#ifndef __M_MENU_MENU_H__ #define __M_MENU_MENU_H__ #include "v_font.h" #include "c_cvars.h" #include "version.h" #include "textures.h" #include "zstring.h" #include "baselayer.h" #include "v_draw.h" #include "menustate.h" EXTERN_CVAR(Float, snd_menuvolume) EXTERN_CVAR(Int, m_use_mouse); enum EMax { MAXSKILLS = 7, MAXVOLUMES = 7, MAXMENUGAMEPLAYENTRIES = 7, }; // These get filled in by the map definition parsers of the front ends. extern FString gSkillNames[MAXSKILLS]; extern FString gVolumeNames[MAXVOLUMES]; extern FString gVolumeSubtitles[MAXVOLUMES]; extern int32_t gVolumeFlags[MAXVOLUMES]; extern int gDefaultVolume, gDefaultSkill; const int MENU_TICRATE = 30; extern bool help_disabled, credits_disabled; extern int g_currentMenu; enum MenuTransitionType { // Note: This enum is for logical categories, not visual types. MA_None, MA_Return, MA_Advance, }; class DMenu; struct MenuTransition { DMenu* previous; DMenu* current; int32_t start; int32_t length; int32_t dir; bool StartTransition(DMenu* from, DMenu* to, MenuTransitionType animtype); bool Draw(); }; enum { EF_HIDEFROMSP = 1 << 0, }; enum MenuGameplayEntryFlags { MGE_Locked = 1u << 0u, MGE_Hidden = 1u << 1u, MGE_UserContent = 1u << 2u, }; typedef struct MenuGameplayEntry { char name[64]; uint8_t flags; bool isValid() const { return name[0] != '\0'; } } MenuGameplayEntry; typedef struct MenuGameplayStemEntry { MenuGameplayEntry entry; MenuGameplayEntry subentries[MAXMENUGAMEPLAYENTRIES]; } MenuGameplayStemEntry; extern MenuGameplayStemEntry g_MenuGameplayEntries[MAXMENUGAMEPLAYENTRIES]; enum EMenuSounds : int { ActivateSound, CursorSound, AdvanceSound, BackSound, CloseSound, PageSound, ChangeSound }; EXTERN_CVAR(Bool, menu_sounds) struct event_t; class FGameTexture; class FFont; enum EColorRange : int; class FPlayerClass; class FKeyBindings; enum EMenuKey { MKEY_Up, MKEY_Down, MKEY_Left, MKEY_Right, MKEY_PageUp, MKEY_PageDown, //----------------- Keys past here do not repeat. MKEY_Enter, MKEY_Back, // Back to previous menu MKEY_Clear, // Clear keybinding/flip player sprite preview NUM_MKEYS, // These are not buttons but events sent from other menus MKEY_Input, // Sent when input is confirmed MKEY_Abort, // Input aborted MKEY_MBYes, MKEY_MBNo, }; enum ENativeFontValues { NIT_BigFont, NIT_SmallFont, NIT_TinyFont, NIT_ActiveColor = -1, NIT_InactiveColor = -2, NIT_SelectedColor = -3, NIT_ActiveState = 1, NIT_InactiveState = 2, NIT_SelectedState = 3 // positive values for color are direct palswap indices. }; extern FNewGameStartup NewGameStartupInfo; extern EMenuState menuactive; //============================================================================= // // menu descriptor. This is created from the menu definition lump // Items must be inserted in the order they are cycled through with the cursor // //============================================================================= enum EMenuDescriptorType { MDESC_ListMenu, MDESC_OptionsMenu, MDESC_ImageScroller, }; struct FMenuDescriptor { FName mMenuName; FString mNetgameMessage; int mType; FName mClass; virtual ~FMenuDescriptor() {} }; class FListMenuItem; class FOptionMenuItem; enum ListMenuFlags { LMF_Centered = 1, LMF_DontSpace = 2, LMF_Animate = 4, }; struct FListMenuDescriptor : public FMenuDescriptor { TDeletingArray mItems; FString mCaption; int mSelectedItem; int mSelectOfsX; int mSelectOfsY; FGameTexture *mSelector; int mDisplayTop; int mXpos, mYpos, mYbotton; int mWLeft, mWRight; int mLinespacing; // needs to be stored for dynamically created menus int mAutoselect; // this can only be set by internal menu creation functions int mScriptId; int mSecondaryId; int mNativeFontNum, mNativePalNum; float mNativeFontScale; FFont *mFont; EColorRange mFontColor; EColorRange