raze/source/core/menu/menu.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_console.h"
#include "c_bind.h"
#include "c_cvars.h"
#include "d_event.h"
//#include "i_input.h"
#include "gameconfigfile.h"
#include "gstrings.h"
#include "menu.h"
#include "textures.h"
#include "c_buttons.h"
#include "v_2ddrawer.h"
#include "printf.h"
#include "v_draw.h"
#include "gamecontrol.h"
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#include "pragmas.h"
#include "build.h"
#include "statistics.h"
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#include "m_joy.h"
#include "raze_sound.h"
#include "texturemanager.h"
#include "v_video.h"
#include "gamestate.h"
void RegisterDuke3dMenus();
void RegisterBloodMenus();
void RegisterSWMenus();
void RegisterPSMenus();
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void RegisterLoadsaveMenus();
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void RegisterOptionMenus();
void RegisterJoystickMenus();
void UpdateJoystickMenu(IJoystickConfig* joy);
bool help_disabled, credits_disabled;
int g_currentMenu; // accessible by CON scripts - contains the current menu's script ID if defined or INT_MAX if none given.
TArray<DMenu*> toDelete;
//
// Todo: Move these elsewhere
//
CVAR (Float, mouse_sensitivity, 1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
EXTERN_CVAR (Bool, show_messages)
CVAR(Bool, menu_sounds, true, CVAR_ARCHIVE) // added mainly because RR's sounds are so supremely annoying.
//CVAR (Float, snd_menuvolume, 0.6f, CVAR_ARCHIVE) the current sound engine cannot deal with this.
CVAR(Int, m_use_mouse, 2, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Int, m_show_backbutton, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
TArray<MenuClassDescriptor*> menuClasses(TArray<MenuClassDescriptor*>::ENoInit(0));
DMenu *CurrentMenu;
bool DMenu::InMenu;
FNewGameStartup NewGameStartupInfo;
EMenuState menuactive;
bool M_DemoNoPlay;
FButtonStatus MenuButtons[NUM_MKEYS];
int MenuButtonTickers[NUM_MKEYS];
bool MenuButtonOrigin[NUM_MKEYS];
int BackbuttonTime;
float BackbuttonAlpha;
static bool MenuEnabled = true;
#define KEY_REPEAT_DELAY (MENU_TICRATE*5/12)
#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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{
if (!from->canAnimate || !to->canAnimate || animtype == MA_None)
{
return false;
}
else
{
start = I_GetTimeNS() * (120. / 1'000'000'000.);
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length = 30;
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dir = animtype == MA_Advance? 1 : -1;
previous = from;
current = to;
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return true;
}
}
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bool MenuTransition::Draw()
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{
double now = I_GetTimeNS() * (120. / 1'000'000'000);
if (now < start + length)
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{
double factor = 120 * xdim / ydim;
double phase = (now - start) / double(length) * M_PI + M_PI/2;
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previous->origin.X = factor * dir * (sin(phase) - 1.);
current->origin.X = factor * dir * (sin(phase) + 1.);
previous->Drawer();
current->Drawer();
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return true;
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}
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return false;
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}
//============================================================================
//
// DMenu base class
//
//============================================================================
DMenu::DMenu(DMenu *parent)
{
mParentMenu = parent;
mMouseCapture = false;
mBackbuttonSelected = false;
}
bool DMenu::Responder (event_t *ev)
{
bool res = false;
if (ev->type == EV_GUI_Event)
{
if (ev->subtype == EV_GUI_LButtonDown)
{
res = MouseEventBack(MOUSE_Click, ev->data1, ev->data2);
// make the menu's mouse handler believe that the current coordinate is outside the valid range
if (res) ev->data2 = -1;
res |= MouseEvent(MOUSE_Click, ev->data1, ev->data2);
if (res)
{
SetCapture();
}
}
else if (ev->subtype == EV_GUI_MouseMove)
{
BackbuttonTime = BACKBUTTON_TIME;
if (mMouseCapture || m_use_mouse == 1)
{
res = MouseEventBack(MOUSE_Move, ev->data1, ev->data2);
if (res) ev->data2 = -1;
res |= MouseEvent(MOUSE_Move, ev->data1, ev->data2);
}
}
else if (ev->subtype == EV_GUI_LButtonUp)
{
if (mMouseCapture)
{
ReleaseCapture();
res = MouseEventBack(MOUSE_Release, ev->data1, ev->data2);
if (res) ev->data2 = -1;
