& origin, const char* text, int position) override;
|
|
||||||
};
|
};
|
||||||
|
|
||||||
END_BLD_NS
|
END_BLD_NS
|
||||||
|
|
|
@ -39,6 +39,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
||||||
#include "view.h"
|
#include "view.h"
|
||||||
#include "demo.h"
|
#include "demo.h"
|
||||||
#include "network.h"
|
#include "network.h"
|
||||||
|
#include "mmulti.h"
|
||||||
#include "c_bind.h"
|
#include "c_bind.h"
|
||||||
#include "menu/menu.h"
|
#include "menu/menu.h"
|
||||||
|
|
||||||
|
@ -136,13 +137,6 @@ void CGameMenuItemQAV::Draw(void)
|
||||||
|
|
||||||
|
|
||||||
static std::unique_ptr<CGameMenuItemQAV> itemBloodQAV; // This must be global to ensure that the animation remains consistent across menus.
|
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)
|
void UpdateNetworkMenus(void)
|
||||||
|
@ -172,29 +166,6 @@ void UpdateNetworkMenus(void)
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
void MenuSetupEpisodeInfo(void)
|
|
||||||
{
|
|
||||||
#if 0
|
|
||||||
memset(zEpisodeNames, 0, sizeof(zEpisodeNames));
|
|
||||||
memset(zLevelNames, 0, sizeof(zLevelNames));
|
|
||||||
for (int i = 0; i < 6; i++)
|
|
||||||
{
|
|
||||||
if (i < gEpisodeCount)
|
|
||||||
{
|
|
||||||
EPISODEINFO* pEpisode = &gEpisodeInfo[i];
|
|
||||||
zEpisodeNames[i] = pEpisode->at0;
|
|
||||||
for (int j = 0; j < 16; j++)
|
|
||||||
{
|
|
||||||
if (j < pEpisode->nLevels)
|
|
||||||
{
|
|
||||||
zLevelNames[i][j] = pEpisode->data[j].at90;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
|
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
//
|
//
|
||||||
// Implements the native looking menu used for the main menu
|
// Implements the native looking menu used for the main menu
|
||||||
|
@ -216,6 +187,38 @@ protected:
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
//----------------------------------------------------------------------------
|
||||||
|
//
|
||||||
|
//
|
||||||
|
//
|
||||||
|
//----------------------------------------------------------------------------
|
||||||
|
|
||||||
|
class BloodImageScreen : public ImageScreen
|
||||||
|
{
|
||||||
|
CGameMenuItemQAV anim;
|
||||||
|
public:
|
||||||
|
BloodImageScreen(FImageScrollerDescriptor::ScrollerItem* desc)
|
||||||
|
: ImageScreen(desc), anim(169, 100, mDesc->text.GetChars(), false, true)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void Drawer() override
|
||||||
|
{
|
||||||
|
anim.Draw();
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
class DBloodImageScrollerMenu : public DImageScrollerMenu
|
||||||
|
{
|
||||||
|
ImageScreen* newImageScreen(FImageScrollerDescriptor::ScrollerItem* desc) override
|
||||||
|
{
|
||||||
|
if (desc->type >= 0) return DImageScrollerMenu::newImageScreen(desc);
|
||||||
|
return new BloodImageScreen(desc);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
//
|
//
|
||||||
// Menu related game interface functions
|
// Menu related game interface functions
|
||||||
|
@ -246,129 +249,29 @@ void GameInterface::DrawNativeMenuText(int fontnum, int state, double xpos, doub
|
||||||
|
|
||||||
void GameInterface::MenuOpened()
|
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));
|
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()
|
void GameInterface::MenuClosed()
|
||||||
{
|
{
|
||||||
itemBloodQAV.reset();
|
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()
|
bool GameInterface::CanSave()
|
||||||
{
|
{
|
||||||
#if 0
|
return (gGameStarted && gPlayer[myconnectindex].pXSprite->health != 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)
|
void GameInterface::StartGame(FGameStartup& gs)
|
||||||
{
|
{
|
||||||
#if 0
|
gGameOptions.nDifficulty = gs.Skill;
|
||||||
int32_t skillsound = PISTOL_BODYHIT;
|
gGameOptions.nEpisode = gs.Episode;
|
||||||
|
gSkill = gs.Skill;
|
||||||
switch (gs.Skill)
|
gGameOptions.nLevel = gs.Level;
|
||||||
{
|
if (gDemo.at1)
|
||||||
case 0:
|
gDemo.StopPlayback();
|
||||||
skillsound = 427;
|
gStartNewGame = true;
|
||||||
break;
|
gCheatMgr.sub_5BCF4();
|
||||||
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()
|
FSavegameInfo GameInterface::GetSaveSig()
|
||||||
|
@ -385,16 +288,6 @@ void GameInterface::DrawMenuCaption(const DVector2& origin, const char* text)
|
||||||
viewDrawText(1, text, 160, 20 - height / 2, -128, 0, 1, false);
|
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
