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