mirror of
https://github.com/ZDoom/Raze.git
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1120 lines
30 KiB
C++
1120 lines
30 KiB
C++
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/*
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** menu.cpp
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** Menu base class and global interface
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**
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**---------------------------------------------------------------------------
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** Copyright 2010 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "c_dispatch.h"
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#include "d_gui.h"
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#include "c_buttons.h"
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#include "c_console.h"
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#include "c_bind.h"
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#include "d_eventbase.h"
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#include "g_input.h"
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#include "configfile.h"
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#include "gstrings.h"
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#include "menu.h"
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#include "vm.h"
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#include "v_video.h"
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#include "i_system.h"
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#include "types.h"
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#include "texturemanager.h"
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#include "v_draw.h"
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#include "vm.h"
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#include "gamestate.h"
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#include "i_interface.h"
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#include "d_event.h"
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#include "st_start.h"
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#include "i_system.h"
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#include "gameconfigfile.h"
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EXTERN_CVAR(Int, cl_gfxlocalization)
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EXTERN_CVAR(Bool, m_quickexit)
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EXTERN_CVAR(Bool, saveloadconfirmation) // [mxd]
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EXTERN_CVAR(Bool, quicksaverotation)
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EXTERN_CVAR(Bool, show_messages)
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typedef void(*hfunc)();
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DMenu* CreateMessageBoxMenu(DMenu* parent, const char* message, int messagemode, bool playsound, FName action = NAME_None, hfunc handler = nullptr);
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bool OkForLocalization(FTextureID texnum, const char* substitute);
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void D_ToggleHud();
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void I_WaitVBL(int count);
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extern bool hud_toggled;
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//FNewGameStartup NewGameStartupInfo;
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bool M_SetSpecialMenu(FName& menu, int param)
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{
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#if 0
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// some menus need some special treatment
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switch (menu.GetIndex())
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{
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case NAME_Mainmenu:
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break;
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case NAME_Episodemenu:
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// sent from the player class menu
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break;
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case NAME_Skillmenu:
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// sent from the episode menu
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break;
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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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return false;
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}
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case NAME_Startgame:
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// sent either from skill menu or confirmation screen. Skill gets only set if sent from skill menu
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// Now we can finally start the game. Ugh...
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//NewGameStartupInfo.Skill = param;
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case NAME_StartgameConfirmed:
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//G_DeferedInitNew (&NewGameStartupInfo);
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if (gamestate == GS_FULLCONSOLE)
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{
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gamestate = GS_HIDECONSOLE;
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gameaction = ga_newgame;
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}
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M_ClearMenus ();
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return false;
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case NAME_Savegamemenu:
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if (!usergame || (players[consoleplayer].health <= 0 && !multiplayer) || gamestate != GS_LEVEL)
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{
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// cannot save outside the game.
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M_StartMessage (GStrings("SAVEDEAD"), 1);
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return false;
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}
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break;
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case NAME_Quitmenu:
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// The separate menu class no longer exists but the name still needs support for existing mods.
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C_DoCommand("menu_quit");
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return false;
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case NAME_EndGameMenu:
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// The separate menu class no longer exists but the name still needs support for existing mods.
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void ActivateEndGameMenu();
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ActivateEndGameMenu();
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return false;
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case NAME_Playermenu:
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menu = NAME_NewPlayerMenu; // redirect the old player menu to the new one.
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break;
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}
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DMenuDescriptor** desc = MenuDescriptors.CheckKey(menu);
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if (desc != nullptr)
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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 false;
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}
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}
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#endif
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// End of special checks
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return true;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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void M_StartControlPanel(bool makeSound, bool scaleoverride)
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{
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#if 0
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if (hud_toggled)
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D_ToggleHud();
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// intro might call this repeatedly
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if (CurrentMenu != nullptr)
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return;
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P_CheckTickerPaused();
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if (makeSound)
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{
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S_Sound(CHAN_VOICE, CHANF_UI, "menu/activate", snd_menuvolume, ATTN_NONE);
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}
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M_DoStartControlPanel(scaleoverride);
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#endif
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}
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//==========================================================================
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//
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// M_Dim
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//
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// Applies a colored overlay to the entire screen, with the opacity
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// determined by the dimamount cvar.
