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fb985d2503
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1079 lines
26 KiB
C++
1079 lines
26 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_console.h"
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#include "c_bind.h"
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#include "c_cvars.h"
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#include "d_event.h"
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//#include "i_input.h"
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#include "gameconfigfile.h"
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#include "gstrings.h"
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#include "menu.h"
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#include "textures.h"
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#include "c_buttons.h"
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#include "v_2ddrawer.h"
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#include "printf.h"
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#include "v_draw.h"
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#include "gamecontrol.h"
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#include "pragmas.h"
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#include "build.h"
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#include "baselayer.h"
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#include "statistics.h"
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#include "input/m_joy.h"
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#include "sound/s_soundinternal.h"
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void RegisterDukeMenus();
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void RegisterRedneckMenus();
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void RegisterBloodMenus();
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void RegisterSWMenus();
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void RegisterPSMenus();
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void RegisterLoadsaveMenus();
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void RegisterOptionMenus();
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void RegisterJoystickMenus();
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void UpdateJoystickMenu(IJoystickConfig* joy);
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bool help_disabled, credits_disabled;
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int g_currentMenu; // accessible by CON scripts - contains the current menu's script ID if defined or INT_MAX if none given.
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int DrawBackground;
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TArray<DMenu*> toDelete;
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//
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// Todo: Move these elsewhere
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//
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CVAR (Float, mouse_sensitivity, 1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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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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//CVAR (Float, snd_menuvolume, 0.6f, CVAR_ARCHIVE) the current sound engine cannot deal with this.
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CVAR(Int, m_use_mouse, 2, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Int, m_show_backbutton, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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TArray<MenuClassDescriptor*> menuClasses(TArray<MenuClassDescriptor*>::ENoInit(0));
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DMenu *DMenu::CurrentMenu;
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int DMenu::MenuTime;
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FGameStartup GameStartupInfo;
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EMenuState menuactive;
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bool M_DemoNoPlay;
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FButtonStatus MenuButtons[NUM_MKEYS];
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int MenuButtonTickers[NUM_MKEYS];
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bool MenuButtonOrigin[NUM_MKEYS];
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int BackbuttonTime;
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float BackbuttonAlpha;
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static bool MenuEnabled = true;
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#define KEY_REPEAT_DELAY (MENU_TICRATE*5/12)
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#define KEY_REPEAT_RATE (3)
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static MenuTransition transition;
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bool MenuTransition::StartTransition(DMenu *from, DMenu *to, MenuTransitionType animtype)
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{
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if (!from->canAnimate || !to->canAnimate || animtype == MA_None)
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{
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return false;
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}
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else
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{
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start = (int32_t) totalclock;
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length = 30;
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dir = animtype == MA_Advance? 1 : -1;
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previous = from;
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current = to;
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return true;
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}
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}
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bool MenuTransition::Draw()
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{
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if (totalclock < start + length)
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{
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double factor = 120 * xdim / ydim;
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double phase = ((int32_t) totalclock - start) / double(length) * M_PI + M_PI/2;
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previous->origin.X = factor * dir * (sin(phase) - 1.);
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current->origin.X = factor * dir * (sin(phase) + 1.);
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previous->Drawer();
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current->Drawer();
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return true;
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}
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return false;
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}
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//============================================================================
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//
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// DMenu base class
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//
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//============================================================================
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DMenu::DMenu(DMenu *parent)
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{
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mParentMenu = parent;
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mMouseCapture = false;
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mBackbuttonSelected = false;
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}
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bool DMenu::Responder (event_t *ev)
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{
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bool res = false;
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if (ev->type == EV_GUI_Event)
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{
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if (ev->subtype == EV_GUI_LButtonDown)
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{
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res = MouseEventBack(MOUSE_Click, ev->data1, ev->data2);
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// make the menu's mouse handler believe that the current coordinate is outside the valid range
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if (res) ev->data2 = -1;
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res |= MouseEvent(MOUSE_Click, ev->data1, ev->data2);
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if (res)
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{
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SetCapture();
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}
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}
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else if (ev->subtype == EV_GUI_MouseMove)
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{
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BackbuttonTime = BACKBUTTON_TIME;
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if (mMouseCapture || m_use_mouse == 1)
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{
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res = MouseEventBack(MOUSE_Move, ev->data1, ev->data2);
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if (res) ev->data2 = -1;
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res |= MouseEvent(MOUSE_Move, ev->data1, ev->data2);