res |= MouseEvent(MOUSE_Release, ev->data1, ev->data2);
}
}
}
return false;
}
//=============================================================================
//
//
//
//=============================================================================
bool DMenu::MenuEvent (int mkey, bool fromcontroller)
{
switch (mkey)
{
case MKEY_Back:
{
//if (scriptID != 0)
{
M_MenuSound(CurrentMenu->mParentMenu? BackSound : CloseSound);
Close();
if (!CurrentMenu && gamestate == GS_MENUSCREEN) C_FullConsole();
return true;
}
}
}
return false;
}
//=============================================================================
//
//
//
//=============================================================================
void DMenu::Close ()
{
assert(CurrentMenu == this);
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CurrentMenu = mParentMenu;
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if (mParentMenu && transition.StartTransition(this, mParentMenu, MA_Return))
{
g_currentMenu = CurrentMenu->scriptID;
}
else
{
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Destroy();
toDelete.Push(this);
if (CurrentMenu == NULL)
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{
M_ClearMenus();
}
else
{
g_currentMenu = CurrentMenu->scriptID;
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}
}
}
//=============================================================================
//
//
//
//=============================================================================
bool DMenu::MouseEvent(int type, int x, int y)
{
return true;
}
//=============================================================================
//
//
//
//=============================================================================
bool DMenu::MouseEventBack(int type, int x, int y)
{
if (m_show_backbutton >= 0)
{
auto texid = TexMan.CheckForTexture("engine/graphics/m_back.png", ETextureType::Any);
if (texid.isValid())
{
auto tex = TexMan.GetGameTexture(texid);
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if (m_show_backbutton&1) x -= screen->GetWidth() - tex->GetDisplayWidth() * CleanXfac;
if (m_show_backbutton&2) y -= screen->GetHeight() - tex->GetDisplayHeight() * CleanYfac;
mBackbuttonSelected = ( x >= 0 && x < tex->GetDisplayWidth() * CleanXfac &&
y >= 0 && y < tex->GetDisplayHeight() * CleanYfac);
if (mBackbuttonSelected && type == MOUSE_Release)
{
if (m_use_mouse == 2) mBackbuttonSelected = false;
MenuEvent(MKEY_Back, true);
}
return mBackbuttonSelected;
}
}
return false;
}
//=============================================================================
//
//
//
//=============================================================================
void DMenu::SetCapture()
{
if (!mMouseCapture)
{
mMouseCapture = true;
I_SetMouseCapture();
}
}
void DMenu::ReleaseCapture()
{
if (mMouseCapture)
{
mMouseCapture = false;
I_ReleaseMouseCapture();
}
}
//=============================================================================
//
//
//
//=============================================================================
void DMenu::Ticker ()
{
}
void DMenu::Drawer ()
{
if (this == CurrentMenu && BackbuttonAlpha > 0 && m_show_backbutton >= 0 && m_use_mouse)
{
auto texid = TexMan.CheckForTexture("engine/graphics/m_back.png", ETextureType::Any);
if (texid.isValid())
{
auto tex = TexMan.GetGameTexture(texid);
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int w = tex->GetDisplayWidth() * CleanXfac;
int h = tex->GetDisplayHeight() * CleanYfac;
int x = (!(m_show_backbutton & 1)) ? 0 : screen->GetWidth() - w;
int y = (!(m_show_backbutton & 2)) ? 0 : screen->GetHeight() - h;
if (mBackbuttonSelected && (mMouseCapture || m_use_mouse == 1))
{
DrawTexture(twod, tex, x, y, DTA_CleanNoMove, true, DTA_ColorOverlay, MAKEARGB(40, 255, 255, 255), TAG_DONE);
}
else
{
DrawTexture(twod, tex, x, y, DTA_CleanNoMove, true, DTA_Alpha, BackbuttonAlpha, TAG_DONE);
}
}
}
}
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bool DMenu::DimAllowed()
{
return true;
}
bool DMenu::TranslateKeyboardEvents()
{
return true;
}
//=============================================================================
//
//
//
//=============================================================================
void M_StartControlPanel (bool makeSound)
{
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);
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gi->MenuOpened();
if (makeSound) M_MenuSound(ActivateSound);
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inputState.ClearAllInput();
for (int i = 0; i < NUM_MKEYS; ++i)
{
MenuButtons[i].ReleaseKey(0);
}
C_HideConsole (); // [RH] Make sure console goes bye bye.
