mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-29 13:00:43 +00:00
731 lines
20 KiB
C++
731 lines
20 KiB
C++
/*
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** menu.cpp
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** Menu base class and global interface
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**
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**---------------------------------------------------------------------------
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** Copyright 2010 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 "c_dispatch.h"
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#include "d_gui.h"
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#include "c_buttons.h"
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#include "c_console.h"
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#include "c_bind.h"
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#include "d_eventbase.h"
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#include "g_input.h"
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#include "configfile.h"
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#include "gstrings.h"
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#include "menu.h"
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#include "vm.h"
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#include "v_video.h"
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#include "i_system.h"
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#include "types.h"
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#include "texturemanager.h"
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#include "v_draw.h"
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#include "vm.h"
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#include "gamestate.h"
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#include "i_interface.h"
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#include "d_event.h"
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#include "st_start.h"
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#include "i_system.h"
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#include "gameconfigfile.h"
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#include "gamecontrol.h"
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#include "raze_sound.h"
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#include "gamestruct.h"
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#include "razemenu.h"
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#include "mapinfo.h"
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#include "statistics.h"
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#include "i_net.h"
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#include "savegamehelp.h"
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#include "gi.h"
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EXTERN_CVAR(Int, cl_gfxlocalization)
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EXTERN_CVAR(Bool, m_quickexit)
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EXTERN_CVAR(Bool, saveloadconfirmation) // [mxd]
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EXTERN_CVAR(Bool, quicksaverotation)
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EXTERN_CVAR(Bool, show_messages)
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CVAR(Bool, menu_sounds, true, CVAR_ARCHIVE) // added mainly because RR's sounds are so supremely annoying.
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typedef void(*hfunc)();
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DMenu* CreateMessageBoxMenu(DMenu* parent, const char* message, int messagemode, bool playsound, FName action = NAME_None, hfunc handler = nullptr);
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bool OkForLocalization(FTextureID texnum, const char* substitute);
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void D_ToggleHud();
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void I_WaitVBL(int count);
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extern bool hud_toggled;
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bool help_disabled;
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FNewGameStartup NewGameStartupInfo;
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//FNewGameStartup NewGameStartupInfo;
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bool M_SetSpecialMenu(FName& menu, int param)
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{
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// Engine credits need a different approach to work with the option search
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#if 0
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// Transitions between the engine credits pages need to pop off the last slide
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if (!strnicmp(menu.GetChars(), "EngineCredits", 13) && CurrentMenu && !strnicmp(CurrentMenu->GetClass()->TypeName.GetChars(), "EngineCredits", 13))
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{
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auto m = CurrentMenu;
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CurrentMenu = m->mParentMenu;
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m->mParentMenu = nullptr;
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m->Destroy();
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}
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#endif
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switch (menu.GetIndex())
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{
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case NAME_Mainmenu:
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if (gi->CanSave()) menu = NAME_IngameMenu;
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break;
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case NAME_Skillmenu:
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// sent from the episode menu
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NewGameStartupInfo.Episode = param;
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NewGameStartupInfo.Level = 0;
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NewGameStartupInfo.Skill = gDefaultSkill;
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return true;
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case NAME_Startgame:
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case NAME_StartgameNoSkill:
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menu = NAME_Startgame;
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NewGameStartupInfo.Skill = param;
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if (menu == NAME_StartgameNoSkill) NewGameStartupInfo.Episode = param;
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if (gi->StartGame(NewGameStartupInfo))
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{
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M_ClearMenus();
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STAT_StartNewGame(gVolumeNames[NewGameStartupInfo.Episode], NewGameStartupInfo.Skill);
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inputState.ClearAllInput();
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}
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return false;
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case NAME_CustomSubMenu1:
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menu = ENamedName(menu.GetIndex() + param);
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break;
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case NAME_Savegamemenu:
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if (!gi->CanSave())
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{
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// cannot save outside the game.