mFontColor2; FMenuDescriptor *mRedirect; // used to redirect overlong skill and episode menus to option menu based alternatives int mFlags; int mSpacing; FListMenuDescriptor() { Reset(); } void Reset(); }; struct FOptionMenuSettings { EColorRange mTitleColor; EColorRange mFontColor; EColorRange mFontColorValue; EColorRange mFontColorMore; EColorRange mFontColorHeader; EColorRange mFontColorHighlight; EColorRange mFontColorSelection; int mLinespacing; }; struct FOptionMenuDescriptor : public FMenuDescriptor { TDeletingArray mItems; FString mTitle; int mSelectedItem; int mDrawTop; int mScrollTop; int mScrollPos; int mIndent; int mPosition; bool mDontDim; void CalcIndent(); FOptionMenuItem *GetItem(FName name); void Reset() { // Reset the default settings (ignore all other values in the struct) mPosition = 0; mScrollTop = 0; mIndent = 0; mDontDim = 0; } }; struct FImageScrollerDescriptor : public FMenuDescriptor { struct ScrollerItem { int type; // 0: fullscreen image; 1: centered text int scriptID; FString text; }; int mFlags = 0; TArray mItems; }; typedef TMap MenuDescriptorList; extern FOptionMenuSettings OptionSettings; extern MenuDescriptorList MenuDescriptors; #define CURSORSPACE (14 * CleanXfac_1) //============================================================================= // // // //============================================================================= struct FMenuRect { int x, y; int width, height; void set(int _x, int _y, int _w, int _h) { x = _x; y = _y; width = _w; height = _h; } bool inside(int _x, int _y) { return _x >= x && _x < x+width && _y >= y && _y < y+height; } }; class DMenu { protected: bool mMouseCapture; bool mBackbuttonSelected; public: enum { MOUSE_Click, MOUSE_Move, MOUSE_Release }; enum { BACKBUTTON_TIME = 4*MENU_TICRATE }; static int MenuTime; static bool InMenu; DMenu *mParentMenu; DVector2 origin = { 0,0 }; int scriptID = INT_MAX; bool canAnimate = false; DMenu(DMenu *parent = NULL); virtual ~DMenu() = default; virtual bool Responder (event_t *ev); virtual bool MenuEvent (int mkey, bool fromcontroller); virtual void Ticker (); virtual void PreDraw() {} virtual void PostDraw() {} virtual void Drawer (); virtual bool DimAllowed (); virtual bool TranslateKeyboardEvents(); virtual void Close(); virtual bool MouseEvent(int type, int x, int y); virtual void Destroy() {} bool MouseEventBack(int type, int x, int y); void SetCapture(); void ReleaseCapture(); void SetOrigin(); bool HasCapture() { return mMouseCapture; } }; //============================================================================= // // base class for menu items // //============================================================================= class DListMenu; class FListMenuItem { protected: int mXpos, mYpos; int mHeight; FName mAction; public: bool mEnabled, mHidden; FListMenuItem(int xpos = 0, int ypos = 0, FName action = NAME_None) { mXpos = xpos; mYpos = ypos; mAction = action; mEnabled = true; mHidden = false; } virtual ~FListMenuItem(); virtual bool CheckCoordinate(int x, int y); virtual void Ticker(); virtual void Drawer(DListMenu *menu, const DVector2& origin, bool selected); virtual bool Selectable(); virtual bool Activate(FName caller); virtual FName GetAction(int *pparam); virtual bool SetString(int i, const char *s); virtual bool GetString(int i, char *s, int len); virtual bool SetValue(int i, int value); virtual bool GetValue(int i, int *pvalue); virtual void Enable(bool on); virtual bool MenuEvent (int mkey, bool fromcontroller); virtual bool MouseEvent(int type, int x, int y); virtual bool CheckHotkey(int c); virtual int GetWidth(); virtual void DrawSelector(int xofs, int yofs, FGameTexture *tex); void OffsetPositionY(int ydelta) { mYpos += ydelta; } int GetY() { return