raze/source/core/menu/razemenu.cpp

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/*
** menu.cpp
** Menu base class and global interface
**
**---------------------------------------------------------------------------
** Copyright 2010 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "c_dispatch.h"
#include "d_gui.h"
#include "c_buttons.h"
#include "c_console.h"
#include "c_bind.h"
#include "d_eventbase.h"
#include "g_input.h"
#include "configfile.h"
#include "gstrings.h"
#include "menu.h"
#include "vm.h"
#include "v_video.h"
#include "i_system.h"
#include "types.h"
#include "texturemanager.h"
#include "v_draw.h"
#include "vm.h"
#include "gamestate.h"
#include "i_interface.h"
#include "d_event.h"
#include "st_start.h"
#include "i_system.h"
#include "gameconfigfile.h"
2020-10-04 20:21:11 +00:00
#include "gamecontrol.h"
#include "raze_sound.h"
#include "gamestruct.h"
#include "razemenu.h"
EXTERN_CVAR(Int, cl_gfxlocalization)
EXTERN_CVAR(Bool, m_quickexit)
EXTERN_CVAR(Bool, saveloadconfirmation) // [mxd]
EXTERN_CVAR(Bool, quicksaverotation)
EXTERN_CVAR(Bool, show_messages)
CVAR(Bool, menu_sounds, true, CVAR_ARCHIVE) // added mainly because RR's sounds are so supremely annoying.
typedef void(*hfunc)();
DMenu* CreateMessageBoxMenu(DMenu* parent, const char* message, int messagemode, bool playsound, FName action = NAME_None, hfunc handler = nullptr);
bool OkForLocalization(FTextureID texnum, const char* substitute);
void D_ToggleHud();
void I_WaitVBL(int count);
extern bool hud_toggled;
//FNewGameStartup NewGameStartupInfo;
bool M_SetSpecialMenu(FName& menu, int param)
{
#if 0
// some menus need some special treatment
switch (menu.GetIndex())
{
case NAME_Mainmenu:
break;
case NAME_Episodemenu:
// sent from the player class menu
break;
case NAME_Skillmenu:
// sent from the episode menu
break;
case NAME_StartgameConfirm:
{
// sent from the skill menu for a skill that needs to be confirmed
return false;
}
case NAME_Startgame:
// sent either from skill menu or confirmation screen. Skill gets only set if sent from skill menu
// Now we can finally start the game. Ugh...
//NewGameStartupInfo.Skill = param;
case NAME_StartgameConfirmed:
//G_DeferedInitNew (&NewGameStartupInfo);
if (gamestate == GS_FULLCONSOLE)
{
gamestate = GS_HIDECONSOLE;
gameaction = ga_newgame;
}
M_ClearMenus ();
return false;
case NAME_Savegamemenu:
if (!usergame || (players[consoleplayer].health <= 0 && !multiplayer) || gamestate != GS_LEVEL)
{
// cannot save outside the game.
M_StartMessage (GStrings("SAVEDEAD"), 1);
return false;
}
break;
case NAME_Quitmenu:
// The separate menu class no longer exists but the name still needs support for existing mods.
C_DoCommand("menu_quit");
return false;
case NAME_EndGameMenu:
// The separate menu class no longer exists but the name still needs support for existing mods.
void ActivateEndGameMenu();
ActivateEndGameMenu();
return false;
case NAME_Playermenu:
menu = NAME_NewPlayerMenu; // redirect the old player menu to the new one.
break;
}
DMenuDescriptor** desc = MenuDescriptors.CheckKey(menu);
if (desc != nullptr)
{
if ((*desc)->mNetgameMessage.IsNotEmpty() && netgame && !demoplayback)
{
M_StartMessage((*desc)->mNetgameMessage, 1);
return false;
}
}
#endif
// End of special checks
return true;
}
//=============================================================================
//
//
//
//=============================================================================
void M_StartControlPanel(bool makeSound, bool)
{
static bool created = false;
// intro might call this repeatedly
if (CurrentMenu != NULL)
return;
if (!created) // Cannot do this earlier.
