Commit Graph

54 Commits

Author SHA1 Message Date
Christoph Oelckers 52cbb5c9dc - implemented reloading from the last saved game, like in GZDoom.
Fixes #352
2020-09-10 22:45:42 +02:00
Christoph Oelckers d011a16c5b - added a menu option for WT's music switch.
Fixes #370
2020-09-08 22:37:21 +02:00
Christoph Oelckers c1786001b2 - route all game state changes through game actions.
This is to avoid problems with the main loop not calling Ticker and Render in sync.
2020-09-05 15:43:34 +02:00
Christoph Oelckers 32ec9ff369 - consolidated crosshair drawing and added ZDoom's crosshair code.
For Exhumed this is the default, for the other games it is an option.
Fixes #269.
2020-09-05 13:57:26 +02:00
Christoph Oelckers 1eb99f69c2 - transitioned Exhumed to level change events. 2020-09-04 21:59:38 +02:00
Christoph Oelckers e5e8c02f1d - WIP level transition refactored to a game independent event system. 2020-09-04 19:43:35 +02:00
Christoph Oelckers 923833ccec - animated menus without frame rate cap
The frame rate cap is only deactivated if there's actual animations running so that leaving the game in the menu won't make the engine run at high frame rates.
Fixes #288.
2020-08-31 19:56:13 +02:00
Christoph Oelckers 847fa48724 - cleaned out the remaining parts of baselayer.h
In particular this means to remove the option to disable widescreen aspect ratios. The way this was handled makes no sense with the current render backend.

The aspect ratio code will have to be redone entirely to properly obey the backend's settings.
2020-08-28 09:06:49 +02:00
Christoph Oelckers 5df0a7241f - disabled a few menu options for unsupported features in Exhumed.
Fixes #255
2020-08-25 20:40:30 +02:00
Christoph Oelckers 435e13dfa4 cleanup of the timer interface.
* rewrote all uses of timerSetCallback. Most were unnecessary or long obsolete, the sound updates need to run per frame, not per tic and the UI tickers need to be handled in the main loop anyway.
* Use a more precise timer to animate the menu transition.
* uncouple other menu animations from the game timer.
2020-08-25 19:42:11 +02:00
Christoph Oelckers a55da24277 - hooked up the chat display.
Currently not really useful, aside from being usable to enter cheats. For this the cheat must be prefixed with a '#' to be recognized.
2020-08-25 18:51:56 +02:00
Christoph Oelckers c09a5150a9 - added some predefined fullscreen modes
This is to cut down on boilerplate code because these encode the virtual screen size in the mode parameter, making it unnecessary to specify a virtual size separately.
2020-08-24 20:25:53 +02:00
Christoph Oelckers 4469cf7edb - only go from menu to console when closing with Escape. 2020-08-23 21:24:31 +02:00
Christoph Oelckers 7417160abd - when closing the main menu, go directly to the full console.
Fixes #27
2020-08-23 20:48:48 +02:00
Christoph Oelckers 910ca69484 - migrated all of SW's text display to the backend and removed the various redundant printing functions. 2020-08-15 20:29:13 +02:00
Christoph Oelckers ff38cfe179 - open the in-game menu only when really inside a game and actually playing.
Fixes #182
This isn't foolproof but it's probably the best that can be done.
2020-08-14 22:41:32 +02:00
Christoph Oelckers 249c5b5734 - removed some dead code. 2020-08-14 21:12:32 +02:00
Christoph Oelckers 66cb7f61a4 - fixed rendering on narrow screens with an aspect ratio less than 4:3 and removed some parts that are no longer needed. 2020-08-14 21:01:27 +02:00
Christoph Oelckers 2dad86a304 - made some adjustments to DMessageBoxMenu to handle screens that must close the menu before performing their option.
Fixes #173. The "End Game" menu option needs this.
2020-08-12 19:04:19 +02:00
Christoph Oelckers 57edd370a7 - fixed: When quitting the game, first clear the menu.
This is to ensure that the menu stack is empty.
Fixes 170
2020-08-12 01:15:03 +02:00
Christoph Oelckers 6a10a7f266 - changed the rules for dimming the menu to be more clear
It will no longer depend on the game state when the menu was opened but the current game state - only on the dedicated menu screen there's no dimming - everywhere else a dim gets applied.