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}
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}
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else if (ev->subtype == EV_GUI_LButtonUp)
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{
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if (mMouseCapture)
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{
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ReleaseCapture();
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res = MouseEventBack(MOUSE_Release, ev->data1, ev->data2);
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if (res) ev->data2 = -1;
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res |= MouseEvent(MOUSE_Release, ev->data1, ev->data2);
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}
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}
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}
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return false;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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bool DMenu::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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{
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if (scriptID != 0)
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{
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M_MenuSound(DMenu::CurrentMenu->mParentMenu? BackSound : CloseSound);
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Close();
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return true;
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}
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}
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}
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return false;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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void DMenu::Close ()
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{
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assert(DMenu::CurrentMenu == this);
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DMenu::CurrentMenu = mParentMenu;
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if (mParentMenu && transition.StartTransition(this, mParentMenu, MA_Return))
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{
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g_currentMenu = DMenu::CurrentMenu->scriptID;
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}
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else
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{
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Destroy();
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toDelete.Push(this);
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if (DMenu::CurrentMenu == NULL)
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{
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M_ClearMenus();
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}
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else
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{
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g_currentMenu = DMenu::CurrentMenu->scriptID;
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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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bool DMenu::MouseEvent(int type, int x, int y)
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{
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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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bool DMenu::MouseEventBack(int type, int x, int y)
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{
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if (m_show_backbutton >= 0)
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{
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FTexture* tex = TileFiles.GetTexture("engine/graphics/m_back.png");
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if (tex != NULL)
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{
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if (m_show_backbutton&1) x -= screen->GetWidth() - tex->GetWidth() * CleanXfac;
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if (m_show_backbutton&2) y -= screen->GetHeight() - tex->GetHeight() * CleanYfac;
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mBackbuttonSelected = ( x >= 0 && x < tex->GetWidth() * CleanXfac &&
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y >= 0 && y < tex->GetHeight() * CleanYfac);
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if (mBackbuttonSelected && type == MOUSE_Release)
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{
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if (m_use_mouse == 2) mBackbuttonSelected = false;
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MenuEvent(MKEY_Back, true);
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}
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return mBackbuttonSelected;
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}
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}
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return false;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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void DMenu::SetCapture()
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{
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if (!mMouseCapture)
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{
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mMouseCapture = true;
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I_SetMouseCapture();
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}
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}
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void DMenu::ReleaseCapture()
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{
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if (mMouseCapture)
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{
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mMouseCapture = false;
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I_ReleaseMouseCapture();
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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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void DMenu::Ticker ()
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{
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}
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void DMenu::Drawer ()
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{
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if (this == DMenu::CurrentMenu && BackbuttonAlpha > 0 && m_show_backbutton >= 0 && m_use_mouse)
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{
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FTexture* tex = TileFiles.GetTexture("engine/graphics/m_back.png");
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int w = tex->GetWidth() * CleanXfac;
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int h = tex->GetHeight() * CleanYfac;
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int x = (!(m_show_backbutton&1))? 0:screen->GetWidth() - w;
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int y = (!(m_show_backbutton&2))? 0:screen->GetHeight() - h;
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if (mBackbuttonSelected && (mMouseCapture || m_use_mouse == 1))
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{
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DrawTexture(twod, tex, x, y, DTA_CleanNoMove, true, DTA_ColorOverlay, MAKEARGB(40, 255,255,255), TAG_DONE);
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}
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else
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{
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DrawTexture(twod, tex, x, y, DTA_CleanNoMove, true, DTA_Alpha, BackbuttonAlpha, TAG_DONE);
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}
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}
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}
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bool DMenu::DimAllowed()
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{
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return true;
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}
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bool DMenu::TranslateKeyboardEvents()
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{
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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)
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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 (DMenu::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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soundEngine->StopAllChannels();
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gi->MenuOpened();
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if (makeSound) gi->MenuSound(ActivateSound);
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inputState.ClearAllInput();
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for (int i = 0; i < NUM_MKEYS; ++i)
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{
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MenuButtons[i].ReleaseKey(0);
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}
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C_HideConsole (); // [RH] Make sure console goes bye bye.
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mouseGrabInput(false);
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menuactive = MENU_On;
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// Pause sound effects before we play the menu switch sound.