{
created = true;
M_CreateMenus();
}
GSnd->SetSfxPaused(true, PAUSESFX_MENU);
gi->MenuOpened();
if (makeSound && menu_sounds) gi->MenuSound(ActivateSound);
M_DoStartControlPanel(false);
}
//==========================================================================
//
// M_Dim
//
// Applies a colored overlay to the entire screen, with the opacity
// determined by the dimamount cvar.
//
//==========================================================================
CUSTOM_CVAR(Float, dimamount, -1.f, CVAR_ARCHIVE)
{
if (self < 0.f && self != -1.f)
{
self = -1.f;
}
else if (self > 1.f)
{
self = 1.f;
}
}
CVAR(Color, dimcolor, 0xffd700, CVAR_ARCHIVE)
void System_M_Dim()
{
#if 0
PalEntry dimmer;
float amount;
if (dimamount >= 0)
{
dimmer = PalEntry(dimcolor);
amount = dimamount;
}
else
{
dimmer = gameinfo.dimcolor;
amount = gameinfo.dimamount;
}
Dim(twod, dimmer, amount, 0, 0, twod->GetWidth(), twod->GetHeight());
#endif
}
//=============================================================================
//
//
//
//=============================================================================
CCMD (menu_quit)
{ // F10
#if 0
if (m_quickexit)
{
ST_Endoom();
}
M_StartControlPanel (true);
const size_t messageindex = static_cast<size_t>(gametic) % gameinfo.quitmessages.Size();
FString EndString;
const char *msg = gameinfo.quitmessages[messageindex];
if (msg[0] == '$')
{
if (msg[1] == '*')
{
EndString = GStrings(msg + 2);
}
else
{
EndString.Format("%s\n\n%s", GStrings(msg + 1), GStrings("DOSY"));
}
}
else EndString = gameinfo.quitmessages[messageindex];
DMenu *newmenu = CreateMessageBoxMenu(CurrentMenu, EndString, 0, false, NAME_None, []()
{
if (!netgame)
{
if (gameinfo.quitSound.IsNotEmpty())
{
S_Sound(CHAN_VOICE, CHANF_UI, gameinfo.quitSound, snd_menuvolume, ATTN_NONE);
I_WaitVBL(105);
}
}
ST_Endoom();
});
M_ActivateMenu(newmenu);
#endif
}
//=============================================================================
//
//
//
//=============================================================================
void ActivateEndGameMenu()
{
#if 0
FString tempstring = GStrings(netgame ? "NETEND" : "ENDGAME");
DMenu *newmenu = CreateMessageBoxMenu(CurrentMenu, tempstring, 0, false, NAME_None, []()
{
M_ClearMenus();
if (!netgame)
{
if (demorecording)
G_CheckDemoStatus();
D_StartTitle();
}
});
M_ActivateMenu(newmenu);
#endif
}
CCMD (menu_endgame)
{ // F7
#if 0
if (!usergame)
{
S_Sound (CHAN_VOICE, CHANF_UI, "menu/invalid", snd_menuvolume, ATTN_NONE);
return;
}
//M_StartControlPanel (true);
S_Sound (CHAN_VOICE, CHANF_UI, "menu/activate", snd_menuvolume, ATTN_NONE);
ActivateEndGameMenu();
#endif
}
//=============================================================================
//
//
//
//=============================================================================
CCMD (quicksave)
{ // F6
#if 0
if (!usergame || (players[consoleplayer].health <= 0 && !multiplayer))
{
S_Sound (CHAN_VOICE, CHANF_UI, "menu/invalid", snd_menuvolume, ATTN_NONE);
return;
}
if (gamestate != GS_LEVEL)
return;
// If the quick save rotation is enabled, it handles the save slot.
if (quicksaverotation)
{
G_DoQuickSave();
return;
}
if (savegameManager.quickSaveSlot == NULL || savegameManager.quickSaveSlot == (FSaveGameNode*)1)
{
S_Sound(CHAN_VOICE, CHANF_UI, "menu/activate", snd_menuvolume, ATTN_NONE);
M_StartControlPanel(false);
M_SetMenu(NAME_Savegamemenu);
return;
}
// [mxd]. Just save the game, no questions asked.
