raze-gles/source/core/menu/menu.h
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

839 lines
19 KiB
C++

#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 "v_draw.h"
#include "menustate.h"
#include "gamestruct.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;
double 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,
ChooseSound
};
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_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<FListMenuItem *> 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<FOptionMenuItem *> 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<ScrollerItem> mItems;
};
typedef TMap<FName, FMenuDescriptor *> 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 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<Pair> 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<MenuClassDescriptor*> menuClasses;
using hFunc = std::function<bool(bool)>;
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<class Menu> struct TMenuClassDescriptor : public MenuClassDescriptor
{
TMenuClassDescriptor(const char* name) : MenuClassDescriptor(name)
{}
DMenu* CreateNew()
{
return new Menu;
}
};
struct FSavegameManager
{
private:
TArray<FSaveGameNode*> SaveGames;
FSaveGameNode NewSaveNode;
int LastSaved = -1;
int LastAccessed = -1;
TArray<char> 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