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// That way, it won't be paused.
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//P_CheckTickerPaused ();
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BackbuttonTime = 0;
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BackbuttonAlpha = 0;
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DrawBackground = -1;
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}
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void Menu_Open(int playerid)
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{
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M_StartControlPanel(DMenu::CurrentMenu == nullptr);
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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_ActivateMenu(DMenu *menu)
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{
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g_currentMenu = menu->scriptID;
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if (menuactive == MENU_Off) menuactive = MENU_On;
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if (DMenu::CurrentMenu != NULL)
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{
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DMenu::CurrentMenu->ReleaseCapture();
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transition.StartTransition(DMenu::CurrentMenu, menu, MA_Advance);
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}
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DMenu::CurrentMenu = menu;
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DMenu::MenuTime = -1;
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M_Ticker(); // This needs to be called once here to make sure that the menu actually has ticked before it gets drawn for the first time.
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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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bool M_SetMenu(FName menu, int param, FName caller)
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{
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#if 0
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// skip the menu and go right into the first level.
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// For tracking memory leaks that normally require operating the menu to start the game so that they always get the same allocation number.
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GameStartupInfo.Episode = GameStartupInfo.Skill = 0;
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menu = NAME_StartGame;
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#endif
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if (DrawBackground == -1)
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{
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if (menu == NAME_MainMenu) DrawBackground = 1;
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else DrawBackground = 0;
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}
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// some menus need some special treatment (needs to be adjusted for the various frontends.
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switch (caller)
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{
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case NAME_EpisodeMenu:
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// sent from the episode menu
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GameStartupInfo.Episode = param;
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GameStartupInfo.Level = 0;
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GameStartupInfo.CustomLevel1 = GameStartupInfo.CustomLevel2 = -1;
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GameStartupInfo.Skill = gDefaultSkill;
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break;
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case NAME_CustomGameMenu:
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GameStartupInfo.CustomLevel1 = param;
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GameStartupInfo.CustomLevel2 = -1;
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GameStartupInfo.Episode = 0; // Set start to E1L1 so that even if the script fails to set the starting level it is set to something valid.
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GameStartupInfo.Level = 0;
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GameStartupInfo.Skill = gDefaultSkill;
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gi->CustomMenuSelection(param, -1);
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break;
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case NAME_CustomSubMenu1:
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case NAME_CustomSubMenu2:
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case NAME_CustomSubMenu3:
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case NAME_CustomSubMenu4:
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case NAME_CustomSubMenu5:
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case NAME_CustomSubMenu6:
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case NAME_CustomSubMenu7:
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GameStartupInfo.CustomLevel2 = param;
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gi->CustomMenuSelection(GameStartupInfo.CustomLevel1, param);
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break;
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case NAME_SkillMenu:
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GameStartupInfo.Skill = param;
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break;
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}
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switch (menu)
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{
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case NAME_StartGame:
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M_ClearMenus(); // must be done before starting the level.
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if (caller == NAME_MainMenu) GameStartupInfo.Episode = param;
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STAT_StartNewGame(gVolumeNames[GameStartupInfo.Episode], GameStartupInfo.Skill);
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inputState.ClearAllInput();
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gi->StartGame(GameStartupInfo);
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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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#if 0
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case NAME_StartgameConfirm:
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{
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// sent from the skill menu for a skill that needs to be confirmed
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GameStartupInfo.Skill = param;
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const char *msg = AllSkills[param].MustConfirmText;
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if (*msg==0) msg = GStrings("NIGHTMARE");
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M_StartMessage (msg, 0, -1, NAME_StartgameConfirmed);
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return;
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}
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#endif
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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, -1);
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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 true;
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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 true;
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}
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// End of special checks
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FMenuDescriptor **desc = MenuDescriptors.CheckKey(menu);
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if (desc != NULL)
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{
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/*
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if ((*desc)->mNetgameMessage.IsNotEmpty() && netgame && !demoplayback)
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{
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M_StartMessage((*desc)->mNetgameMessage, 1);
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return;
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}
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*/
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if ((*desc)->mType == MDESC_ListMenu)
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{
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FListMenuDescriptor *ld = static_cast<FListMenuDescriptor*>(*desc);
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if (ld->mAutoselect >= 0 && ld->mAutoselect < (int)ld->mItems.Size())
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{
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// recursively activate the autoselected item without ever creating this menu.