if (!saveloadconfirmation)
{
G_SaveGame(savegameManager.quickSaveSlot->Filename.GetChars(), savegameManager.quickSaveSlot->SaveTitle.GetChars());
return;
}
S_Sound(CHAN_VOICE, CHANF_UI, "menu/activate", snd_menuvolume, ATTN_NONE);
FString tempstring = GStrings("QSPROMPT");
tempstring.Substitute("%s", savegameManager.quickSaveSlot->SaveTitle.GetChars());
DMenu *newmenu = CreateMessageBoxMenu(CurrentMenu, tempstring, 0, false, NAME_None, []()
{
G_SaveGame(savegameManager.quickSaveSlot->Filename.GetChars(), savegameManager.quickSaveSlot->SaveTitle.GetChars());
S_Sound(CHAN_VOICE, CHANF_UI, "menu/dismiss", snd_menuvolume, ATTN_NONE);
M_ClearMenus();
});
M_ActivateMenu(newmenu);
#endif
}
//=============================================================================
//
//
//
//=============================================================================
CCMD (quickload)
{ // F9
#if 0
if (netgame)
{
M_StartControlPanel(true);
M_StartMessage (GStrings("QLOADNET"), 1);
return;
}
if (savegameManager.quickSaveSlot == NULL || savegameManager.quickSaveSlot == (FSaveGameNode*)1)
{
M_StartControlPanel(true);
// signal that whatever gets loaded should be the new quicksave
savegameManager.quickSaveSlot = (FSaveGameNode *)1;
M_SetMenu(NAME_Loadgamemenu);
return;
}
// [mxd]. Just load the game, no questions asked.
if (!saveloadconfirmation)
{
G_LoadGame(savegameManager.quickSaveSlot->Filename.GetChars());
return;
}
FString tempstring = GStrings("QLPROMPT");
tempstring.Substitute("%s", savegameManager.quickSaveSlot->SaveTitle.GetChars());
M_StartControlPanel(true);
DMenu *newmenu = CreateMessageBoxMenu(CurrentMenu, tempstring, 0, false, NAME_None, []()
{
G_LoadGame(savegameManager.quickSaveSlot->Filename.GetChars());
S_Sound(CHAN_VOICE, CHANF_UI, "menu/dismiss", snd_menuvolume, ATTN_NONE);
M_ClearMenus();
});
M_ActivateMenu(newmenu);
#endif
}
EXTERN_CVAR (Int, screenblocks)
#if 0
CCMD (sizedown)
{
screenblocks = screenblocks - 1;
S_Sound (CHAN_VOICE, CHANF_UI, "menu/change", snd_menuvolume, ATTN_NONE);
}
CCMD (sizeup)
{
screenblocks = screenblocks + 1;
S_Sound (CHAN_VOICE, CHANF_UI, "menu/change", snd_menuvolume, ATTN_NONE);
}
CCMD(reset2defaults)
{
C_SetDefaultBindings ();
C_SetCVarsToDefaults ();
R_SetViewSize (screenblocks);
}
CCMD(reset2saved)
{
GameConfig->DoGlobalSetup ();
GameConfig->DoGameSetup (gameinfo.ConfigName);
GameConfig->DoModSetup (gameinfo.ConfigName);
R_SetViewSize (screenblocks);
}
CCMD(resetb2defaults)
{
C_SetDefaultBindings ();
}
#endif
//=============================================================================
//
// Creates the episode menu
// Falls back on an option menu if there's not enough screen space to show all episodes
//
//=============================================================================
#if 0
void M_StartupEpisodeMenu(FNewGameStartup *gs)
{
// Build episode menu
bool success = false;
bool isOld = false;
DMenuDescriptor **desc = MenuDescriptors.CheckKey(NAME_Episodemenu);
if (desc != nullptr)
{
if ((*desc)->IsKindOf(RUNTIME_CLASS(DListMenuDescriptor)))
{
DListMenuDescriptor *ld = static_cast<DListMenuDescriptor*>(*desc);
// Delete previous contents
for(unsigned i=0; i<ld->mItems.Size(); i++)
{
FName n = ld->mItems[i]->mAction;
if (n == NAME_Skillmenu)
{
isOld = true;
ld->mItems.Resize(i);
break;
}
}
int posx = (int)ld->mXpos;
int posy = (int)ld->mYpos;
int topy = posy;
// Get lowest y coordinate of any static item in the menu
for(unsigned i = 0; i < ld->mItems.Size(); i++)
{
int y = (int)ld->mItems[i]->GetY();
if (y < topy) topy = y;
}
// center the menu on the screen if the top space is larger than the bottom space
int totalheight = posy + AllEpisodes.Size() * ld->mLinespacing - topy;
if (totalheight < 190 || AllEpisodes.Size() == 1)
{
int newtop = (200 - totalheight) / 2;