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M_StartMessage(GStrings("SAVEDEAD"), 1, NAME_None);
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return true;
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}
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break;
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case NAME_Quitmenu:
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// This is no separate class
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C_DoCommand("menu_quit");
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return false;
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case NAME_EndGameMenu:
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// This is no separate class
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C_DoCommand("menu_endgame");
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return false;
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}
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// End of special checks
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return true;
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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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void M_StartControlPanel(bool makeSound, bool)
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{
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static bool created = false;
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// intro might call this repeatedly
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if (CurrentMenu != NULL)
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return;
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if (!created) // Cannot do this earlier.
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{
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created = true;
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M_CreateMenus();
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}
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GSnd->SetSfxPaused(true, PAUSESFX_MENU);
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gi->MenuOpened();
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if (makeSound && menu_sounds) gi->MenuSound(ActivateSound);
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M_DoStartControlPanel(false);
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}
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void System_MenuClosed()
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{
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GSnd->SetSfxPaused(false, PAUSESFX_MENU);
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inputState.ClearAllInput();
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gi->MenuClosed();
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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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void System_MenuDim()
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{
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if (gamestate != GS_MENUSCREEN) // With GS_MENUSCREEN we can assume that the background has been tuned for proper menu display already.
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{
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Dim(twod, 0, 0.5f, 0, 0, screen->GetWidth(), screen->GetHeight());
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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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CCMD(menu_quit)
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{ // F10
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M_StartControlPanel(true);
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FString EndString;
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EndString << GStrings("CONFIRM_QUITMSG") << "\n\n" << GStrings("PRESSYN");
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DMenu* newmenu = CreateMessageBoxMenu(CurrentMenu, EndString, 0, false, NAME_None, []()
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{
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M_ClearMenus();
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gi->ExitFromMenu();
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});
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M_ActivateMenu(newmenu);
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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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CCMD(menu_endgame)
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{ // F7
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if (!gi->CanSave())
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{
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return;
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}
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M_StartControlPanel(true);
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FString tempstring;
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tempstring << GStrings("ENDGAME") << "\n\n" << GStrings("PRESSYN");
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DMenu* newmenu = CreateMessageBoxMenu(CurrentMenu, tempstring, 0, false, NAME_None, []()
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{
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STAT_Cancel();
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M_ClearMenus();
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gi->QuitToTitle();
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});
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M_ActivateMenu(newmenu);
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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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//
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//
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//
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//=============================================================================
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CCMD(quicksave)
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{ // F6
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if (!gi->CanSave()) return;
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if (savegameManager.quickSaveSlot == NULL || savegameManager.quickSaveSlot == (FSaveGameNode*)1)
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{
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M_StartControlPanel(true);
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M_SetMenu(NAME_Savegamemenu);
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return;
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}
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auto slot = savegameManager.quickSaveSlot;
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// [mxd]. Just save the game, no questions asked.
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if (!saveloadconfirmation)
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{
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G_SaveGame(savegameManager.quickSaveSlot->Filename, savegameManager.quickSaveSlot->SaveTitle, true, true);
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return;
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}
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FString tempstring = GStrings("QSPROMPT");
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tempstring.Substitute("%s", slot->SaveTitle.GetChars());
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M_StartControlPanel(true);
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DMenu* newmenu = CreateMessageBoxMenu(CurrentMenu, tempstring, 0, false, NAME_None, []()
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{
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M_ClearMenus();
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G_SaveGame(savegameManager.quickSaveSlot->Filename, savegameManager.quickSaveSlot->SaveTitle, true, true);
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});
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M_ActivateMenu(newmenu);
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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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CCMD(quickload)
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{ // F9
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if (netgame)
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{
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M_StartControlPanel(true);
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M_StartMessage(GStrings("QLOADNET"), 1);
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return;
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}
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if (savegameManager.quickSaveSlot == nullptr || savegameManager.quickSaveSlot == (FSaveGameNode*)1)
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{
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M_StartControlPanel(true);
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// signal that whatever gets loaded should be the new quicksave
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savegameManager.quickSaveSlot = (FSaveGameNode*)1;
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M_SetMenu(NAME_Loadgamemenu);
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return;
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}
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// [mxd]. Just load the game, no questions asked.