menuactive = MENU_On;
// Pause sound effects before we play the menu switch sound.
// That way, it won't be paused.
//P_CheckTickerPaused ();
BackbuttonTime = 0;
BackbuttonAlpha = 0;
}
void Menu_Open(int playerid)
{
M_StartControlPanel(CurrentMenu == nullptr);
}
//=============================================================================
//
//
//
//=============================================================================
void M_ActivateMenu(DMenu *menu)
{
g_currentMenu = menu->scriptID;
if (menuactive == MENU_Off) menuactive = MENU_On;
if (CurrentMenu != NULL)
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{
CurrentMenu->ReleaseCapture();
transition.StartTransition(CurrentMenu, menu, MA_Advance);
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}
CurrentMenu = menu;
}
//=============================================================================
//
//
//
//=============================================================================
bool M_SetMenu(FName menu, int param, FName caller)
{
#if 0
// skip the menu and go right into the first level.
// For tracking memory leaks that normally require operating the menu to start the game so that they always get the same allocation number.
NewGameStartupInfo.Episode = NewGameStartupInfo.Skill = 0;
menu = NAME_Startgame;
#endif
// some menus need some special treatment (needs to be adjusted for the various frontends.
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switch (caller.GetIndex())
{
case NAME_Episodemenu:
case NAME_HuntMenu:
case NAME_TargetMenu:
// sent from the episode menu
NewGameStartupInfo.Episode = param;
NewGameStartupInfo.Level = 0;
NewGameStartupInfo.CustomLevel1 = NewGameStartupInfo.CustomLevel2 = -1;
NewGameStartupInfo.Skill = gDefaultSkill;
break;
case NAME_WeaponMenu:
NewGameStartupInfo.Skill = param;
break;
case NAME_CustomGameMenu:
NewGameStartupInfo.CustomLevel1 = param;
NewGameStartupInfo.CustomLevel2 = -1;
NewGameStartupInfo.Episode = 0; // Set start to E1L1 so that even if the script fails to set the starting level it is set to something valid.
NewGameStartupInfo.Level = 0;
NewGameStartupInfo.Skill = gDefaultSkill;
gi->CustomMenuSelection(param, -1);
break;
case NAME_CustomSubMenu1:
case NAME_CustomSubMenu2:
case NAME_CustomSubMenu3:
case NAME_CustomSubMenu4:
case NAME_CustomSubMenu5:
case NAME_CustomSubMenu6:
case NAME_CustomSubMenu7:
NewGameStartupInfo.CustomLevel2 = param;
gi->CustomMenuSelection(NewGameStartupInfo.CustomLevel1, param);
break;
case NAME_Skillmenu:
NewGameStartupInfo.Skill = param;
break;
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case NAME_EngineCredits:
case NAME_EngineCredits2:
{
auto m = CurrentMenu;
CurrentMenu = m->mParentMenu;
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m->mParentMenu = nullptr;
toDelete.Push(m);
break;
}
}
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switch (menu.GetIndex())
{
case NAME_Startgame:
M_ClearMenus(); // must be done before starting the level.