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ld->mItems[ld->mAutoselect]->Activate(ld->mMenuName);
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}
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else
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{
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DListMenu* newmenu;
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if (ld->mClass != NAME_None)
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{
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auto ndx = menuClasses.FindEx([=](const auto p) { return p->mName == ld->mClass; });
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if (ndx == menuClasses.Size())
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{
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I_Error("Bad menu class %s\n", ld->mClass.GetChars());
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return true;
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}
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else
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{
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newmenu = (DListMenu*)menuClasses[ndx]->CreateNew();
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}
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}
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else
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{
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newmenu = new DListMenu;
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}
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newmenu->Init(DMenu::CurrentMenu, ld);
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M_ActivateMenu(newmenu);
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}
|
|
}
|
|
else if ((*desc)->mType == MDESC_OptionsMenu)
|
|
{
|
|
FOptionMenuDescriptor *ld = static_cast<FOptionMenuDescriptor*>(*desc);
|
|
DOptionMenu* newmenu = nullptr;
|
|
if (ld->mClass != NAME_None)
|
|
{
|
|
auto ndx = menuClasses.FindEx([=](const auto p) { return p->mName == ld->mClass; });
|
|
if (ndx == menuClasses.Size())
|
|
{
|
|
I_Error("Bad menu class %s\n", ld->mClass.GetChars());
|
|
}
|
|
else
|
|
{
|
|
newmenu = (DOptionMenu*)menuClasses[ndx]->CreateNew();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
newmenu = new DOptionMenu;
|
|
}
|
|
newmenu->Init(DMenu::CurrentMenu, ld);
|
|
M_ActivateMenu(newmenu);
|
|
}
|
|
else if ((*desc)->mType == MDESC_ImageScroller)
|
|
{
|
|
FImageScrollerDescriptor* ld = static_cast<FImageScrollerDescriptor*>(*desc);
|
|
DImageScrollerMenu* newmenu;
|
|
if (ld->mClass != NAME_None)
|
|
{
|
|
auto ndx = menuClasses.FindEx([=](const auto p) { return p->mName == ld->mClass; });
|
|
if (ndx == menuClasses.Size())
|
|
{
|
|
I_Error("Bad menu class %s\n", ld->mClass.GetChars());
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
newmenu = (DImageScrollerMenu*)menuClasses[ndx]->CreateNew();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
newmenu = new DImageScrollerMenu;
|
|
}
|
|
newmenu->Init(DMenu::CurrentMenu, ld);
|
|
M_ActivateMenu(newmenu);
|
|
}
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
/*
|
|
const PClass *menuclass = PClass::FindClass(menu);
|
|
if (menuclass != NULL)
|
|
{
|
|
if (menuclass->IsDescendantOf(RUNTIME_CLASS(DMenu)))
|
|
{
|
|
DMenu *newmenu = (DMenu*)menuclass->CreateNew();
|
|
newmenu->mParentMenu = DMenu::CurrentMenu;
|
|
M_ActivateMenu(newmenu);
|
|
return true;
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
Printf("Attempting to open menu of unknown type '%s'\n", menu.GetChars());
|
|
M_ClearMenus();
|
|
return false;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
//
|
|
//
|
|
//=============================================================================
|
|
|
|
bool M_DoResponder (event_t *ev)
|
|
{
|
|
int ch = 0;
|
|
bool keyup = false;
|
|
int mkey = NUM_MKEYS;
|
|
bool fromcontroller = true;
|
|
|
|
/*
|
|
if (chatmodeon)
|
|
{
|
|
return false;
|
|
}
|
|
*/
|
|
|
|
if (DMenu::CurrentMenu != NULL && menuactive != MENU_Off)
|
|
{
|
|
// There are a few input sources we are interested in:
|
|
//
|
|
// EV_KeyDown / EV_KeyUp : joysticks/gamepads/controllers
|
|
// EV_GUI_KeyDown / EV_GUI_KeyUp : the keyboard
|
|
// EV_GUI_Char : printable characters, which we want in string input mode
|
|
//
|
|
// This code previously listened for EV_GUI_KeyRepeat to handle repeating
|
|
// in the menus, but that doesn't work with gamepads, so now we combine
|
|
// the multiple inputs into buttons and handle the repetition manually.