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if (!saveloadconfirmation)
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{
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G_LoadGame(savegameManager.quickSaveSlot->Filename);
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return;
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}
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FString tempstring = GStrings("QLPROMPT");
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tempstring.Substitute("%s", savegameManager.quickSaveSlot->SaveTitle.GetChars());
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M_StartControlPanel(true);
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DMenu* newmenu = CreateMessageBoxMenu(CurrentMenu, tempstring, 0, false, NAME_None, []()
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{
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M_ClearMenus();
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G_LoadGame(savegameManager.quickSaveSlot->Filename);
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});
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M_ActivateMenu(newmenu);
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}
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//=============================================================================
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//
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// Creation wrapper
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//
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//=============================================================================
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static DMenuItemBase* CreateCustomListMenuItemText(double x, double y, int height, int hotkey, const char* text, FFont* font, PalEntry color1, PalEntry color2, FName command, int param)
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{
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const char* classname =
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isBlood() ? "ListMenuItemBloodTextItem" :
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(g_gameType & GAMEFLAG_SW) ? "ListMenuItemSWTextItem" :
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(g_gameType & GAMEFLAG_PSEXHUMED) ? "ListMenuItemExhumedTextItem" : "ListMenuItemDukeTextItem";
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auto c = PClass::FindClass(classname);
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auto p = c->CreateNew();
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FString keystr = FString(char(hotkey));
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FString textstr = text;
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VMValue params[] = { p, x, y, height, &keystr, &textstr, font, int(color1.d), int(color2.d), command.GetIndex(), param };
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auto f = dyn_cast<PFunction>(c->FindSymbol("InitDirect", false));
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VMCall(f->Variants[0].Implementation, params, countof(params), nullptr, 0);
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return (DMenuItemBase*)p;
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}
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//=============================================================================
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//
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// Creates the episode menu
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//
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//=============================================================================
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static void BuildEpisodeMenu()
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{
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// Build episode menu
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int addedVolumes = 0;
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DMenuDescriptor** desc = MenuDescriptors.CheckKey(NAME_Episodemenu);
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if (desc != nullptr && (*desc)->IsKindOf(RUNTIME_CLASS(DListMenuDescriptor)))
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{
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DListMenuDescriptor* ld = static_cast<DListMenuDescriptor*>(*desc);
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DMenuItemBase* popped = nullptr;
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if (ld->mItems.Size() && ld->mItems.Last()->IsKindOf(NAME_ListMenuItemBloodDripDrawer))
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{
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ld->mItems.Pop(popped);
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}
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ld->mSelectedItem = gDefaultVolume + ld->mItems.Size(); // account for pre-added items
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int y = ld->mYpos;
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for (int i = 0; i < MAXVOLUMES; i++)
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{
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if (gVolumeNames[i].IsNotEmpty() && !(gVolumeFlags[i] & EF_HIDEFROMSP))
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{
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int isShareware = ((g_gameType & GAMEFLAG_DUKE) && (g_gameType & GAMEFLAG_SHAREWARE) && i > 0);
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auto it = CreateCustomListMenuItemText(ld->mXpos, y, ld->mLinespacing, gVolumeNames[i][0],
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gVolumeNames[i], ld->mFont, CR_UNTRANSLATED, isShareware, NAME_Skillmenu, i); // font colors are not used, so hijack one for the shareware flag.
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y += ld->mLinespacing;
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ld->mItems.Push(it);
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addedVolumes++;
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if (gVolumeSubtitles[i].IsNotEmpty())
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{
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auto it = CreateCustomListMenuItemText(ld->mXpos, y, ld->mLinespacing * 6 / 10, 1,
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gVolumeSubtitles[i], SmallFont, CR_GRAY, false, NAME_None, i);
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y += ld->mLinespacing * 6 / 10;
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ld->mItems.Push(it);
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}
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}
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}
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#if 0 // this needs to be backed by a working selection menu, until that gets done it must be disabled.
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if (!(g_gameType & GAMEFLAG_SHAREWARE))
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{
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//auto it = new FListMenuItemNativeStaticText(ld->mXpos, "", NIT_SmallFont); // empty entry as spacer.