mYpos; } int GetX() { return mXpos; } void SetX(int x) { mXpos = x; } void SetY(int x) { mYpos = x; } void SetHeight(int x) { mHeight = x; } void SetAction(FName action) { mAction = action; } }; class FListMenuItemStaticPatch : public FListMenuItem { protected: FGameTexture *mTexture; bool mCentered; public: FListMenuItemStaticPatch(int x, int y, FGameTexture *patch, bool centered); void Drawer(DListMenu* menu, const DVector2& origin, bool selected); }; class FListMenuItemStaticText : public FListMenuItem { protected: const char *mText; FFont *mFont; EColorRange mColor; bool mCentered; public: FListMenuItemStaticText(int x, int y, const char *text, FFont *font, EColorRange color, bool centered); ~FListMenuItemStaticText(); void Drawer(DListMenu* menu, const DVector2& origin, bool selected) override; }; class FListMenuItemNativeStaticText : public FListMenuItem { protected: FString mText; int mFontnum; int mPalnum; bool mCentered; public: FListMenuItemNativeStaticText(int x, int y, const FString & text, int fontnum, int palnum, bool centered); void Drawer(DListMenu* menu, const DVector2& origin, bool selected) override; }; //============================================================================= // // selectable items // //============================================================================= class FListMenuItemSelectable : public FListMenuItem { protected: int mHotkey; int mParam; public: FListMenuItemSelectable(int x, int y, int height, FName childmenu, int mParam = -1); bool CheckCoordinate(int x, int y) override; bool Selectable() override; bool CheckHotkey(int c) override; bool Activate(FName caller) override; bool MouseEvent(int type, int x, int y) override; FName GetAction(int *pparam) override; }; class FListMenuItemText : public FListMenuItemSelectable { FString mText; FFont *mFont; EColorRange mColor; EColorRange mColorSelected; public: FListMenuItemText(int x, int y, int height, int hotkey, const FString &text, FFont *font, EColorRange color, EColorRange color2, FName child, int param = 0); ~FListMenuItemText(); void Drawer(DListMenu* menu, const DVector2& origin, bool selected) override; int GetWidth() override; }; class FListMenuItemNativeText : public FListMenuItemSelectable { // This draws the item with the game frontend's native text drawer and uses a front end defined font, it takes only symbolic constants as parameters. FString mText; int mFontnum; int mPalnum; float mFontscale; public: FListMenuItemNativeText(int x, int y, int height, int hotkey, const FString& text, int fontnum, int palnum, float fontscale, FName child, int param = 0); ~FListMenuItemNativeText(); void Drawer(DListMenu* menu, const DVector2& origin, bool selected) override; int GetWidth() override; void DrawSelector(int xofs, int yofs, FGameTexture* tex) override { } // The text drawer handles this itself. }; class FListMenuItemPatch : public FListMenuItemSelectable { FGameTexture* mTexture; public: FListMenuItemPatch(int x, int y, int height, int hotkey, FGameTexture* patch, FName child, int param = 0); void Drawer(DListMenu* menu, const DVector2& origin, bool selected) override; int GetWidth() override; }; //============================================================================= // // list menu class runs a menu described by a FListMenuDescriptor // //============================================================================= class DListMenu : public DMenu { typedef DMenu Super; protected: FListMenuDescriptor *mDesc = nullptr; FListMenuItem *mFocusControl = nullptr; public: DListMenu(DMenu *parent = NULL, FListMenuDescriptor *desc = NULL); virtual void Init(DMenu *parent = NULL, FListMenuDescriptor *desc = NULL); FListMenuItem *GetItem(FName name); bool Responder (event_t *ev) override; bool MenuEvent (int mkey, bool fromcontroller) override; bool MouseEvent(int type, int x, int y) override; void Ticker () override; void Drawer () override; void PreDraw() override; virtual void SelectionChanged() {} void SetFocus(FListMenuItem *fc) { mFocusControl = fc; } bool CheckFocus(FListMenuItem *fc) { return mFocusControl == fc; } void ReleaseFocus() { mFocusControl = NULL; } const FListMenuDescriptor* Descriptor() const { return mDesc; } }; //============================================================================= // // base class for menu items // //============================================================================= class FOptionMenuItem : public FListMenuItem { protected: FString mLabel; bool mCentered = false; void drawText(int x, int y, int color, const char * text, bool grayed = false); int drawLabel(int indent, int y, EColorRange color, bool grayed = false); void drawValue(int indent, int y, int color, const char *text, bool grayed = false); int CursorSpace(); public: FOptionMenuItem(const char *text, FName action = NAME_None, bool center = false) : FListMenuItem(0, 0, action) { mLabel = text; mCentered = center; } ~FOptionMenuItem(); virtual int Draw(FOptionMenuDescriptor *desc, int y, int indent, bool selected); virtual bool Selectable(); virtual int GetIndent(); virtual bool MouseEvent(int type, int x, int y); }; //============================================================================= // // // //============================================================================= struct FOptionValues { struct Pair { double Value; FString TextValue; FString Text; }; TArray mValues; }; typedef TMap< FName, FOptionValues* > FOptionMap; extern FOptionMap OptionValues; //============================================================================= // // Option menu class runs a menu described by a FOptionMenuDescriptor // //============================================================================= class DOptionMenu : public DMenu { using Super = DMenu; bool CanScrollUp; bool CanScrollDown; int VisBottom; FOptionMenuItem *mFocusControl; protected: FOptionMenuDescriptor *mDesc; int GetPosition(); public: FOptionMenuItem *GetItem(FName name); DOptionMenu(DMenu *parent = NULL, FOptionMenuDescriptor *desc = NULL); virtual void Init(DMenu *parent = NULL, FOptionMenuDescriptor *desc = NULL); int FirstSelectable(); bool Responder (event_t *ev); bool MenuEvent (int mkey, bool fromcontroller); bool MouseEvent(int type, int x, int y); void Ticker (); void Drawer (); virtual int GetIndent(); const FOptionMenuDescriptor *GetDescriptor() const { return mDesc; } void SetFocus(FOptionMenuItem *fc) { mFocusControl = fc; } bool CheckFocus(FOptionMenuItem *fc) { return mFocusControl == fc; } void ReleaseFocus() { mFocusControl = NULL; } }; FFont *OptionFont(); int OptionHeight(); int OptionWidth(const char * s); void DrawOptionText(int x, int y, int color, const char *text, bool grayed = false); //============================================================================= // // ImageScroller // //============================================================================= class ImageScreen; class DImageScrollerMenu : public DMenu { DMenu* mCurrent = nullptr; FImageScrollerDescriptor* mDesc = nullptr; int index = 0; MenuTransition pageTransition = {}; protected: virtual ImageScreen* newImageScreen(FImageScrollerDescriptor::ScrollerItem* desc); public: void Init(DMenu* parent = nullptr, FImageScrollerDescriptor* desc = nullptr); bool MenuEvent(int mkey, bool fromcontroller); bool MouseEvent(int type, int x, int y); void Ticker(); void Drawer(); }; //============================================================================= // // Input some