if (caller == NAME_Mainmenu || caller == NAME_IngameMenu) NewGameStartupInfo.Episode = param;
STAT_StartNewGame(gVolumeNames[NewGameStartupInfo.Episode], NewGameStartupInfo.Skill);
inputState.ClearAllInput();
gi->StartGame(NewGameStartupInfo);
return false;
case NAME_CustomSubMenu1:
menu = ENamedName(menu.GetIndex() + param);
break;
#if 0
case NAME_StartgameConfirm:
{
// sent from the skill menu for a skill that needs to be confirmed
NewGameStartupInfo.Skill = param;
const char *msg = AllSkills[param].MustConfirmText;
if (*msg==0) msg = GStrings("NIGHTMARE");
M_StartMessage (msg, 0, -1, NAME_StartgameConfirmed);
return;
}
#endif
case NAME_Savegamemenu:
if (!gi->CanSave())
{
// cannot save outside the game.
M_StartMessage (GStrings("SAVEDEAD"), 1, -1);
return true;
}
break;
case NAME_Quitmenu:
// This is no separate class
C_DoCommand("menu_quit");
return true;
case NAME_EndGameMenu:
// This is no separate class
C_DoCommand("menu_endgame");
return true;
}
// End of special checks
FMenuDescriptor **desc = MenuDescriptors.CheckKey(menu);
if (desc != NULL)
{
/*
if ((*desc)->mNetgameMessage.IsNotEmpty() && netgame && !demoplayback)
{
M_StartMessage((*desc)->mNetgameMessage, 1);
return;
}
*/
if ((*desc)->mType == MDESC_ListMenu)
{
FListMenuDescriptor *ld = static_cast<FListMenuDescriptor*>(*desc);
if (ld->mAutoselect >= 0 && ld->mAutoselect < (int)ld->mItems.Size())
{
// recursively activate the autoselected item without ever creating this menu.
ld->mItems[ld->mAutoselect]->Activate(ld->mMenuName);
}
else
{
DListMenu* 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 = (DListMenu*)menuClasses[ndx]->CreateNew();
}
}
else
{
newmenu = new DListMenu;
}
newmenu->Init(CurrentMenu, ld);
M_ActivateMenu(newmenu);
}
}
else if ((*desc)->mType == MDESC_OptionsMenu)
{
FOptionMenuDescriptor *ld = static_cast<FOptionMenuDescriptor*>(*desc);
DOptionMenu* newmenu = nullptr;
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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(CurrentMenu, ld);
M_ActivateMenu(newmenu);
}
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else if ((*desc)->mType == MDESC_ImageScroller)
{
FImageScrollerDescriptor* ld = static_cast<FImageScrollerDescriptor*>(*desc);
DImageScrollerMenu* newmenu;
if (ld->mClass != NAME_None)
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{
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;
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}
newmenu->Init(CurrentMenu, ld);
M_ActivateMenu(newmenu);
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}
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 = 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 (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 CurrentMenu->Responder(ev);
}
else if (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 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;
}
CurrentMenu->MenuEvent(mkey, fromcontroller);
return true;
}
}
return 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?
{
if (gamestate != GS_STARTUP && gamestate != GS_INTRO)
{
M_StartControlPanel(true);
M_SetMenu(gi->CanSave()? NAME_IngameMenu : NAME_Mainmenu, -1);
if (gamestate == GS_FULLCONSOLE) gamestate = GS_MENUSCREEN;
}
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)
{
bool res = false;
// delayed deletion, so that self-deleting menus don't crash if they are getting accessed after being closed.
try
{
res = M_DoResponder(ev);
}
catch (...)