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//ld->mItems.Push(it);
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y += ld->mLinespacing / 3;
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auto it = CreateCustomListMenuItemText(ld->mXpos, y, ld->mLinespacing, 'U', "$MNU_USERMAP", ld->mFont, 0, 0, NAME_UsermapMenu);
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ld->mItems.Push(it);
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addedVolumes++;
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}
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#endif
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if (addedVolumes == 1)
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{
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ld->mAutoselect = ld->mItems.Size()-1;
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}
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if (popped) ld->mItems.Push(popped);
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}
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// Build skill menu
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int addedSkills = 0;
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desc = MenuDescriptors.CheckKey(NAME_Skillmenu);
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if (desc != nullptr && (*desc)->IsKindOf(RUNTIME_CLASS(DListMenuDescriptor)))
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{
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DListMenuDescriptor* ld = static_cast<DListMenuDescriptor*>(*desc);
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DMenuItemBase* popped = nullptr;
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if (ld->mItems.Size() && ld->mItems.Last()->IsKindOf(NAME_ListMenuItemBloodDripDrawer))
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{
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ld->mItems.Pop(popped);
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}
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ld->mSelectedItem = gDefaultSkill + ld->mItems.Size(); // account for pre-added items
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int y = ld->mYpos;
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for (int i = 0; i < MAXSKILLS; i++)
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{
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if (gSkillNames[i].IsNotEmpty())
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{
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auto it = CreateCustomListMenuItemText(ld->mXpos, y, ld->mLinespacing, gSkillNames[i][0], gSkillNames[i], ld->mFont, CR_UNTRANSLATED, 0, NAME_Startgame, i);
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y += ld->mLinespacing;
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ld->mItems.Push(it);
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addedSkills++;
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}
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}
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if (addedSkills == 0)
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{
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// Need to add one item with the default skill so that the menu does not break.
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auto it = CreateCustomListMenuItemText(ld->mXpos, y, ld->mLinespacing, 0, "", ld->mFont, 0, 0, NAME_Startgame, gDefaultSkill);
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ld->mItems.Push(it);
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}
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if (addedSkills == 1)
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{
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ld->mAutoselect = ld->mItems.Size() - 1;
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}
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if (popped) ld->mItems.Push(popped);
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}
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}
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//=============================================================================
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//
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// Reads any XHAIRS lumps for the names of crosshairs and
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// adds them to the display options menu.
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//
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//=============================================================================
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static void InitCrosshairsList()
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{
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int lastlump, lump;
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lastlump = 0;
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FOptionValues **opt = OptionValues.CheckKey(NAME_Crosshairs);
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if (opt == nullptr)
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{
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return; // no crosshair value list present. No need to go on.
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}
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FOptionValues::Pair *pair = &(*opt)->mValues[(*opt)->mValues.Reserve(1)];
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pair->Value = 0;
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pair->Text = "None";
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while ((lump = fileSystem.FindLump("XHAIRS", &lastlump)) != -1)
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{
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FScanner sc(lump);
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while (sc.GetNumber())
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{
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FOptionValues::Pair value;
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value.Value = sc.Number;
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sc.MustGetString();
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value.Text = sc.String;
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if (value.Value != 0)
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{ // Check if it already exists. If not, add it.
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unsigned int i;
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for (i = 1; i < (*opt)->mValues.Size(); ++i)
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{
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if ((*opt)->mValues[i].Value == value.Value)
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{
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break;
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}
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}
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if (i < (*opt)->mValues.Size())
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{
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(*opt)->mValues[i].Text = value.Text;
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}
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else
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{
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(*opt)->mValues.Push(value);
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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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// Defines how graphics substitution is handled.
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// 0: Never replace a text-containing graphic with a font-based text.