text // //============================================================================= class DTextEnterMenu : public DMenu { using Super = DMenu; FString mEnterString; int mEnterSize; bool mInputGridOkay; int InputGridX; int InputGridY; int CursorSize; bool AllowColors; FFont *displayFont; void AppendChar(int ch); public: // [TP] Added allowcolors DTextEnterMenu(DMenu *parent, FFont *dpf, FString textbuffer, int maxlen, bool showgrid, bool allowcolors = false); void Drawer (); bool MenuEvent (int mkey, bool fromcontroller); bool Responder(event_t *ev); bool TranslateKeyboardEvents(); bool MouseEvent(int type, int x, int y); const char* GetText() { return mEnterString.GetChars(); } }; //============================================================================= // // Show a fullscreen image / centered text screen for an image scroller // //============================================================================= class ImageScreen : public DMenu { protected: const FImageScrollerDescriptor::ScrollerItem* mDesc; public: ImageScreen(const FImageScrollerDescriptor::ScrollerItem* it) { mDesc = it; } void Drawer() override; }; struct event_t; void M_EnableMenu (bool on) ; bool M_Responder (event_t *ev); void M_Ticker (void); void M_Drawer (void); void M_PreviousMenu(); void M_Init (void); void M_CreateMenus(); void M_ActivateMenu(DMenu *menu); void M_ClearMenus (bool final = false); void M_ParseMenuDefs(); void M_StartupSkillMenu(FNewGameStartup *gs); int M_GetDefaultSkill(); void M_StartControlPanel (bool makeSound); bool M_SetMenu(FName menu, int param = -1, FName callingMenu = NAME_None); void M_NotifyNewSave (const char *file, const char *title, bool okForQuicksave); void M_StartMessage(const char *message, int messagemode, int scriptId, FName action = NAME_None); void M_UnhideCustomMenu(int menu, int itemmask); void M_MenuSound(EMenuSounds snd); void M_Autosave(); bool M_Active(); void M_DeinitMenus(); void M_UnpauseSound(); void I_SetMouseCapture(); void I_ReleaseMouseCapture(); struct MenuClassDescriptor; extern TArray menuClasses; using hFunc = std::function; DMenu* CreateMessageBoxMenu(DMenu* parent, const char* message, int messagemode, int scriptID, bool playsound, FName action = NAME_None, hFunc handler = nullptr); struct MenuClassDescriptor { FName mName; MenuClassDescriptor(const char* name) : mName(name) { //menuClasses.Push(this); } virtual DMenu* CreateNew() = 0; }; template struct TMenuClassDescriptor : public MenuClassDescriptor { TMenuClassDescriptor(const char* name) : MenuClassDescriptor(name) {} DMenu* CreateNew() { return new Menu; } }; struct FSavegameManager { private: TArray SaveGames; FSaveGameNode NewSaveNode; int LastSaved = -1; int LastAccessed = -1; TArray SavePicData; FGameTexture *SavePic = nullptr; public: int WindowSize = 0; FString SaveCommentString; FSaveGameNode *quickSaveSlot = nullptr; ~FSavegameManager(); private: int InsertSaveNode(FSaveGameNode *node); public: void NotifyNewSave(const FString &file, const FString &title, bool okForQuicksave, bool forceQuicksave); void ClearSaveGames(); void ReadSaveStrings(); void UnloadSaveData(); int RemoveSaveSlot(int index); void LoadSavegame(int Selected); void DoSave(int Selected, const char *savegamestring); unsigned ExtractSaveData(int index); void ClearSaveStuff(); bool DrawSavePic(int x, int y, int w, int h); void DrawSaveComment(FFont *font, int cr, int x, int y, int scalefactor); void SetFileInfo(int Selected); unsigned SavegameCount(); FSaveGameNode *GetSavegame(int i); void InsertNewSaveNode(); bool RemoveNewSaveNode(); void LoadGame(FSaveGameNode* node); void SaveGame(FSaveGameNode* node, bool ok4q, bool forceq); }; extern FSavegameManager savegameManager; extern DMenu* CurrentMenu; #endif