|
|
if (ev->type == EV_GUI_Event)
|
|
{
|
|
fromcontroller = false;
|
|
if (ev->subtype == EV_GUI_KeyRepeat)
|
|
{
|
|
// We do our own key repeat handling but still want to eat the
|
|
// OS's repeated keys.
|
|
return true;
|
|
}
|
|
else if (ev->subtype == EV_GUI_BackButtonDown || ev->subtype == EV_GUI_BackButtonUp)
|
|
{
|
|
mkey = MKEY_Back;
|
|
keyup = ev->subtype == EV_GUI_BackButtonUp;
|
|
}
|
|
else if (ev->subtype != EV_GUI_KeyDown && ev->subtype != EV_GUI_KeyUp)
|
|
{
|
|
// do we want mouse input?
|
|
if (ev->subtype >= EV_GUI_FirstMouseEvent && ev->subtype <= EV_GUI_LastMouseEvent)
|
|
{
|
|
if (!m_use_mouse)
|
|
return true;
|
|
}
|
|
|
|
// pass everything else on to the current menu
|
|
return DMenu::CurrentMenu->Responder(ev);
|
|
}
|
|
else if (DMenu::CurrentMenu->TranslateKeyboardEvents())
|
|
{
|
|
ch = ev->data1;
|
|
keyup = ev->subtype == EV_GUI_KeyUp;
|
|
switch (ch)
|
|
{
|
|
case GK_BACK: mkey = MKEY_Back; break;
|
|
case GK_ESCAPE: mkey = MKEY_Back; break;
|
|
case GK_RETURN: mkey = MKEY_Enter; break;
|
|
case GK_UP: mkey = MKEY_Up; break;
|
|
case GK_DOWN: mkey = MKEY_Down; break;
|
|
case GK_LEFT: mkey = MKEY_Left; break;
|
|
case GK_RIGHT: mkey = MKEY_Right; break;
|
|
case GK_BACKSPACE: mkey = MKEY_Clear; break;
|
|
case GK_PGUP: mkey = MKEY_PageUp; break;
|
|
case GK_PGDN: mkey = MKEY_PageDown; break;
|
|
default:
|
|
if (!keyup)
|
|
{
|
|
return DMenu::CurrentMenu->Responder(ev);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if (menuactive != MENU_WaitKey && (ev->type == EV_KeyDown || ev->type == EV_KeyUp))
|
|
{
|
|
keyup = ev->type == EV_KeyUp;
|
|
|
|
ch = ev->data1;
|
|
switch (ch)
|
|
{
|
|
case KEY_JOY1:
|
|
case KEY_PAD_A:
|
|
mkey = MKEY_Enter;
|
|
break;
|
|
|
|
case KEY_JOY2:
|
|
case KEY_PAD_B:
|
|
mkey = MKEY_Back;
|
|
break;
|
|
|
|
case KEY_JOY3:
|
|
case KEY_PAD_X:
|
|
mkey = MKEY_Clear;
|
|
break;
|
|
|
|
case KEY_JOY5:
|
|
case KEY_PAD_LSHOULDER:
|
|
mkey = MKEY_PageUp;
|
|
break;
|
|
|
|
case KEY_JOY6:
|
|
case KEY_PAD_RSHOULDER:
|
|
mkey = MKEY_PageDown;
|
|
break;
|
|
|
|
case KEY_PAD_DPAD_UP:
|
|
case KEY_PAD_LTHUMB_UP:
|
|
case KEY_JOYAXIS1MINUS:
|
|
case KEY_JOYPOV1_UP:
|
|
mkey = MKEY_Up;
|
|
break;
|
|
|
|
case KEY_PAD_DPAD_DOWN:
|
|
case KEY_PAD_LTHUMB_DOWN:
|
|
case KEY_JOYAXIS1PLUS:
|
|
case KEY_JOYPOV1_DOWN:
|
|
mkey = MKEY_Down;
|
|
break;
|
|
|
|
case KEY_PAD_DPAD_LEFT:
|
|
case KEY_PAD_LTHUMB_LEFT:
|
|
case KEY_JOYAXIS2MINUS:
|
|
case KEY_JOYPOV1_LEFT:
|
|
mkey = MKEY_Left;
|
|
break;
|
|
|
|
case KEY_PAD_DPAD_RIGHT:
|
|
case KEY_PAD_LTHUMB_RIGHT:
|
|
case KEY_JOYAXIS2PLUS:
|
|
case KEY_JOYPOV1_RIGHT:
|
|
mkey = MKEY_Right;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (mkey != NUM_MKEYS)
|
|
{
|
|
if (keyup)
|
|
{
|
|
MenuButtons[mkey].ReleaseKey(ch);
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
MenuButtons[mkey].PressKey(ch);
|
|
MenuButtonOrigin[mkey] = fromcontroller;
|
|
if (mkey <= MKEY_PageDown)
|
|
{
|
|
MenuButtonTickers[mkey] = KEY_REPEAT_DELAY;
|
|
}
|
|
DMenu::CurrentMenu->MenuEvent(mkey, fromcontroller);
|
|
return true;
|
|
}
|
|
}
|
|
return DMenu::CurrentMenu->Responder(ev) || !keyup;
|
|
}
|
|
else if (MenuEnabled)
|
|
{
|
|
if (ev->type == EV_KeyDown)
|
|
{
|
|
// Pop-up menu?