{
for (auto p : toDelete) delete p;
toDelete.Clear();
throw;
}
for (auto p : toDelete) delete p;
toDelete.Clear();
return res;
}
//=============================================================================
//
//
//
//=============================================================================
void M_Ticker (void)
{
if (CurrentMenu != NULL && menuactive != MENU_Off)
{
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if (transition.previous) transition.previous->Ticker();
if (CurrentMenu == nullptr) return; // In case one of the sub-screens has closed the menu.
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;
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 (CurrentMenu != NULL && menuactive != MENU_Off)
{
if (CurrentMenu->DimAllowed() && fade && gamestate != GS_MENUSCREEN) twod->AddColorOnlyQuad(0, 0, screen->GetWidth(), screen->GetHeight(), fade);
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bool going = false;
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if (transition.previous)
{
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going = transition.Draw();
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if (!going)
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{
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if (transition.dir == -1) delete transition.previous;
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transition.previous = nullptr;
transition.current = nullptr;
}
}
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if (!going)
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{
assert(CurrentMenu);
CurrentMenu->origin = { 0,0 };
CurrentMenu->Drawer();
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}
}
}
//=============================================================================
//
//
//
//=============================================================================
void M_UnpauseSound()
{
GSnd->SetSfxPaused(false, PAUSESFX_MENU);
}
void M_ClearMenus (bool final)
{
if (menuactive == MENU_Off) return;
M_DemoNoPlay = false;
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transition.previous = transition.current = nullptr;
transition.dir = 0;
auto menu = CurrentMenu;
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while (menu != nullptr)
{
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auto nextm = menu->mParentMenu;
menu->Destroy();
delete menu;
menu = nextm;
}
CurrentMenu = nullptr;
menuactive = MENU_Off;
M_UnpauseSound();
inputState.ClearAllInput();
if (!final)
{
gi->MenuClosed();
}
}
bool M_Active()
{
return CurrentMenu != nullptr || ConsoleState == c_down || ConsoleState == c_falling;
}
//=============================================================================
//
//
//
//=============================================================================
void M_MenuSound(EMenuSounds snd)
{
if (menu_sounds) gi->MenuSound(snd);
}
//=============================================================================
//
//
//
//=============================================================================
void M_PreviousMenu()
{
if (CurrentMenu != nullptr)
{
DMenu* parent = CurrentMenu->mParentMenu;
CurrentMenu->Destroy();
CurrentMenu = parent;
}
}
//=============================================================================
//
//
//
//=============================================================================
void M_Init (void)
{
RegisterDuke3dMenus();
RegisterBloodMenus();
RegisterSWMenus();
RegisterPSMenus();
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RegisterLoadsaveMenus();
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RegisterOptionMenus();
RegisterJoystickMenus();
M_ParseMenuDefs();
UpdateJoystickMenu(nullptr);
}
//=============================================================================
//
//
//
//=============================================================================
void M_EnableMenu (bool on)
{
MenuEnabled = on;
}
bool M_IsAnimated()
{
if (ConsoleState == c_down) return false;
if (!CurrentMenu) return false;
if (CurrentMenu->IsAnimated()) return true;
if(transition.previous) return true;
return false;
}
//=============================================================================
//
// [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(menu_main)
{
M_StartControlPanel(true);
M_SetMenu(gi->CanSave() ? NAME_IngameMenu : NAME_Mainmenu, -1);
}
CCMD(openhelpmenu)
{
if (!help_disabled)
{
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M_StartControlPanel(true);
M_SetMenu(NAME_HelpMenu);
}
}
CCMD(opensavemenu)
{
if (gi->CanSave())
{
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M_StartControlPanel(true);
M_SetMenu(NAME_Savegamemenu);
}
}
CCMD(openloadmenu)
{
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M_StartControlPanel(true);
M_SetMenu(NAME_Loadgamemenu);
}