int topdelta = newtop - topy;
if (topdelta < 0)
{
for(unsigned i = 0; i < ld->mItems.Size(); i++)
{
ld->mItems[i]->OffsetPositionY(topdelta);
}
posy += topdelta;
ld->mYpos += topdelta;
}
if (!isOld) ld->mSelectedItem = ld->mItems.Size();
for (unsigned i = 0; i < AllEpisodes.Size(); i++)
{
DMenuItemBase *it = nullptr;
if (AllEpisodes[i].mPicName.IsNotEmpty())
{
FTextureID tex = GetMenuTexture(AllEpisodes[i].mPicName);
if (AllEpisodes[i].mEpisodeName.IsEmpty() || OkForLocalization(tex, AllEpisodes[i].mEpisodeName))
continue; // We do not measure patch based entries. They are assumed to fit
}
const char *c = AllEpisodes[i].mEpisodeName;
if (*c == '$') c = GStrings(c + 1);
int textwidth = ld->mFont->StringWidth(c);
int textright = posx + textwidth;
if (posx + textright > 320) posx = std::max(0, 320 - textright);
}
for(unsigned i = 0; i < AllEpisodes.Size(); i++)
{
DMenuItemBase *it = nullptr;
if (AllEpisodes[i].mPicName.IsNotEmpty())
{
FTextureID tex = GetMenuTexture(AllEpisodes[i].mPicName);
if (AllEpisodes[i].mEpisodeName.IsEmpty() || OkForLocalization(tex, AllEpisodes[i].mEpisodeName))
it = CreateListMenuItemPatch(posx, posy, ld->mLinespacing, AllEpisodes[i].mShortcut, tex, NAME_Skillmenu, i);
}
if (it == nullptr)
{
it = CreateListMenuItemText(posx, posy, ld->mLinespacing, AllEpisodes[i].mShortcut,
AllEpisodes[i].mEpisodeName, ld->mFont, ld->mFontColor, ld->mFontColor2, NAME_Skillmenu, i);
}
ld->mItems.Push(it);
posy += ld->mLinespacing;
}
if (AllEpisodes.Size() == 1)
{
ld->mAutoselect = ld->mSelectedItem;
}
success = true;
for (auto &p : ld->mItems)
{
GC::WriteBarrier(*desc, p);
}
}
}
else return; // do not recreate the option menu variant, because it is always text based.
}
if (!success)
{
// Couldn't create the episode menu, either because there's too many episodes or some error occured
// Create an option menu for episode selection instead.
DOptionMenuDescriptor *od = Create<DOptionMenuDescriptor>();
MenuDescriptors[NAME_Episodemenu] = od;
od->mMenuName = NAME_Episodemenu;
od->mFont = gameinfo.gametype == GAME_Doom ? BigUpper : BigFont;
od->mTitle = "$MNU_EPISODE";
od->mSelectedItem = 0;
od->mScrollPos = 0;
od->mClass = nullptr;
od->mPosition = -15;
od->mScrollTop = 0;
od->mIndent = 160;
od->mDontDim = false;
GC::WriteBarrier(od);
for(unsigned i = 0; i < AllEpisodes.Size(); i++)
{
auto it = CreateOptionMenuItemSubmenu(AllEpisodes[i].mEpisodeName, "Skillmenu", i);
od->mItems.Push(it);
GC::WriteBarrier(od, it);
}
}
}
#endif
//=============================================================================
//
//
//
//=============================================================================
static void BuildPlayerclassMenu()
{
#if 0
bool success = false;
// Build player class menu
DMenuDescriptor **desc = MenuDescriptors.CheckKey(NAME_Playerclassmenu);
if (desc != nullptr)
{
if ((*desc)->IsKindOf(RUNTIME_CLASS(DListMenuDescriptor)))
{
DListMenuDescriptor *ld = static_cast<DListMenuDescriptor*>(*desc);
// add player display
ld->mSelectedItem = ld->mItems.Size();
int posy = (int)ld->mYpos;
int topy = posy;
// Get lowest y coordinate of any static item in the menu
for(unsigned i = 0; i < ld->mItems.Size(); i++)
{
int y = (int)ld->mItems[i]->GetY();
if (y < topy) topy = y;
}
// Count the number of items this menu will show
int numclassitems = 0;
for (unsigned i = 0; i < PlayerClasses.Size (); i++)
{
if (!(PlayerClasses[i].Flags & PCF_NOMENU))
{
const char *pname = GetPrintableDisplayName(PlayerClasses[i].Type);
if (pname != nullptr)
{
numclassitems++;
}
}
}
// center the menu on the screen if the top space is larger than the bottom space
int totalheight = posy + (numclassitems+1) * ld->mLinespacing - topy;
if (numclassitems <= 1)
{
// create a dummy item that auto-chooses the default class.
