mirror of
https://github.com/ZDoom/raze-gles.git
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329 lines
7.8 KiB
C++
329 lines
7.8 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "compat.h"
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#include "common_game.h"
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#include "blood.h"
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#include "config.h"
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#include "gamemenu.h"
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#include "globals.h"
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#include "inifile.h"
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#include "levels.h"
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#include "qav.h"
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#include "resource.h"
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#include "view.h"
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#include "demo.h"
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#include "network.h"
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#include "mmulti.h"
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#include "c_bind.h"
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#include "menu/menu.h"
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bool ShowOptionMenu();
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BEGIN_BLD_NS
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class CGameMenuItemQAV
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{
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public:
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int m_nX, m_nY;
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TArray<uint8_t> raw;
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int at2c;
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int lastTick;
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bool bWideScreen;
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bool bClearBackground;
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CGameMenuItemQAV(int, int, const char*, bool widescreen = false, bool clearbackground = false);
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void Draw(void);
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};
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CGameMenuItemQAV::CGameMenuItemQAV(int a3, int a4, const char* name, bool widescreen, bool clearbackground)
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{
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m_nY = a4;
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m_nX = a3;
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bWideScreen = widescreen;
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bClearBackground = clearbackground;
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if (name)
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{
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// NBlood read this directly from the file system cache, but let's better store the data locally for robustness.
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raw = fileSystem.LoadFile(name, 0);
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if (raw.Size() != 0)
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{
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auto data = (QAV*)raw.Data();
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data->nSprite = -1;
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data->x = m_nX;
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data->y = m_nY;
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data->Preload();
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at2c = data->at10;
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lastTick = (int)totalclock;
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}
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}
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}
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void CGameMenuItemQAV::Draw(void)
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{
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if (bClearBackground)
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videoClearScreen(0);
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if (raw.Size() > 0)
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{
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auto data = (QAV*)raw.Data();
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ClockTicks backFC = gFrameClock;
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gFrameClock = totalclock;
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int nTicks = (int)totalclock - lastTick;
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lastTick = (int)totalclock;
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at2c -= nTicks;
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if (at2c <= 0 || at2c > data->at10)
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{
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at2c = data->at10;
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}
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data->Play(data->at10 - at2c - nTicks, data->at10 - at2c, -1, NULL);
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int wx1, wy1, wx2, wy2;
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wx1 = windowxy1.x;
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wy1 = windowxy1.y;
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wx2 = windowxy2.x;
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wy2 = windowxy2.y;
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windowxy1.x = 0;
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windowxy1.y = 0;
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windowxy2.x = xdim - 1;
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windowxy2.y = ydim - 1;
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if (bWideScreen)
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{
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int xdim43 = scale(ydim, 4, 3);
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int nCount = (xdim + xdim43 - 1) / xdim43;
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int backX = data->x;
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for (int i = 0; i < nCount; i++)
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{
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data->Draw(data->at10 - at2c, 10 + kQavOrientationLeft, 0, 0);
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data->x += 320;
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}
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data->x = backX;
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}
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else
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data->Draw(data->at10 - at2c, 10, 0, 0);
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windowxy1.x = wx1;
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windowxy1.y = wy1;
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windowxy2.x = wx2;
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windowxy2.y = wy2;
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gFrameClock = backFC;
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}
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}
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static std::unique_ptr<CGameMenuItemQAV> itemBloodQAV; // This must be global to ensure that the animation remains consistent across menus.
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void UpdateNetworkMenus(void)
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{
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// For now disable the network menu item as it is not yet functional.