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//
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//==========================================================================
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CUSTOM_CVAR(Float, dimamount, -1.f, CVAR_ARCHIVE)
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{
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if (self < 0.f && self != -1.f)
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{
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self = -1.f;
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}
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else if (self > 1.f)
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{
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self = 1.f;
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}
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}
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CVAR(Color, dimcolor, 0xffd700, CVAR_ARCHIVE)
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void System_M_Dim()
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{
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#if 0
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PalEntry dimmer;
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float amount;
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if (dimamount >= 0)
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{
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dimmer = PalEntry(dimcolor);
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amount = dimamount;
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}
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else
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{
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dimmer = gameinfo.dimcolor;
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amount = gameinfo.dimamount;
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}
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Dim(twod, dimmer, amount, 0, 0, twod->GetWidth(), twod->GetHeight());
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#endif
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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CCMD (menu_quit)
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{ // F10
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#if 0
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if (m_quickexit)
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{
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ST_Endoom();
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}
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M_StartControlPanel (true);
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const size_t messageindex = static_cast<size_t>(gametic) % gameinfo.quitmessages.Size();
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FString EndString;
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const char *msg = gameinfo.quitmessages[messageindex];
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if (msg[0] == '$')
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{
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if (msg[1] == '*')
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{
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EndString = GStrings(msg + 2);
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}
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else
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{
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EndString.Format("%s\n\n%s", GStrings(msg + 1), GStrings("DOSY"));
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}
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}
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else EndString = gameinfo.quitmessages[messageindex];
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DMenu *newmenu = CreateMessageBoxMenu(CurrentMenu, EndString, 0, false, NAME_None, []()
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{
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if (!netgame)
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{
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if (gameinfo.quitSound.IsNotEmpty())
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{
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S_Sound(CHAN_VOICE, CHANF_UI, gameinfo.quitSound, snd_menuvolume, ATTN_NONE);
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I_WaitVBL(105);
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}
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}
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ST_Endoom();
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});
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M_ActivateMenu(newmenu);
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#endif
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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 ActivateEndGameMenu()
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{
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#if 0
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FString tempstring = GStrings(netgame ? "NETEND" : "ENDGAME");
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DMenu *newmenu = CreateMessageBoxMenu(CurrentMenu, tempstring, 0, false, NAME_None, []()
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{
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M_ClearMenus();
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if (!netgame)
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{
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if (demorecording)
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G_CheckDemoStatus();
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D_StartTitle();
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}
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});
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M_ActivateMenu(newmenu);
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#endif
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}
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CCMD (menu_endgame)
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{ // F7
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#if 0
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if (!usergame)
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{
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S_Sound (CHAN_VOICE, CHANF_UI, "menu/invalid", snd_menuvolume, ATTN_NONE);
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return;
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}
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//M_StartControlPanel (true);
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S_Sound (CHAN_VOICE, CHANF_UI, "menu/activate", snd_menuvolume, ATTN_NONE);
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ActivateEndGameMenu();
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#endif
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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CCMD (quicksave)
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{ // F6
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#if 0
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if (!usergame || (players[consoleplayer].health <= 0 && !multiplayer))
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{
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S_Sound (CHAN_VOICE, CHANF_UI, "menu/invalid", snd_menuvolume, ATTN_NONE);
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return;
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}
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if (gamestate != GS_LEVEL)
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return;
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// If the quick save rotation is enabled, it handles the save slot.
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if (quicksaverotation)
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{
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G_DoQuickSave();
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return;
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}
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if (savegameManager.quickSaveSlot == NULL || savegameManager.quickSaveSlot == (FSaveGameNode*)1)
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{
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S_Sound(CHAN_VOICE, CHANF_UI, "menu/activate", snd_menuvolume, ATTN_NONE);
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M_StartControlPanel(false);
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M_SetMenu(NAME_Savegamemenu);
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return;
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}
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// [mxd]. Just save the game, no questions asked.
