mirror of
https://github.com/ZDoom/raze-gles.git
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170 lines
5.2 KiB
C++
170 lines
5.2 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 "baselayer.h"
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#include "gamecontrol.h"
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#include "build.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->type == 0)
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{
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auto tileindexp = NameToTileIndex.CheckKey(FName(mDesc->text, true));
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int tileindex;
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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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rotatesprite_fs(int(origin.X * 65536) + (160 << 16), int(origin.Y * 65536) + (100 << 16), 65536L, 0, tileindex, 0, 0, 10 + 64);
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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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}
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bool DImageScrollerMenu::MenuEvent(int mkey, bool fromcontroller)
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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(GameInterface::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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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(GameInterface::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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