/* ** menu.cpp ** Menu base class and global interface ** **--------------------------------------------------------------------------- ** Copyright 2010 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "c_dispatch.h" #include "d_gui.h" #include "c_console.h" #include "c_bind.h" #include "c_cvars.h" #include "d_event.h" //#include "i_input.h" #include "gameconfigfile.h" #include "gstrings.h" #include "menu.h" #include "textures.h" #include "c_buttons.h" #include "v_2ddrawer.h" #include "printf.h" #include "v_draw.h" #include "gamecontrol.h" // // Todo: Move these elsewhere // CVAR (Float, mouse_sensitivity, 1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) EXTERN_CVAR (Bool, show_messages) CVAR (Float, snd_menuvolume, 0.6f, CVAR_ARCHIVE) CVAR(Int, m_use_mouse, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR(Int, m_show_backbutton, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) DMenu *DMenu::CurrentMenu; int DMenu::MenuTime; FGameStartup GameStartupInfo; EMenuState menuactive; bool M_DemoNoPlay; FButtonStatus MenuButtons[NUM_MKEYS]; int MenuButtonTickers[NUM_MKEYS]; bool MenuButtonOrigin[NUM_MKEYS]; int BackbuttonTime; float BackbuttonAlpha; static bool MenuEnabled = true; #define KEY_REPEAT_DELAY (MENU_TICRATE*5/12) #define KEY_REPEAT_RATE (3) //============================================================================ // // DMenu base class // //============================================================================ IMPLEMENT_CLASS (DMenu) DMenu::DMenu(DMenu *parent) { mParentMenu = parent; mMouseCapture = false; mBackbuttonSelected = false; } bool DMenu::Responder (event_t *ev) { bool res = false; if (ev->type == EV_GUI_Event) { if (ev->subtype == EV_GUI_LButtonDown) { res = MouseEventBack(MOUSE_Click, ev->data1, ev->data2); // make the menu's mouse handler believe that the current coordinate is outside the valid range if (res) ev->data2 = -1; res |= MouseEvent(MOUSE_Click, ev->data1, ev->data2); if (res) { SetCapture(); } } else if (ev->subtype == EV_GUI_MouseMove) { BackbuttonTime = BACKBUTTON_TIME; if (mMouseCapture || m_use_mouse == 1) { res = MouseEventBack(MOUSE_Move, ev->data1, ev->data2); if (res) ev->data2 = -1; res |= MouseEvent(MOUSE_Move, ev->data1, ev->data2); } } else if (ev->subtype == EV_GUI_LButtonUp) { if (mMouseCapture) { ReleaseCapture(); res = MouseEventBack(MOUSE_Release, ev->data1, ev->data2); if (res) ev->data2 = -1; res |= MouseEvent(MOUSE_Release, ev->data1, ev->data2); } } } return false; } //============================================================================= // // // //============================================================================= bool DMenu::MenuEvent (int mkey, bool fromcontroller) { switch (mkey) { case MKEY_Back: { Close(); //S_Sound (CHAN_VOICE | CHAN_UI, DMenu::CurrentMenu != NULL? "menu/backup" : "menu/clear", snd_menuvolume, ATTN_NONE); return true; } } return false; } //============================================================================= // // // //============================================================================= void DMenu::Close () { assert(DMenu::CurrentMenu == this); DMenu::CurrentMenu = mParentMenu; Destroy(); if (DMenu::CurrentMenu == NULL) { M_ClearMenus (); } } //============================================================================= // // // //============================================================================= bool DMenu::MouseEvent(int type, int x, int y) { return true; } //============================================================================= // // // //============================================================================= bool DMenu::MouseEventBack(int type, int x, int y) { if (m_show_backbutton >= 0) { #if 0 FTexture *tex = TexMan(gameinfo.mBackButton); if (tex != NULL) { if (m_show_backbutton&1) x -= screen->GetWidth() - tex->GetScaledWidth() * CleanXfac; if (m_show_backbutton&2) y -= screen->GetHeight() - tex->GetScaledHeight() * CleanYfac; mBackbuttonSelected = ( x >= 0 && x < tex->GetScaledWidth() * CleanXfac && y >= 0 && y < tex->GetScaledHeight() * CleanYfac); if (mBackbuttonSelected && type == MOUSE_Release) { if (m_use_mouse == 2) mBackbuttonSelected = false; MenuEvent(MKEY_Back, true); } return mBackbuttonSelected; } #endif } return false; } //============================================================================= // // // //============================================================================= void DMenu::SetCapture() { if (!mMouseCapture) { mMouseCapture = true; I_SetMouseCapture(); } } void DMenu::ReleaseCapture() { if (mMouseCapture) { mMouseCapture = false; I_ReleaseMouseCapture(); } } //============================================================================= // // // //============================================================================= void DMenu::Ticker () { } void DMenu::Drawer () { #if 0 if (this == DMenu::CurrentMenu && BackbuttonAlpha > 0 && m_show_backbutton >= 0 && m_use_mouse) { FTexture *tex = TexMan(gameinfo.mBackButton); int w = tex->GetScaledWidth() * CleanXfac; int h = tex->GetScaledHeight() * CleanYfac; int x = (!(m_show_backbutton&1))? 0:screen->GetWidth() - w; int y = (!(m_show_backbutton&2))? 0:screen->GetHeight() - h; if (mBackbuttonSelected && (mMouseCapture || m_use_mouse == 1)) { screen->DrawTexture(tex, x, y, DTA_CleanNoMove, true, DTA_ColorOverlay, MAKEARGB(40, 255,255,255), TAG_DONE); } else { screen->DrawTexture(tex, x, y, DTA_CleanNoMove, true, DTA_Alpha, BackbuttonAlpha, TAG_DONE); } } #endif } bool DMenu::DimAllowed() { return true; } bool DMenu::TranslateKeyboardEvents() { return true; } //============================================================================= // // // //============================================================================= void M_StartControlPanel (bool makeSound) { // intro might call this repeatedly if (DMenu::CurrentMenu != NULL) return; buttonMap.ResetButtonStates (); for (int i = 0; i < NUM_MKEYS; ++i) { MenuButtons[i].ReleaseKey(0); } C_HideConsole (); // [RH] Make sure console goes bye bye. menuactive = MENU_On; // Pause sound effects before we play the menu switch sound. // That way, it won't be paused. //P_CheckTickerPaused (); if (makeSound) { //S_Sound (CHAN_VOICE | CHAN_UI, "menu/activate", snd_menuvolume, ATTN_NONE); } BackbuttonTime = 0; BackbuttonAlpha = 0; } //============================================================================= // // // //============================================================================= void M_ActivateMenu(DMenu *menu) { if (menuactive == MENU_Off) menuactive = MENU_On; if (DMenu::CurrentMenu != NULL) DMenu::CurrentMenu->ReleaseCapture(); DMenu::CurrentMenu = menu; } //============================================================================= // // // //============================================================================= void M_SetMenu(FName menu, int param) { // some menus need some special treatment (needs to be adjusted for the various frontends. #if 0 switch (menu) { case NAME_Episodemenu: // sent from the player class menu GameStartupInfo.Skill = -1; GameStartupInfo.Episode = -1; GameStartupInfo.PlayerClass = param == -1000? NULL : param == -1? "Random" : GetPrintableDisplayName(PlayerClasses[param].Type); break; case NAME_Skillmenu: // sent from the episode menu if ((gameinfo.flags & GI_SHAREWARE) && param > 0) { // Only Doom and Heretic have multi-episode shareware versions. M_StartMessage(GStrings("SWSTRING"), 1); return; } GameStartupInfo.Episode = param; M_StartupSkillMenu(&GameStartupInfo); // needs player class name from class menu (later) break; case NAME_StartgameConfirm: { // sent from the skill menu for a skill that needs to be confirmed GameStartupInfo.Skill = param; const char *msg = AllSkills[param].MustConfirmText; if (*msg==0) msg = GStrings("NIGHTMARE"); M_StartMessage (msg, 0, NAME_StartgameConfirmed); return; } 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... GameStartupInfo.Skill = param; case NAME_StartgameConfirmed: G_DeferedInitNew (&GameStartupInfo); if (gamestate == GS_FULLCONSOLE) { gamestate = GS_HIDECONSOLE; gameaction = ga_newgame; } M_ClearMenus (); return; case NAME_Savegamemenu: if (!usergame || (players[consoleplayer].health <= 0 && !multiplayer) || gamestate != GS_LEVEL) { // cannot save outside the game. M_StartMessage (GStrings("SAVEDEAD"), 1); return; } } #endif // End of