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if (!saveloadconfirmation)
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{
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G_SaveGame(savegameManager.quickSaveSlot->Filename.GetChars(), savegameManager.quickSaveSlot->SaveTitle.GetChars());
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return;
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}
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S_Sound(CHAN_VOICE, CHANF_UI, "menu/activate", snd_menuvolume, ATTN_NONE);
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FString tempstring = GStrings("QSPROMPT");
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tempstring.Substitute("%s", savegameManager.quickSaveSlot->SaveTitle.GetChars());
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DMenu *newmenu = CreateMessageBoxMenu(CurrentMenu, tempstring, 0, false, NAME_None, []()
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{
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G_SaveGame(savegameManager.quickSaveSlot->Filename.GetChars(), savegameManager.quickSaveSlot->SaveTitle.GetChars());
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S_Sound(CHAN_VOICE, CHANF_UI, "menu/dismiss", snd_menuvolume, ATTN_NONE);
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M_ClearMenus();
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});
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M_ActivateMenu(newmenu);
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#endif
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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CCMD (quickload)
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{ // F9
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#if 0
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if (netgame)
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{
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M_StartControlPanel(true);
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M_StartMessage (GStrings("QLOADNET"), 1);
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return;
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}
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if (savegameManager.quickSaveSlot == NULL || savegameManager.quickSaveSlot == (FSaveGameNode*)1)
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{
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M_StartControlPanel(true);
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// signal that whatever gets loaded should be the new quicksave
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savegameManager.quickSaveSlot = (FSaveGameNode *)1;
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M_SetMenu(NAME_Loadgamemenu);
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return;
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}
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// [mxd]. Just load the game, no questions asked.
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if (!saveloadconfirmation)
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{
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G_LoadGame(savegameManager.quickSaveSlot->Filename.GetChars());
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return;
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}
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FString tempstring = GStrings("QLPROMPT");
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tempstring.Substitute("%s", savegameManager.quickSaveSlot->SaveTitle.GetChars());
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M_StartControlPanel(true);
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DMenu *newmenu = CreateMessageBoxMenu(CurrentMenu, tempstring, 0, false, NAME_None, []()
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{
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G_LoadGame(savegameManager.quickSaveSlot->Filename.GetChars());
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S_Sound(CHAN_VOICE, CHANF_UI, "menu/dismiss", snd_menuvolume, ATTN_NONE);
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M_ClearMenus();
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});
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M_ActivateMenu(newmenu);
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#endif
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}
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||
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||
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||
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||
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EXTERN_CVAR (Int, screenblocks)
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#if 0
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CCMD (sizedown)
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{
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screenblocks = screenblocks - 1;
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S_Sound (CHAN_VOICE, CHANF_UI, "menu/change", snd_menuvolume, ATTN_NONE);
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}
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CCMD (sizeup)
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{
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screenblocks = screenblocks + 1;
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S_Sound (CHAN_VOICE, CHANF_UI, "menu/change", snd_menuvolume, ATTN_NONE);
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}
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CCMD(reset2defaults)
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{
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C_SetDefaultBindings ();
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C_SetCVarsToDefaults ();
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R_SetViewSize (screenblocks);
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}
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||
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CCMD(reset2saved)
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{
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GameConfig->DoGlobalSetup ();
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GameConfig->DoGameSetup (gameinfo.ConfigName);
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GameConfig->DoModSetup (gameinfo.ConfigName);
|
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R_SetViewSize (screenblocks);
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}
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||
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||
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CCMD(resetb2defaults)
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||
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{
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||
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C_SetDefaultBindings ();
|
||
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}
|
||
|
#endif
|
||
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|
||
|
//=============================================================================
|
||
|
//
|
||
|
// Creates the episode menu
|
||
|
// Falls back on an option menu if there's not enough screen space to show all episodes
|
||
|
//
|
||
|
//=============================================================================
|
||
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|
||
|
#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.
|
||
|
//
|
||
|
//==========================================================================
|
||
|
|
||
|
#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;
|
||
|
}
|
||
|
|
||
|
void SetDefaultMenuColors()
|
||
|
{
|
||
|
OptionSettings.mTitleColor = V_FindFontColor(gameinfo.mTitleColor);
|
||
|
OptionSettings.mFontColor = V_FindFontColor(gameinfo.mFontColor);
|
||
|
OptionSettings.mFontColorValue = V_FindFontColor(gameinfo.mFontColorValue);
|
||
|
OptionSettings.mFontColorMore = V_FindFontColor(gameinfo.mFontColorMore);
|
||
|
OptionSettings.mFontColorHeader = V_FindFontColor(gameinfo.mFontColorHeader);
|
||
|
OptionSettings.mFontColorHighlight = V_FindFontColor(gameinfo.mFontColorHighlight);
|
||
|
OptionSettings.mFontColorSelection = V_FindFontColor(gameinfo.mFontColorSelection);
|
||
|
}
|
||
|
#endif
|