|
|
if (ev->data1 == KEY_ESCAPE) // Should we let the games handle Escape for special actions, like backing out of cameras?
|
|
{
|
|
M_StartControlPanel(true);
|
|
M_SetMenu(NAME_IngameMenu, -1);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
else if (ev->type == EV_GUI_Event && ev->subtype == EV_GUI_LButtonDown &&
|
|
ConsoleState != c_down && m_use_mouse)
|
|
{
|
|
M_StartControlPanel(true);
|
|
M_SetMenu(NAME_MainMenu, -1);
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool M_Responder(event_t* ev)
|
|
{
|
|
// delayed deletion, so that self-deleting menus don't crash if they are getting accessed after being closed.
|
|
auto res = M_DoResponder(ev);
|
|
for (auto p : toDelete) delete p;
|
|
toDelete.Clear();
|
|
return res;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
//
|
|
//
|
|
//=============================================================================
|
|
|
|
void M_Ticker (void)
|
|
{
|
|
DMenu::MenuTime++;
|
|
if (DMenu::MenuTime & 3) return;
|
|
if (DMenu::CurrentMenu != NULL && menuactive != MENU_Off)
|
|
{
|
|
if (DMenu::MenuTime != 0) D_ProcessEvents(); // The main loop is blocked when the menu is open and cannot dispatch the events.
|
|
if (transition.previous) transition.previous->Ticker();
|
|
if (DMenu::CurrentMenu == nullptr) return; // In case one of the sub-screens has closed the menu.
|
|
DMenu::CurrentMenu->Ticker();
|
|
|
|
for (int i = 0; i < NUM_MKEYS; ++i)
|
|
{
|
|
if (MenuButtons[i].bDown)
|
|
{
|
|
if (MenuButtonTickers[i] > 0 && --MenuButtonTickers[i] <= 0)
|
|
{
|
|
MenuButtonTickers[i] = KEY_REPEAT_RATE;
|
|
DMenu::CurrentMenu->MenuEvent(i, MenuButtonOrigin[i]);
|
|
}
|
|
}
|
|
}
|
|
if (BackbuttonTime > 0)
|
|
{
|
|
if (BackbuttonAlpha < 1.0f) BackbuttonAlpha += 0.1f;
|
|
BackbuttonTime--;
|
|
}
|
|
else
|
|
{
|
|
if (BackbuttonAlpha > 0) BackbuttonAlpha -= 0.1f;
|
|
if (BackbuttonAlpha < 0) BackbuttonAlpha = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
//
|
|
//
|
|
//=============================================================================
|
|
|
|
void M_Drawer (void)
|
|
{
|
|
PalEntry fade = 0x70000000;
|
|
|
|
if (DMenu::CurrentMenu != NULL && menuactive != MENU_Off)
|
|
{
|
|
if (DMenu::CurrentMenu->DimAllowed() && fade && !DrawBackground) twod->AddColorOnlyQuad(0, 0, screen->GetWidth(), screen->GetHeight(), fade);
|
|
|
|
bool going = false;
|
|
if (transition.previous)
|
|
{
|
|
going = transition.Draw();
|
|
if (!going)
|
|
{
|
|
if (transition.dir == -1) delete transition.previous;
|
|
transition.previous = nullptr;
|
|
transition.current = nullptr;
|
|
}
|
|
}
|
|
if (!going)
|
|
{
|
|
assert(DMenu::CurrentMenu);
|
|
DMenu::CurrentMenu->origin = { 0,0 };
|
|
// else if (DrawBackground) Menu_DrawBackground(origin);
|
|
DMenu::CurrentMenu->Drawer();
|
|
}
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
//
|
|
//
|
|
//=============================================================================
|
|
|
|
