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https://github.com/ZDoom/raze-gles.git
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923833ccec
The frame rate cap is only deactivated if there's actual animations running so that leaving the game in the menu won't make the engine run at high frame rates. Fixes #288.
182 lines
5.5 KiB
C++
182 lines
5.5 KiB
C++
/*
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** imagescroller.cpp
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** Scrolls through multiple fullscreen image pages,
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**
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**---------------------------------------------------------------------------
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** Copyright 2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "v_font.h"
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#include "cmdlib.h"
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#include "gstrings.h"
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#include "d_gui.h"
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#include "d_event.h"
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#include "menu.h"
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#include "v_draw.h"
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#include "gamecontrol.h"
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#include "build.h"
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#include "zstring.h"
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//=============================================================================
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//
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// Fullscreen image drawer (move to its own source file!)
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//
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//=============================================================================
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void ImageScreen::Drawer()
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{
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if (mDesc == nullptr)
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{
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// don't let bogus definitions crash this.
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}
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else if (mDesc->type == 0)
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{
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auto tileindexp = NameToTileIndex.CheckKey(FName(mDesc->text, true));
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int tileindex = 0;
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if (tileindexp == nullptr)
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{
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// If this isn't a name, try a literal tile index;
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auto c = mDesc->text.GetChars();
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if (*c == '#') tileindex = (int)strtoll(c + 1, nullptr, 0);
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// Error out if the screen cannot be found, this is always a definition error that needs to be reported.
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else I_Error("Invalid menu screen '%s'", mDesc->text.GetChars());
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}
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else tileindex = *tileindexp;
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if (!gi->DrawSpecialScreen(origin, tileindex)) // allows the front end to do custom handling for a given image.
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{
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DrawTexture(twod, tileGetTexture(tileindex), origin.X, origin.Y, DTA_FullscreenScale, FSMode_Fit320x200, DTA_TopLeft, true, DTA_LegacyRenderStyle, STYLE_Normal, TAG_DONE);
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}
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}
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else if (mDesc->type > 0)
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{
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gi->DrawCenteredTextScreen(origin, mDesc->text, mDesc->type);
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}
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// QAVs are handled in the Blood frontend. Maybe they should be moved out? Stuff for later, but this is a feature where it is feasible.
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}
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ImageScreen* DImageScrollerMenu::newImageScreen(FImageScrollerDescriptor::ScrollerItem* desc)
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{
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return new ImageScreen(desc);
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}
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void DImageScrollerMenu::Init(DMenu* parent, FImageScrollerDescriptor* desc)
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{
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mParentMenu = parent;
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index = 0;
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mDesc = desc;
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canAnimate = !!(mDesc->mFlags & LMF_Animate);
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mCurrent = newImageScreen(&mDesc->mItems[0]);
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mCurrent->canAnimate = canAnimate;
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isAnimated = true;
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}
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bool DImageScrollerMenu::MenuEvent(int mkey, bool fromcontroller)
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{
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if (mDesc->mItems.Size() <= 1)
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{
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if (mkey == MKEY_Enter) mkey = MKEY_Back;
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else if (mkey == MKEY_Right || mkey == MKEY_Left) return true;
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}
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switch (mkey)
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{
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case MKEY_Back:
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// Before going back the currently running transition must be terminated.
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pageTransition.previous = nullptr;
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if (pageTransition.current) pageTransition.current->origin = { 0,0 };
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return DMenu::MenuEvent(mkey, fromcontroller);
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case MKEY_Left:
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if (pageTransition.previous == nullptr)
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{
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if (--index < 0) index = mDesc->mItems.Size() - 1;
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auto next = newImageScreen(&mDesc->mItems[index]);
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next->canAnimate = canAnimate;
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if (!pageTransition.StartTransition(mCurrent, next, MA_Return))
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{
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delete mCurrent;
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}
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mCurrent = next;
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gi->MenuSound(ChooseSound);
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}
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return true;
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case MKEY_Right:
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case MKEY_Enter:
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if (pageTransition.previous == nullptr)
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{
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int oldindex = index;
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if (++index >= (int)mDesc->mItems.Size()) index = 0;
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auto next = newImageScreen(&mDesc->mItems[index]);
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next->canAnimate = canAnimate;
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if (!pageTransition.StartTransition(mCurrent, next, MA_Advance))
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{
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delete mCurrent;
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}
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mCurrent = next;
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gi->MenuSound(ChooseSound);
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}
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return true;
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default:
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return DMenu::MenuEvent(mkey, fromcontroller);
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}
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}
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bool DImageScrollerMenu::MouseEvent(int type, int x, int y)
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{
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// Todo: Implement some form of drag event to switch between pages.
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if (type == MOUSE_Release)
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{
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return MenuEvent(MKEY_Enter, false);
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}
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return DMenu::MouseEvent(type, x, y);
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}
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void DImageScrollerMenu::Ticker()
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{
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}
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void DImageScrollerMenu::Drawer()
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{
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if (pageTransition.previous != nullptr)
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{
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auto res = pageTransition.Draw();
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if (res) return;
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delete pageTransition.previous;
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pageTransition.previous = nullptr;
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}
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mCurrent->origin = origin;
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mCurrent->Drawer();
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mCurrent->origin = {};
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}
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