auto it = CreateListMenuItemText(0, 0, 0, 'p', "player",
ld->mFont,ld->mFontColor, ld->mFontColor2, NAME_Episodemenu, -1000);
ld->mAutoselect = ld->mItems.Push(it);
success = true;
}
else if (totalheight <= 190)
{
int newtop = (200 - totalheight + topy) / 2;
int topdelta = newtop - topy;
if (topdelta < 0)
{
for(unsigned i = 0; i < ld->mItems.Size(); i++)
{
ld->mItems[i]->OffsetPositionY(topdelta);
}
posy -= topdelta;
}
int n = 0;
for (unsigned i = 0; i < PlayerClasses.Size (); i++)
{
if (!(PlayerClasses[i].Flags & PCF_NOMENU))
{
const char *pname = GetPrintableDisplayName(PlayerClasses[i].Type);
if (pname != nullptr)
{
auto it = CreateListMenuItemText(ld->mXpos, ld->mYpos, ld->mLinespacing, *pname,
pname, ld->mFont,ld->mFontColor,ld->mFontColor2, NAME_Episodemenu, i);
ld->mItems.Push(it);
ld->mYpos += ld->mLinespacing;
n++;
}
}
}
if (n > 1 && !gameinfo.norandomplayerclass)
{
auto it = CreateListMenuItemText(ld->mXpos, ld->mYpos, ld->mLinespacing, 'r',
"$MNU_RANDOM", ld->mFont,ld->mFontColor,ld->mFontColor2, NAME_Episodemenu, -1);
ld->mItems.Push(it);
}
if (n == 0)
{
const char *pname = GetPrintableDisplayName(PlayerClasses[0].Type);
if (pname != nullptr)
{
auto it = CreateListMenuItemText(ld->mXpos, ld->mYpos, ld->mLinespacing, *pname,
pname, ld->mFont,ld->mFontColor,ld->mFontColor2, NAME_Episodemenu, 0);
ld->mItems.Push(it);
}
}
success = true;
for (auto &p : ld->mItems)
{
GC::WriteBarrier(ld, p);
}
}
}
}
if (!success)
{
// Couldn't create the playerclass menu, either because there's too many episodes or some error occured
// Create an option menu for class selection instead.
DOptionMenuDescriptor *od = Create<DOptionMenuDescriptor>();
MenuDescriptors[NAME_Playerclassmenu] = od;
od->mMenuName = NAME_Playerclassmenu;
od->mFont = gameinfo.gametype == GAME_Doom ? BigUpper : BigFont;
od->mTitle = "$MNU_CHOOSECLASS";
od->mSelectedItem = 0;
od->mScrollPos = 0;
od->mClass = nullptr;
od->mPosition = -15;
od->mScrollTop = 0;
od->mIndent = 160;
od->mDontDim = false;
od->mNetgameMessage = "$NEWGAME";
GC::WriteBarrier(od);
for (unsigned i = 0; i < PlayerClasses.Size (); i++)
{
if (!(PlayerClasses[i].Flags & PCF_NOMENU))
{
const char *pname = GetPrintableDisplayName(PlayerClasses[i].Type);
if (pname != nullptr)
{
auto it = CreateOptionMenuItemSubmenu(pname, "Episodemenu", i);
od->mItems.Push(it);
GC::WriteBarrier(od, it);
}
}
}
auto it = CreateOptionMenuItemSubmenu("Random", "Episodemenu", -1);
od->mItems.Push(it);
GC::WriteBarrier(od, it);
}
#endif
}
//=============================================================================
//
// Reads any XHAIRS lumps for the names of crosshairs and
// adds them to the display options menu.