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|
// 1: Always replace, regardless of any missing information. Useful for testing the substitution without providing full data.
|
|
// 2: Only replace for non-default texts, i.e. if some language redefines the string's content, use it instead of the graphic. Never replace a localized graphic.
|
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// 3: Only replace if the string is not the default and the graphic comes from the IWAD. Never replace a localized graphic.
|
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// 4: Like 1, but lets localized graphics pass.
|
|
//
|
|
// The default is 3, which only replaces known content with non-default texts.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool CheckSkipGameOptionBlock(FScanner& sc) { return false; } // not applicable
|
|
|
|
#if 0
|
|
CUSTOM_CVAR(Int, cl_gfxlocalization, 3, CVAR_ARCHIVE)
|
|
{
|
|
if (self < 0 || self > 4) self = 0;
|
|
}
|
|
|
|
bool OkForLocalization(FTextureID texnum, const char* substitute)
|
|
{
|
|
if (!texnum.isValid()) return false;
|
|
|
|
// First the unconditional settings, 0='never' and 1='always'.
|
|
if (cl_gfxlocalization == 1 || gameinfo.forcetextinmenus) return false;
|
|
if (cl_gfxlocalization == 0 || gameinfo.forcenogfxsubstitution) return true;
|
|
return TexMan.OkForLocalization(texnum, substitute, cl_gfxlocalization);
|
|
}
|
|
|
|
#endif
|
|
void SetDefaultMenuColors()
|
|
{
|
|
PClass* cls = nullptr;
|
|
//OptionSettings.mTitleColor = CR_RED;// V_FindFontColor(gameinfo.mTitleColor);
|
|
OptionSettings.mFontColor = CR_RED;
|
|
OptionSettings.mFontColorValue = CR_GRAY;
|
|
OptionSettings.mFontColorMore = CR_GRAY;
|
|
OptionSettings.mFontColorHeader = CR_GOLD;
|
|
OptionSettings.mFontColorHighlight = CR_YELLOW;
|
|
OptionSettings.mFontColorSelection = CR_BRICK;
|
|
gameinfo.mSliderColor = "Orange";
|
|
gameinfo.mSliderBackColor = "White";
|
|
|
|
if (isBlood())
|
|
{
|
|
OptionSettings.mFontColorHeader = CR_DARKGRAY;
|
|
OptionSettings.mFontColorHighlight = CR_WHITE;
|
|
OptionSettings.mFontColorSelection = CR_DARKRED;
|
|
gameinfo.mSliderColor = "Red";
|
|
cls = PClass::FindClass("BloodMenuDelegate");
|
|
}
|
|
else if (g_gameType & GAMEFLAG_SW)
|
|
{
|
|
OptionSettings.mFontColorHeader = CR_DARKRED;
|
|
OptionSettings.mFontColorHighlight = CR_WHITE;
|
|
gameinfo.mSliderColor = "Red";
|
|
cls = PClass::FindClass("SWMenuDelegate");
|
|
}
|
|
else if (g_gameType & GAMEFLAG_PSEXHUMED)
|
|
{
|
|
OptionSettings.mFontColorHeader = CR_LIGHTBLUE;
|
|
OptionSettings.mFontColorHighlight = CR_SAPPHIRE;
|
|
OptionSettings.mFontColorSelection = CR_ORANGE;
|
|
OptionSettings.mFontColor = CR_FIRE;
|
|
gameinfo.mSliderColor = "Yellow";
|
|
cls = PClass::FindClass("ExhumedMenuDelegate");
|
|
}
|
|
else
|
|
{
|
|
if (g_gameType & (GAMEFLAG_NAM | GAMEFLAG_NAPALM | GAMEFLAG_WW2GI))
|
|
{
|
|
OptionSettings.mFontColor = CR_DARKGREEN;
|
|
OptionSettings.mFontColorHeader = CR_DARKGRAY;
|
|
OptionSettings.mFontColorHighlight = CR_WHITE;
|
|
OptionSettings.mFontColorSelection = CR_DARKGREEN;
|
|
gameinfo.mSliderColor = "Green";
|
|
}
|
|
else if (g_gameType & GAMEFLAG_RRALL)
|
|
{
|
|
OptionSettings.mFontColor = CR_BROWN;
|
|
OptionSettings.mFontColorHeader = CR_DARKBROWN;
|
|
OptionSettings.mFontColorHighlight = CR_ORANGE;
|
|
OptionSettings.mFontColorSelection = CR_TAN;
|
|
gameinfo.mSliderColor = "Tan";
|
|
}
|
|
cls = PClass::FindClass("DukeMenuDelegate");
|
|
}
|
|
if (!cls) cls = PClass::FindClass("RazeMenuDelegate");
|
|
if (cls) menuDelegate = cls->CreateNew();
|
|
}
|
|
|
|
void BuildGameMenus()
|
|
{
|
|
BuildEpisodeMenu();
|
|
InitCrosshairsList();
|
|
UpdateJoystickMenu(nullptr);
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
//
|
|
// [RH] Most menus can now be accessed directly
|
|
// through console commands.