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for (auto name : { NAME_MainMenu, NAME_IngameMenu })
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{
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FMenuDescriptor** desc = MenuDescriptors.CheckKey(name);
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if (desc != NULL && (*desc)->mType == MDESC_ListMenu)
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{
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FListMenuDescriptor* ld = static_cast<FListMenuDescriptor*>(*desc);
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for (auto& li : ld->mItems)
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{
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if (li->GetAction(nullptr) == NAME_MultiMenu)
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{
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li->mEnabled = false;
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}
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}
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}
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}
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}
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//----------------------------------------------------------------------------
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//
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// Implements the native looking menu used for the main menu
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// and the episode/skill selection screens, i.e. the parts
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// that need to look authentic
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//
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//----------------------------------------------------------------------------
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class BloodListMenu : public DListMenu
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{
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using Super = DListMenu;
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protected:
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void PostDraw()
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{
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itemBloodQAV->Draw();
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}
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};
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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class BloodImageScreen : public ImageScreen
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{
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CGameMenuItemQAV anim;
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public:
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BloodImageScreen(FImageScrollerDescriptor::ScrollerItem* desc)
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: ImageScreen(desc), anim(169, 100, mDesc->text.GetChars(), false, true)
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{
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}
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void Drawer() override
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{
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anim.Draw();
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}
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};
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class DBloodImageScrollerMenu : public DImageScrollerMenu
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{
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ImageScreen* newImageScreen(FImageScrollerDescriptor::ScrollerItem* desc) override
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{
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if (desc->type >= 0) return DImageScrollerMenu::newImageScreen(desc);
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return new BloodImageScreen(desc);
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}
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};
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//----------------------------------------------------------------------------
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//
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// Menu related game interface functions
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//
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//----------------------------------------------------------------------------
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void GameInterface::DrawNativeMenuText(int fontnum, int state, double xpos, double ypos, float fontscale, const char* text, int flags)
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{
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if (!text) return;
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int shade = (state != NIT_InactiveState) ? 32 : 48;
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int pal = (state != NIT_InactiveState) ? 5 : 5;
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if (state == NIT_SelectedState) shade = 32 - ((int)totalclock & 63);
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int width, height;
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int gamefont = fontnum == NIT_BigFont ? 1 : fontnum == NIT_SmallFont ? 2 : 3;
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int x = int(xpos);
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int y = int(ypos);
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viewGetFontInfo(gamefont, text, &width, &height);
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if (flags & LMF_Centered)
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{
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x -= width / 2;
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}
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viewDrawText(gamefont, text, x, y, shade, pal, 0, true);
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}
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void GameInterface::MenuOpened()
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{
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itemBloodQAV.reset(new CGameMenuItemQAV(160, 100, "BDRIP.QAV", true));
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}
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void GameInterface::MenuClosed()
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{
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itemBloodQAV.reset();
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}
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bool GameInterface::CanSave()
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{
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return (gGameStarted && gPlayer[myconnectindex].pXSprite->health != 0);
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}
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void GameInterface::StartGame(FGameStartup& gs)
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{
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gGameOptions.nDifficulty = gs.Skill;
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gGameOptions.nEpisode = gs.Episode;
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gSkill = gs.Skill;
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gGameOptions.nLevel = gs.Level;
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if (gDemo.at1)
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gDemo.StopPlayback();
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gStartNewGame = true;
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gCheatMgr.sub_5BCF4();
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}
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FSavegameInfo GameInterface::GetSaveSig()
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{
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return { SAVESIG_BLD, MINSAVEVER_BLD, SAVEVER_BLD };
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}
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void GameInterface::DrawMenuCaption(const DVector2& origin, const char* text)
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{
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int height;
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// font #1, tile #2038.
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viewGetFontInfo(1, NULL, NULL, &height);
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rotatesprite(int(origin.X * 65536) + (320 << 15), 20 << 16, 65536, 0, 2038, -128, 0, 78, 0, 0, xdim - 1, ydim - 1);
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viewDrawText(1, text, 160, 20 - height / 2, -128, 0, 1, false);
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}
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void GameInterface::DrawCenteredTextScreen(const DVector2& origin, const char* text, int position, bool bg)
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{
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if (text)
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{
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int width, height = 0;
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viewGetFontInfo(0, "T", &width, &height);
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auto lines = FString(text).Split("\n");
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int y = 100 - (height * lines.Size() / 2);
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for (auto& l : lines)
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{
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int lheight = 0;
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viewGetFontInfo(0, l, &width, &lheight);
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int x = 160 - width / 2;
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viewDrawText(0, l, x, y, 0, 0, 0, false);
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y += height;
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}
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}
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}
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void GameInterface::QuitToTitle()
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{
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if (gGameOptions.nGameType == 0 || numplayers == 1)
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{
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gQuitGame = true;
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gRestartGame = true;
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}
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else
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gQuitRequest = 2;
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}
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END_BLD_NS
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//----------------------------------------------------------------------------
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//
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// Class registration
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//
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//----------------------------------------------------------------------------
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static TMenuClassDescriptor<Blood::BloodListMenu> _lm("Blood.ListMenu");
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static TMenuClassDescriptor<Blood::DBloodImageScrollerMenu> _im("Blood.ImageScrollerMenu");
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void RegisterBloodMenus()
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{
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menuClasses.Push(&_lm);
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menuClasses.Push(&_im);
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}
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