//
//=============================================================================
static void InitCrosshairsList()
{
#if 0
int lastlump, lump;
lastlump = 0;
FOptionValues **opt = OptionValues.CheckKey(NAME_Crosshairs);
if (opt == nullptr)
{
return; // no crosshair value list present. No need to go on.
}
FOptionValues::Pair *pair = &(*opt)->mValues[(*opt)->mValues.Reserve(1)];
pair->Value = 0;
pair->Text = "None";
while ((lump = fileSystem.FindLump("XHAIRS", &lastlump)) != -1)
{
FScanner sc(lump);
while (sc.GetNumber())
{
FOptionValues::Pair value;
value.Value = sc.Number;
sc.MustGetString();
value.Text = sc.String;
if (value.Value != 0)
{ // Check if it already exists. If not, add it.
unsigned int i;
for (i = 1; i < (*opt)->mValues.Size(); ++i)
{
if ((*opt)->mValues[i].Value == value.Value)
{
break;
}
}
if (i < (*opt)->mValues.Size())
{
(*opt)->mValues[i].Text = value.Text;
}
else
{
(*opt)->mValues.Push(value);
}
}
}
}
#endif
}
//=============================================================================
//
// Special menus will be created once all engine data is loaded
//
//=============================================================================
void M_CreateGameMenus()
{
#if 0
BuildPlayerclassMenu();
InitCrosshairsList();
auto opt = OptionValues.CheckKey(NAME_PlayerTeam);
if (opt != nullptr)
{
auto op = *opt;
op->mValues.Resize(Teams.Size() + 1);
op->mValues[0].Value = 0;
op->mValues[0].Text = "$OPTVAL_NONE";
for (unsigned i = 0; i < Teams.Size(); i++)
{
op->mValues[i+1].Value = i+1;
op->mValues[i+1].Text = Teams[i].GetName();
}
}
opt = OptionValues.CheckKey(NAME_PlayerClass);
if (opt != nullptr)
{
auto op = *opt;
int o = 0;
if (!gameinfo.norandomplayerclass && PlayerClasses.Size() > 1)
{
op->mValues.Resize(PlayerClasses.Size()+1);
op->mValues[0].Value = -1;
op->mValues[0].Text = "$MNU_RANDOM";
o = 1;
}
else op->mValues.Resize(PlayerClasses.Size());
for (unsigned i = 0; i < PlayerClasses.Size(); i++)
{
op->mValues[i+o].Value = i;
op->mValues[i+o].Text = GetPrintableDisplayName(PlayerClasses[i].Type);
}
}
#endif
}
//=============================================================================
//
// The skill menu must be refeshed each time it starts up
//
//=============================================================================
extern int restart;
#if 0
void M_StartupSkillMenu(FNewGameStartup *gs)
{
static int done = -1;
bool success = false;
TArray<FSkillInfo*> MenuSkills;
TArray<int> SkillIndices;
if (MenuSkills.Size() == 0)
{
for (unsigned ind = 0; ind < AllSkills.Size(); ind++)
{
if (!AllSkills[ind].NoMenu)
{
MenuSkills.Push(&AllSkills[ind]);
SkillIndices.Push(ind);
}
}
}
if (MenuSkills.Size() == 0) I_Error("No valid skills for menu found. At least one must be defined.");