|
|
//
|
|
//=============================================================================
|
|
|
|
EXTERN_CVAR(Int, screenblocks)
|
|
|
|
CCMD(reset2defaults)
|
|
{
|
|
C_SetDefaultBindings();
|
|
C_SetCVarsToDefaults();
|
|
}
|
|
|
|
CCMD(reset2saved)
|
|
{
|
|
GameConfig->DoGlobalSetup();
|
|
GameConfig->DoGameSetup(currentGame);
|
|
}
|
|
|
|
CCMD(menu_main)
|
|
{
|
|
if (gamestate == GS_FULLCONSOLE) gamestate = GS_MENUSCREEN;
|
|
M_StartControlPanel(true);
|
|
M_SetMenu(NAME_Mainmenu, -1);
|
|
}
|
|
|
|
CCMD(openhelpmenu)
|
|
{
|
|
if (!help_disabled)
|
|
{
|
|
M_StartControlPanel(true);
|
|
M_SetMenu(NAME_HelpMenu);
|
|
}
|
|
}
|
|
|
|
CCMD(opensavemenu)
|
|
{
|
|
if (gi->CanSave())
|
|
{
|
|
M_StartControlPanel(true);
|
|
M_SetMenu(NAME_Savegamemenu);
|
|
}
|
|
}
|
|
|
|
CCMD(openloadmenu)
|
|
{
|
|
M_StartControlPanel(true);
|
|
M_SetMenu(NAME_Loadgamemenu);
|
|
}
|
|
|
|
|
|
// The sound system is not yet capable of resolving this properly.
|
|
DEFINE_ACTION_FUNCTION(_RazeMenuDelegate, PlaySound)
|
|
{
|
|
PARAM_SELF_STRUCT_PROLOGUE(void);
|
|
PARAM_NAME(name);
|
|
EMenuSounds soundindex;
|
|
|
|
switch (name.GetIndex())
|
|
{
|
|
case NAME_menu_cursor:
|
|
soundindex = CursorSound;
|
|
break;
|
|
|
|
case NAME_menu_choose:
|
|
soundindex = ChooseSound;
|
|
break;
|
|
|
|
case NAME_menu_backup:
|
|
soundindex = BackSound;
|
|
break;
|
|
|
|
case NAME_menu_clear:
|
|
case NAME_menu_dismiss:
|
|
soundindex = CloseSound;
|
|
break;
|
|
|
|
case NAME_menu_change:
|
|
soundindex = ChangeSound;
|
|
break;
|
|
|
|
case NAME_menu_advance:
|
|
soundindex = AdvanceSound;
|
|
break;
|
|
|
|
default:
|
|
return 0;
|
|
}
|
|
gi->MenuSound(soundindex);
|
|
return 0;
|
|
}
|
|
|
|
// C_ToggleConsole cannot be exported for security reasons as it can be used to make the engine unresponsive.
|
|
DEFINE_ACTION_FUNCTION(_RazeMenuDelegate, MenuDismissed)
|
|
{
|
|
if (CurrentMenu == nullptr && gamestate == GS_MENUSCREEN) C_ToggleConsole();
|
|
return 0;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(_PlayerMenu, DrawPlayerSprite)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_INT(selected);
|
|
gi->DrawPlayerSprite(DVector2(0.,0.), selected);
|
|
return 0;
|
|
}
|
|
|