|
END_BLD_NS
|
||||||
|
|
||||||
|
@ -406,8 +299,10 @@ END_BLD_NS
|
||||||
|
|
||||||
|
|
||||||
static TMenuClassDescriptor<Blood::BloodListMenu> _lm("Blood.ListMenu");
|
static TMenuClassDescriptor<Blood::BloodListMenu> _lm("Blood.ListMenu");
|
||||||
|
static TMenuClassDescriptor<Blood::DBloodImageScrollerMenu> _im("Blood.ImageScrollerMenu");
|
||||||
|
|
||||||
void RegisterBloodMenus()
|
void RegisterBloodMenus()
|
||||||
{
|
{
|
||||||
menuClasses.Push(&_lm);
|
menuClasses.Push(&_lm);
|
||||||
|
menuClasses.Push(&_im);
|
||||||
}
|
}
|
||||||
|
|
|
@ -221,8 +221,6 @@ void levelLoadMapInfo(IniFile *pIni, LEVELINFO *pLevelInfo, const char *pzSectio
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
extern void MenuSetupEpisodeInfo(void);
|
|
||||||
|
|
||||||
void levelLoadDefaults(void)
|
void levelLoadDefaults(void)
|
||||||
{
|
{
|
||||||
char buffer[64];
|
char buffer[64];
|
||||||
|
@ -272,7 +270,6 @@ void levelLoadDefaults(void)
|
||||||
pEpisodeInfo->nLevels = j;
|
pEpisodeInfo->nLevels = j;
|
||||||
}
|
}
|
||||||
gEpisodeCount = i;
|
gEpisodeCount = i;
|
||||||
MenuSetupEpisodeInfo();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void levelAddUserMap(const char *pzMap)
|
void levelAddUserMap(const char *pzMap)
|
||||||
|
@ -302,7 +299,6 @@ void levelAddUserMap(const char *pzMap)
|
||||||
gGameOptions.nLevel = nLevel;
|
gGameOptions.nLevel = nLevel;
|
||||||
gGameOptions.uMapCRC = dbReadMapCRC(pLevelInfo->at0);
|
gGameOptions.uMapCRC = dbReadMapCRC(pLevelInfo->at0);
|
||||||
strcpy(gGameOptions.zLevelName, pLevelInfo->at0);
|
strcpy(gGameOptions.zLevelName, pLevelInfo->at0);
|
||||||
MenuSetupEpisodeInfo();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void levelGetNextLevels(int nEpisode, int nLevel, int *pnEndingA, int *pnEndingB)
|
void levelGetNextLevels(int nEpisode, int nLevel, int *pnEndingA, int *pnEndingB)
|
||||||
|
|
|
@ -69,10 +69,11 @@ void ImageScreen::Drawer()
|
||||||
rotatesprite_fs(int(origin.X * 65536) + (160 << 16), int(origin.Y * 65536) + (100 << 16), 65536L, 0, tileindex, 0, 0, 10 + 64);
|
rotatesprite_fs(int(origin.X * 65536) + (160 << 16), int(origin.Y * 65536) + (100 << 16), 65536L, 0, tileindex, 0, 0, 10 + 64);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else if (mDesc->type > 0)
|
||||||
{
|
{
|
||||||
gi->DrawCenteredTextScreen(origin, mDesc->text, mDesc->type);
|
gi->DrawCenteredTextScreen(origin, mDesc->text, mDesc->type);
|
||||||
}
|
}
|
||||||
|
// QAVs are handled in the Blood frontend. Maybe they should be moved out? Stuff for later, but this is a feature where it is feasible.
|
||||||
}
|
}
|
||||||
|
|
||||||
ImageScreen* DImageScrollerMenu::newImageScreen(FImageScrollerDescriptor::ScrollerItem* desc)
|
ImageScreen* DImageScrollerMenu::newImageScreen(FImageScrollerDescriptor::ScrollerItem* desc)
|
||||||
|
|
|
@ -678,6 +678,7 @@ class DImageScrollerMenu : public DMenu
|
||||||
int index = 0;
|
int index = 0;
|
||||||
MenuTransition pageTransition = {};
|
MenuTransition pageTransition = {};
|
||||||
|
|
||||||
|
protected:
|
||||||
virtual ImageScreen* newImageScreen(FImageScrollerDescriptor::ScrollerItem* desc);
|
virtual ImageScreen* newImageScreen(FImageScrollerDescriptor::ScrollerItem* desc);
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
|
@ -420,12 +420,12 @@ ImageScroller "HelpMenu"
|
||||||
ifgame(blood)
|
ifgame(blood)
|
||||||
{
|
{
|
||||||
// The duplication here is to integrate the alternating versions of HELP3
|
// The duplication here is to integrate the alternating versions of HELP3
|
||||||
QAVAnimationItem "Help4"
|
QAVAnimationItem "Help4.qav"
|
||||||
QAVAnimationItem "Help5"
|
QAVAnimationItem "Help5.qav"
|
||||||
QAVAnimationItem "Help3"
|
QAVAnimationItem "Help3.qav"
|
||||||
QAVAnimationItem "Help4"
|
QAVAnimationItem "Help4.qav"
|
||||||
QAVAnimationItem "Help5"
|
QAVAnimationItem "Help5.qav"
|
||||||
QAVAnimationItem "Help3b"
|
QAVAnimationItem "Help3b.qav"
|
||||||
}
|
}
|
||||||
ifgame(ShadowWarrior)
|
ifgame(ShadowWarrior)
|
||||||
{
|
{
|
||||||
|
@ -530,7 +530,7 @@ ImageScroller "CreditsMenu"
|
||||||
}
|
}
|
||||||
ifgame(blood)
|
ifgame(blood)
|
||||||
{
|
{
|
||||||
QAVAnimationItem "Credits"
|
QAVAnimationItem "Credits.qav"
|
||||||
}
|
}
|
||||||
ifgame(ShadowWarrior)
|
ifgame(ShadowWarrior)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in a new issue