void M_ClearMenus (bool final)
|
|
{
|
|
M_DemoNoPlay = false;
|
|
transition.previous = transition.current = nullptr;
|
|
transition.dir = 0;
|
|
auto menu = DMenu::CurrentMenu;
|
|
while (menu != nullptr)
|
|
{
|
|
auto nextm = menu->mParentMenu;
|
|
menu->Destroy();
|
|
delete menu;
|
|
menu = nextm;
|
|
}
|
|
DMenu::CurrentMenu = nullptr;
|
|
menuactive = MENU_Off;
|
|
if (!final)
|
|
{
|
|
mouseGrabInput(true);
|
|
gi->MenuClosed();
|
|
}
|
|
}
|
|
|
|
void Menu_Close(int playerid)
|
|
{
|
|
M_ClearMenus();
|
|
}
|
|
|
|
bool M_Active()
|
|
{
|
|
return DMenu::CurrentMenu != nullptr || ConsoleState == c_down || ConsoleState == c_falling;
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
//
|
|
//
|
|
//=============================================================================
|
|
|
|
void M_MenuSound(EMenuSounds snd)
|
|
{
|
|
if (menu_sounds) gi->MenuSound(snd);
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
//
|
|
//
|
|
//=============================================================================
|
|
|
|
void M_PreviousMenu()
|
|
{
|
|
if (DMenu::CurrentMenu != nullptr)
|
|
{
|
|
DMenu* parent = DMenu::CurrentMenu->mParentMenu;
|
|
DMenu::CurrentMenu->Destroy();
|
|
DMenu::CurrentMenu = parent;
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
//
|
|
//
|
|
//=============================================================================
|
|
|
|
void M_Init (void)
|
|
{
|
|
RegisterDukeMenus();
|
|
RegisterRedneckMenus();
|
|
RegisterBloodMenus();
|
|
RegisterSWMenus();
|
|
RegisterPSMenus();
|
|
RegisterLoadsaveMenus();
|
|
RegisterOptionMenus();
|
|
RegisterJoystickMenus();
|
|
timerSetCallback(M_Ticker);
|
|
M_ParseMenuDefs();
|
|
UpdateJoystickMenu(nullptr);
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
//
|
|
//
|
|
//
|
|
//=============================================================================
|
|
|
|
void M_EnableMenu (bool on)
|
|
{
|
|
MenuEnabled = on;
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
//
|
|
// [RH] Most menus can now be accessed directly
|
|
// through console commands.
|
|
//
|
|
//=============================================================================
|
|
|
|
|
|
CCMD (openmenu)
|
|
{
|
|
if (argv.argc() < 2)
|
|
{
|
|
Printf("Usage: openmenu \"menu_name\"");
|
|
return;
|
|
}
|
|
M_StartControlPanel (true);
|
|
M_SetMenu(argv[1], -1);
|
|
}
|
|
|
|
CCMD (closemenu)
|
|
{
|
|
M_ClearMenus();
|
|
}
|
|
|
|
EXTERN_CVAR (Int, screenblocks)
|
|
|
|
CCMD(menuconsole)
|
|
{
|
|
M_ClearMenus();
|
|
C_ToggleConsole();
|
|
}
|
|
|
|
CCMD(reset2defaults)
|
|
{
|
|
C_SetDefaultBindings ();
|
|
C_SetCVarsToDefaults ();
|
|
}
|
|
|
|
CCMD(reset2saved)
|
|
{
|
|
GameConfig->DoGlobalSetup ();
|
|
GameConfig->DoGameSetup (currentGame);
|
|
}
|
|
|
|
CCMD(openmainmenu)
|
|
{
|
|
//gi->ClearSoundLocks();
|
|
M_StartControlPanel(true);
|
|
M_SetMenu(NAME_IngameMenu);
|
|
}
|
|
|
|
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);
|
|
}
|