int defskill = DefaultSkill;
if ((unsigned int)defskill >= MenuSkills.Size())
{
defskill = SkillIndices[(MenuSkills.Size() - 1) / 2];
}
if (AllSkills[defskill].NoMenu)
{
for (defskill = 0; defskill < (int)AllSkills.Size(); defskill++)
{
if (!AllSkills[defskill].NoMenu) break;
}
}
int defindex = 0;
for (unsigned i = 0; i < MenuSkills.Size(); i++)
{
if (MenuSkills[i] == &AllSkills[defskill])
{
defindex = i;
break;
}
}
DMenuDescriptor **desc = MenuDescriptors.CheckKey(NAME_Skillmenu);
if (desc != nullptr)
{
if ((*desc)->IsKindOf(RUNTIME_CLASS(DListMenuDescriptor)))
{
DListMenuDescriptor *ld = static_cast<DListMenuDescriptor*>(*desc);
int posx = (int)ld->mXpos;
int y = (int)ld->mYpos;
// Delete previous contents
for(unsigned i=0; i<ld->mItems.Size(); i++)
{
FName n = ld->mItems[i]->mAction;
if (n == NAME_Startgame || n == NAME_StartgameConfirm)
{
ld->mItems.Resize(i);
break;
}
}
if (done != restart)
{
done = restart;
ld->mSelectedItem = ld->mItems.Size() + defindex;
int posy = y;
int topy = posy;
// Get lowest y coordinate of any static item in the menu
for(unsigned i = 0; i < ld->mItems.Size(); i++)
{
int y = (int)ld->mItems[i]->GetY();
if (y < topy) topy = y;
}
// center the menu on the screen if the top space is larger than the bottom space
int totalheight = posy + MenuSkills.Size() * ld->mLinespacing - topy;
if (totalheight < 190 || MenuSkills.Size() == 1)
{
int newtop = (200 - totalheight) / 2;
int topdelta = newtop - topy;
if (topdelta < 0)
{
for(unsigned i = 0; i < ld->mItems.Size(); i++)
{
ld->mItems[i]->OffsetPositionY(topdelta);
}
ld->mYpos = y = posy + topdelta;
}
}
else
{
// too large
desc = nullptr;
done = false;
goto fail;
}
}
for (unsigned int i = 0; i < MenuSkills.Size(); i++)
{
FSkillInfo &skill = *MenuSkills[i];
DMenuItemBase *li = nullptr;
FString *pItemText = nullptr;
if (gs->PlayerClass != nullptr)
{
pItemText = skill.MenuNamesForPlayerClass.CheckKey(gs->PlayerClass);
}
if (skill.PicName.Len() != 0 && pItemText == nullptr)
{
FTextureID tex = GetMenuTexture(skill.PicName);
if (skill.MenuName.IsEmpty() || OkForLocalization(tex, skill.MenuName))
continue;
}
const char *c = pItemText ? pItemText->GetChars() : skill.MenuName.GetChars();
if (*c == '$') c = GStrings(c + 1);
int textwidth = ld->mFont->StringWidth(c);
int textright = posx + textwidth;
if (posx + textright > 320) posx = std::max(0, 320 - textright);
}
unsigned firstitem = ld->mItems.Size();
for(unsigned int i = 0; i < MenuSkills.Size(); i++)
{
FSkillInfo &skill = *MenuSkills[i];
DMenuItemBase *li = nullptr;
// Using a different name for skills that must be confirmed makes handling this easier.
FName action = (skill.MustConfirm && !AllEpisodes[gs->Episode].mNoSkill) ?