special checks FMenuDescriptor **desc = MenuDescriptors.CheckKey(menu); if (desc != NULL) { /* if ((*desc)->mNetgameMessage.IsNotEmpty() && netgame && !demoplayback) { M_StartMessage((*desc)->mNetgameMessage, 1); return; } */ if ((*desc)->mType == MDESC_ListMenu) { FListMenuDescriptor *ld = static_cast(*desc); if (ld->mAutoselect >= 0 && ld->mAutoselect < (int)ld->mItems.Size()) { // recursively activate the autoselected item without ever creating this menu. ld->mItems[ld->mAutoselect]->Activate(); } else { const PClass *cls = ld->mClass == NULL? RUNTIME_CLASS(DListMenu) : ld->mClass; DListMenu *newmenu = (DListMenu *)cls->CreateNew(); newmenu->Init(DMenu::CurrentMenu, ld); M_ActivateMenu(newmenu); } } else if ((*desc)->mType == MDESC_OptionsMenu) { FOptionMenuDescriptor *ld = static_cast(*desc); const PClass *cls = ld->mClass == NULL? RUNTIME_CLASS(DOptionMenu) : ld->mClass; DOptionMenu *newmenu = (DOptionMenu *)cls->CreateNew(); newmenu->Init(DMenu::CurrentMenu, ld); M_ActivateMenu(newmenu); } return; } else { const PClass *menuclass = PClass::FindClass(menu); if (menuclass != NULL) { if (menuclass->IsDescendantOf(RUNTIME_CLASS(DMenu))) { DMenu *newmenu = (DMenu*)menuclass->CreateNew(); newmenu->mParentMenu = DMenu::CurrentMenu; M_ActivateMenu(newmenu); return; } } } Printf("Attempting to open menu of unknown type '%s'\n", menu.GetChars()); } //============================================================================= // // // //============================================================================= bool M_Responder (event_t *ev) { int ch = 0; bool keyup = false; int mkey = NUM_MKEYS; bool fromcontroller = true; /* if (chatmodeon) { return false; } */ if (DMenu::CurrentMenu != NULL && menuactive != MENU_Off) { // There are a few input sources we are interested in: // // EV_KeyDown / EV_KeyUp : joysticks/gamepads/controllers // EV_GUI_KeyDown / EV_GUI_KeyUp : the keyboard // EV_GUI_Char : printable characters, which we want in string input mode // // This code previously listened for EV_GUI_KeyRepeat to handle repeating // in the menus, but that doesn't work with gamepads, so now we combine // the multiple inputs into buttons and handle the repetition manually. if (ev->type == EV_GUI_Event) { fromcontroller = false; if (ev->subtype == EV_GUI_KeyRepeat) { // We do our own key repeat handling but still want to eat the // OS's repeated keys. return true; } else if (ev->subtype == EV_GUI_BackButtonDown || ev->subtype == EV_GUI_BackButtonUp) { mkey = MKEY_Back; keyup = ev->subtype == EV_GUI_BackButtonUp; } else if (ev->subtype != EV_GUI_KeyDown && ev->subtype != EV_GUI_KeyUp) { // do we want mouse input? if (ev->subtype >= EV_GUI_FirstMouseEvent && ev->subtype <= EV_GUI_LastMouseEvent) { if (!m_use_mouse) return true; } // pass everything else on to the current menu return DMenu::CurrentMenu->Responder(ev); } else if (DMenu::CurrentMenu->TranslateKeyboardEvents()) { ch = ev->data1; keyup = ev->subtype == EV_GUI_KeyUp; switch (ch) { case GK_BACK: mkey = MKEY_Back; break; case GK_ESCAPE: mkey = MKEY_Back; break; case GK_RETURN: mkey = MKEY_Enter; break; case GK_UP: mkey = MKEY_Up; break; case GK_DOWN: mkey = MKEY_Down; break; case GK_LEFT: mkey = MKEY_Left; break; case GK_RIGHT: mkey = MKEY_Right; break; case GK_BACKSPACE: mkey = MKEY_Clear; break; case GK_PGUP: mkey = MKEY_PageUp; break; case GK_PGDN: mkey = MKEY_PageDown; break; default: if (!keyup) { return DMenu::CurrentMenu->Responder(ev); } break; } } } else if (menuactive != MENU_WaitKey && (ev->type == EV_KeyDown || ev->type == EV_KeyUp)) { keyup = ev->type == EV_KeyUp; ch = ev->data1; switch (ch) { case KEY_JOY1: case KEY_PAD_A: mkey = MKEY_Enter; break; case KEY_JOY2: case KEY_PAD_B: mkey = MKEY_Back; break; case KEY_JOY3: case KEY_PAD_X: mkey = MKEY_Clear; break; case KEY_JOY5: case KEY_PAD_LSHOULDER: mkey = MKEY_PageUp; break; case KEY_JOY6: case KEY_PAD_RSHOULDER: mkey = MKEY_PageDown; break; case KEY_PAD_DPAD_UP: case KEY_PAD_LTHUMB_UP: case KEY_JOYAXIS1MINUS: case KEY_JOYPOV1_UP: mkey = MKEY_Up; break; case KEY_PAD_DPAD_DOWN: case KEY_PAD_LTHUMB_DOWN: case KEY_JOYAXIS1PLUS: case KEY_JOYPOV1_DOWN: mkey = MKEY_Down; break; case KEY_PAD_DPAD_LEFT: case KEY_PAD_LTHUMB_LEFT: case KEY_JOYAXIS2MINUS: case KEY_JOYPOV1_LEFT: mkey = MKEY_Left; break; case KEY_PAD_DPAD_RIGHT: case KEY_PAD_LTHUMB_RIGHT: case KEY_JOYAXIS2PLUS: case KEY_JOYPOV1_RIGHT: mkey = MKEY_Right; break; } } if (mkey != NUM_MKEYS) { if (keyup) { MenuButtons[mkey].ReleaseKey(ch); return false; } else { MenuButtons[mkey].PressKey(ch); MenuButtonOrigin[mkey] = fromcontroller; if (mkey <= MKEY_PageDown) { MenuButtonTickers[mkey] = KEY_REPEAT_DELAY; } DMenu::CurrentMenu->MenuEvent(mkey, fromcontroller); return true; } } return DMenu::CurrentMenu->Responder(ev) || !keyup; } else if (MenuEnabled) { if (ev->type == EV_KeyDown) { // Pop-up menu? if (ev->data1 == KEY_ESCAPE) { M_StartControlPanel(true); M_SetMenu(NAME_Mainmenu, -1); return true; } return false; } else if (ev->type == EV_GUI_Event && ev->subtype == EV_GUI_LButtonDown && ConsoleState != c_down && m_use_mouse) { M_StartControlPanel(true); M_SetMenu(NAME_Mainmenu, -1); return true; } } return false; } //============================================================================= // // // //============================================================================= void M_Ticker (void) { DMenu::MenuTime++; if (DMenu::CurrentMenu != NULL && menuactive != MENU_Off) { DMenu::CurrentMenu->Ticker(); for (int i = 0; i < NUM_MKEYS; ++i) { if (MenuButtons[i].bDown) { if (MenuButtonTickers[i] > 0 && --MenuButtonTickers[i] <= 0) { MenuButtonTickers[i] = KEY_REPEAT_RATE; DMenu::CurrentMenu->MenuEvent(i, MenuButtonOrigin[i]); } } } if (BackbuttonTime > 0) { if (BackbuttonAlpha < 1.0f) BackbuttonAlpha += 0.1f; BackbuttonTime--; } else { if (BackbuttonAlpha > 0) BackbuttonAlpha -= 0.1f; if (BackbuttonAlpha < 0) BackbuttonAlpha = 0; } } } //============================================================================= // // // //============================================================================= void M_Drawer (void) { PalEntry fade = 0;// x70000000; #if 0 player_t *player = &players[consoleplayer]; AActor *camera = player->camera; if (!screen->Accel2D && camera != NULL && (gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL)) { if (camera->player != NULL) { player = camera->player; } fade = PalEntry (BYTE(player->BlendA*255), BYTE(player->BlendR*255), BYTE(player->BlendG*255), BYTE(player->BlendB*255)); } #endif if (DMenu::CurrentMenu != NULL && menuactive != MENU_Off && fade) { if (DMenu::CurrentMenu->DimAllowed()) twod.AddColorOnlyQuad(0, 0, screen->GetWidth(), screen->GetHeight(), fade); DMenu::CurrentMenu->Drawer(); } } //============================================================================= // // // //============================================================================= void M_ClearMenus () { M_DemoNoPlay = false; if (DMenu::CurrentMenu != NULL) { DMenu::CurrentMenu->Destroy(); DMenu::CurrentMenu = NULL; } menuactive = MENU_Off; } //============================================================================= // // // //============================================================================= void M_Init (void) { M_ParseMenuDefs(); M_CreateMenus(); } //============================================================================= // // // //============================================================================= void M_EnableMenu (bool on) { MenuEnabled = on; } //============================================================================= // // [RH] Most menus can now be accessed directly // through console commands. // //============================================================================= CCMD (openmenu) { if (argv.argc() < 2) { Printf("Usage: openmenu \"menu_name\""); return; } M_StartControlPanel (true); M_SetMenu(argv[1], -1); } CCMD (closemenu) { M_ClearMenus(); } // // Toggle messages on/off // CCMD (togglemessages) { if (show_messages) { Printf (128, "%s\n", GStrings("MSGOFF")); show_messages = false; } else { Printf (128, "%s\n", GStrings("MSGON")); show_messages = true; } } EXTERN_CVAR (Int, screenblocks) CCMD(menuconsole) { M_ClearMenus(); C_ToggleConsole(); } CCMD(reset2defaults) { C_SetDefaultBindings (); C_SetCVarsToDefaults (); } CCMD(reset2saved) { GameConfig->DoGlobalSetup (); GameConfig->DoGameSetup (currentGame); }