Also renamed GS_DEMOSCREEN to GS_MENUSCREEN for clarity
2020-08-11 00:46:27 +02:00
Christoph Oelckers b1c8046470 - fixed dimming checks for menu.
Now with proper game state management this can be done better.
2020-08-10 20:43:51 +02:00
Christoph Oelckers d3df4e580c - do not restart one-page image scrollers with Enter
Instead go back one menu level.

Fixed #129
2020-08-10 01:12:53 +02:00
Christoph Oelckers 454e0e36c9 - added a sound for advancing multi-screen menus.
Fixes #100.
2020-08-05 00:32:29 +02:00
Christoph Oelckers e434df5328 - always play menu sounds by calling M_MenuSound to check the menu_sounds CVAR. 2020-08-02 22:16:26 +02:00
Christoph Oelckers 368298d02d - enable the menu and console everywhere, except on the intro logos. 2020-07-22 00:42:50 +02:00
Christoph Oelckers 6227f9f7fd - optimizations for better savegame performance. 2020-07-21 21:32:38 +02:00
Christoph Oelckers 2d78643c4d - initial savegame work. 2020-07-20 18:43:50 +02:00
Christoph Oelckers c767ead84f - properly route gameexitfrommenu through the callbacks. 2020-07-18 21:28:57 +02:00
Christoph Oelckers a9f152c1fe - added JFDuke's label type checker and did some cleanup on the CON init code.
Most importantly: Use dynamic buffers for managing the labels instead of hijacking some other storage space.
2020-07-15 12:34:42 +02:00
Christoph Oelckers 866be28da0 - clear the input state when starting a new map or loading a savegame. 2020-07-15 09:21:47 +02:00
Christoph Oelckers f307b2a954 - removed the old Duke and RR subprojects.
These seriously stand in the way of backend cleanup that is needed to do a release based on the new code.
2020-07-14 13:09:34 +02:00
Christoph Oelckers 6172978f13 - the menu code is clean. 2020-07-02 10:59:22 +02:00
Christoph Oelckers 247c9fb786 - transitioned most parts of the menu to the backend's draw functionality. 2020-07-02 01:17:45 +02:00
Christoph Oelckers e9925eee0f - preparation work.
# Conflicts:
#	source/core/gamecontrol.cpp
2020-06-21 20:59:07 +02:00
Christoph Oelckers 83a760874b - removed some Build related includes from core code. 2020-06-20 18:01:02 +02:00
Christoph Oelckers d4cdb31464 - backend update to make the ZScript compiler work. 2020-06-14 18:58:30 +02:00
Christoph Oelckers f92d775ddb - fixed bad includes. 2020-06-11 09:57:17 +02:00
Christoph Oelckers 29db3febb8 - updated the platform code to be mostly identical with GZDoom 2020-05-26 00:08:26 +02:00
Christoph Oelckers c4017de12f - updated to GZDoom's new texture management system. 2020-05-25 23:59:07 +02:00
Christoph Oelckers 55a3c62b59 - use GZDoom's 2D drawer.
Console and menu font colors are not ok yet, aside from that it works.
2020-05-25 17:11:32 +02:00
Christoph Oelckers 7225dbd6a4 - disabled the 0<->255 color swap because no support code to handle this exists yet. 2020-05-24 23:08:45 +02:00
Christoph Oelckers 6bffdf80a1 - finally managed to merge in the original texture system commit.
Game compiles and runs but transparency doesn't work yet.

# Conflicts:
#	source/CMakeLists.txt
#	source/core/menu/menu.cpp
#	source/core/textures/buildtiles.cpp
2020-05-24 22:53:14 +02:00
Christoph Oelckers e500db97b1 - v_text updated and moved to 'common'.
# Conflicts:
#	source/CMakeLists.txt
2020-05-24 22:32:05 +02:00
Christoph Oelckers 498b19873d - split up textures.h. 2020-05-24 07:58:56 +02:00
Christoph Oelckers da26d1cec4 - more trivial adjustments. 2020-05-24 00:38:10 +02:00
Christoph Oelckers 8bd5f12b42 - matching sound backend code with GZDoom.
# Conflicts:
#	source/core/sound/s_soundinternal.h
2020-05-23 12:59:11 +02:00
Christoph Oelckers 14cdfa3f3c - more file matching.
- moved c_con to Duke subproject because it's the only one using this stuff.
2020-04-12 08:30:41 +02:00
Christoph Oelckers 0ca4bbd0c4 - changed some menu related names to match GZDoom. 2020-04-12 08:30:40 +02:00
Christoph Oelckers 5584c726ba - file system update and adjustment. 2020-04-12 08:30:40 +02:00