NAME_StartgameConfirm : NAME_Startgame;
FString *pItemText = nullptr;
if (gs->PlayerClass != nullptr)
{
pItemText = skill.MenuNamesForPlayerClass.CheckKey(gs->PlayerClass);
}
EColorRange color = (EColorRange)skill.GetTextColor();
if (color == CR_UNTRANSLATED) color = ld->mFontColor;
if (skill.PicName.Len() != 0 && pItemText == nullptr)
{
FTextureID tex = GetMenuTexture(skill.PicName);
if (skill.MenuName.IsEmpty() || OkForLocalization(tex, skill.MenuName))
li = CreateListMenuItemPatch(posx, y, ld->mLinespacing, skill.Shortcut, tex, action, SkillIndices[i]);
}
if (li == nullptr)
{
li = CreateListMenuItemText(posx, y, ld->mLinespacing, skill.Shortcut,
pItemText? *pItemText : skill.MenuName, ld->mFont, color,ld->mFontColor2, action, SkillIndices[i]);
}
ld->mItems.Push(li);
GC::WriteBarrier(*desc, li);
y += ld->mLinespacing;
}
if (AllEpisodes[gs->Episode].mNoSkill || MenuSkills.Size() == 1)
{
ld->mAutoselect = firstitem + defindex;
}
else
{
ld->mAutoselect = -1;
}
success = true;
}
}
if (success) return;
fail:
// Option menu fallback for overlong skill lists
DOptionMenuDescriptor *od;
if (desc == nullptr)
{
od = Create<DOptionMenuDescriptor>();
MenuDescriptors[NAME_Skillmenu] = od;
od->mMenuName = NAME_Skillmenu;
od->mFont = gameinfo.gametype == GAME_Doom ? BigUpper : BigFont;
od->mTitle = "$MNU_CHOOSESKILL";
od->mSelectedItem = defindex;
od->mScrollPos = 0;
od->mClass = nullptr;
od->mPosition = -15;
od->mScrollTop = 0;
od->mIndent = 160;
od->mDontDim = false;
GC::WriteBarrier(od);
}
else
{
od = static_cast<DOptionMenuDescriptor*>(*desc);
od->mItems.Clear();
}
for(unsigned int i = 0; i < MenuSkills.Size(); i++)
{
FSkillInfo &skill = *MenuSkills[i];
DMenuItemBase *li;
// Using a different name for skills that must be confirmed makes handling this easier.
const char *action = (skill.MustConfirm && !AllEpisodes[gs->Episode].mNoSkill) ?
"StartgameConfirm" : "Startgame";
FString *pItemText = nullptr;
if (gs->PlayerClass != nullptr)
{
pItemText = skill.MenuNamesForPlayerClass.CheckKey(gs->PlayerClass);
}
li = CreateOptionMenuItemSubmenu(pItemText? *pItemText : skill.MenuName, action, SkillIndices[i]);
od->mItems.Push(li);
GC::WriteBarrier(od, li);
if (!done)
{
done = true;
od->mSelectedItem = defindex;
}
}
}
#endif
//==========================================================================
//
// Defines how graphics substitution is handled.
// 0: Never replace a text-containing graphic with a font-based text.
// 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.
// 3: Only replace if the string is not the default and the graphic comes from the IWAD. Never replace a localized graphic.
// 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; }
#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);
}
bool CheckSkipGameOptionBlock(FScanner &sc)
{
bool filter = false;
if (sc.Compare("ReadThis")) filter |= gameinfo.drawreadthis;
else if (sc.Compare("Swapmenu")) filter |= gameinfo.swapmenu;
return filter;
}
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#endif
void SetDefaultMenuColors()
{
PClass* cls = nullptr;
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//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;
if (g_gameType & GAMEFLAG_BLOOD)
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{
OptionSettings.mFontColorHeader = CR_DARKGRAY;
OptionSettings.mFontColorHighlight = CR_WHITE;
OptionSettings.mFontColorSelection = CR_DARKRED;
cls = PClass::FindClass("BloodMenuDelegate");
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}
else if (g_gameType & GAMEFLAG_SW)
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{
OptionSettings.mFontColorHeader = CR_DARKRED;
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OptionSettings.mFontColorHighlight = CR_WHITE;
cls = PClass::FindClass("SWMenuDelegate");
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}
else if (g_gameType & GAMEFLAG_PSEXHUMED)
{
OptionSettings.mFontColorHeader = CR_LIGHTBLUE;
OptionSettings.mFontColorHighlight = CR_SAPPHIRE;
OptionSettings.mFontColorSelection = CR_ORANGE;
OptionSettings.mFontColor = CR_FIRE;
cls = PClass::FindClass("ExhumedMenuDelegate");
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}
else
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{
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;
}
else if (g_gameType & GAMEFLAG_RRALL)
{
OptionSettings.mFontColor = CR_BROWN;
OptionSettings.mFontColorHeader = CR_DARKBROWN;
OptionSettings.mFontColorHighlight = CR_ORANGE;
OptionSettings.mFontColorSelection = CR_TAN;
}
cls = PClass::FindClass("DukeMenuDelegate");
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}
if (!cls) cls = PClass::FindClass("RazeMenuDelegate");
if (cls) menuDelegate = cls->CreateNew();
}
// 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;
}