raze/polymer/eduke32/source/menus.c

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
//-------------------------------------------------------------------------
// FIXME: this file is the single worst fucking mess in all of EDuke32
#include "duke3d.h"
#include "net.h"
#include "player.h"
#include "mouse.h"
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
#include "joystick.h"
#include "osd.h"
#include "osdcmds.h"
#include "gamedef.h"
#include "gameexec.h"
#include "savegame.h"
#include "premap.h"
#include "demo.h"
#include "crc32.h"
#include "common.h"
#include "common_game.h"
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
#include "input.h"
#include "menus.h"
#include <sys/stat.h>
extern char inputloc;
int16_t g_skillSoundID=-1;
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
int32_t probey=0; // the row number on which the menu cursor is positioned
static int32_t lastsavehead=0,last_menu_pos=0,last_menu,sh,onbar,buttonstat;
static int32_t last_zero,last_fifty,last_onehundred,last_twoohtwo,last_threehundred = 0;
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
// ugly hack to get around inadequacies of calling CONTROL_GetInput() in M_Probe() and still have gamefuncs function throughout menus
// A previous solution was to add CONTROL_GetInput(&minfo); in M_DisplayMenus but that hurt mouse aiming
#define AdvanceTrigger 0x01
#define ReturnTrigger 0x02
#define EscapeTrigger 0x04
#define ProbeTriggers(x) (menutriggers&x)
#define ProbeTriggersClear(x) (menutriggers&=~x)
static int32_t menutriggers=0;
static char menunamecnt;
static fnlist_t fnlist;
static CACHE1D_FIND_REC *finddirshigh=NULL, *findfileshigh=NULL;
static int32_t currentlist=0;
static void set_findhighs(void)
{
finddirshigh = fnlist.finddirs;
findfileshigh = fnlist.findfiles;
currentlist = 0;
if (findfileshigh)
currentlist = 1;
}
static int32_t function, whichkey;
static int32_t changesmade, newvidmode, curvidmode, newfullscreen;
static int32_t vidsets[16] = { -1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 };
static int32_t curvidset, newvidset = 0;
static int32_t soundbits, soundvoices, soundrate;
#define NUMDOUBLEMBTNS 3 // # of mouse buttons that can be double-clicked (mouse1 - mouse3)
#define NUMSINGLEMBTNS 4 // # of mouse buttons that can only be single-clicked (the rest)
#define NUMMOUSEFUNCTIONS (NUMDOUBLEMBTNS*2+NUMSINGLEMBTNS)
// NOTE: NUMMOUSEFUNCTIONS must equal MAXMOUSEBUTTONS!!!
static const char *mousebuttonnames[NUMMOUSEFUNCTIONS==MAXMOUSEBUTTONS ? MAXMOUSEBUTTONS : -1] =
{ "Mouse1", "Mouse2", "Mouse3", "Mouse4", "Wheel Up",
"Wheel Down", "Mouse5", "Mouse6", "Mouse7", "Mouse8"
};
extern int32_t voting;
#define USERMAPENTRYLENGTH 25
#define mgametext(x,y,t,s,dabits) G_PrintGameText(2,STARTALPHANUM, x,y,t,s,0,dabits,0, 0, xdim-1, ydim-1, 65536)
#define mgametextpal(x,y,t,s,p) G_PrintGameText(2,STARTALPHANUM, x,y,t,s,p,26,0, 0, xdim-1, ydim-1, 65536)
void M_ChangeMenu(int32_t cm)
{
if (G_HaveEvent(EVENT_CHANGEMENU))
cm = VM_OnEvent(EVENT_CHANGEMENU, g_player[myconnectindex].ps->i, myconnectindex, -1, cm);
if (cm >= 0)
{
g_currentMenu = cm;
switch (g_currentMenu)
{
case MENU_MAIN:
probey = last_zero;
break;
case MENU_MAIN_INGAME:
probey = last_fifty;
break;
case MENU_EPISODE:
probey = last_onehundred;
break;
case MENU_OPTIONS:
probey = last_twoohtwo;
break;
case MENU_SKILL:
probey = 1;
break;
default:
if (cm >= MENU_LOAD && cm < MENU_STORY)
probey = last_threehundred;
else if ((cm >= 1000 && cm <= 1009))
return;
else probey = 0;
break;
}
lastsavehead = -1;
}
}
static void M_LinearPanels(int32_t firstMenu, int32_t lastMenu)
{
int32_t changedMenu = g_currentMenu;
if (I_PanelUp())
{
I_PanelUpClear();
S_PlaySound(KICK_HIT);
changedMenu--;
if (changedMenu < firstMenu) changedMenu = lastMenu;
M_ChangeMenu(changedMenu);
}
else if (I_PanelDown())
{
I_PanelDownClear();
S_PlaySound(KICK_HIT);
changedMenu++;
if (changedMenu > lastMenu) changedMenu = firstMenu;
M_ChangeMenu(changedMenu);
}
}
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
#define LMB (buttonstat&LEFT_MOUSE)
#define RMB (buttonstat&RIGHT_MOUSE)
#define WHEELUP (buttonstat&WHEELUP_MOUSE)
#define WHEELDOWN (buttonstat&WHEELDOWN_MOUSE)
static ControlInfo minfo;
static int16_t mi, mii;
static int32_t probe_(int32_t type,int32_t x,int32_t y,int32_t i,int32_t n)
{
int16_t centre;
CONTROL_GetInput(&minfo);
mi += (minfo.dpitch+minfo.dz);
mii += minfo.dyaw;
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
menutriggers = 0;
if (x == (320>>1))
centre = 320>>2;
else centre = 0;
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
if (!buttonstat || buttonstat == WHEELUP_MOUSE || buttonstat == WHEELDOWN_MOUSE)
{
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
if (KB_KeyPressed(sc_UpArrow) || KB_KeyPressed(sc_kpad_8) || mi < -8192 || WHEELUP || BUTTON(gamefunc_Move_Forward) || (JOYSTICK_GetHat(0)&HAT_UP))
{
mi = mii = 0;
KB_ClearKeyDown(sc_UpArrow);
KB_ClearKeyDown(sc_kpad_8);
MOUSE_ClearButton(WHEELUP_MOUSE);
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
CONTROL_ClearButton(gamefunc_Move_Forward);
JOYSTICK_ClearHat(0);
S_PlaySound(KICK_HIT);
probey--;
if (probey < 0)
probey = n-1;
}
if (KB_KeyPressed(sc_PgUp))
{
// n is >= NUMGAMEFUNCTIONS from mouse/keyboard setup
int32_t step = (n >= NUMGAMEFUNCTIONS) ? 13/2 : n/2;
KB_ClearKeyDown(sc_PgUp);
S_PlaySound(KICK_HIT);
// if (probey == 0) probey = n-1; else
probey = max(0, probey-step);
}
if (KB_KeyPressed(sc_Home))
{
// does not get in the way of special HOME handling in user map list
KB_ClearKeyDown(sc_Home);
S_PlaySound(KICK_HIT);
probey = 0;
}
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
if (KB_KeyPressed(sc_DownArrow) || KB_KeyPressed(sc_kpad_2) || mi > 8192 || WHEELDOWN || BUTTON(gamefunc_Move_Backward) || (JOYSTICK_GetHat(0)&HAT_DOWN))
{
mi = mii = 0;
KB_ClearKeyDown(sc_DownArrow);
KB_ClearKeyDown(sc_kpad_2);
KB_ClearKeyDown(sc_PgDn);
MOUSE_ClearButton(WHEELDOWN_MOUSE);
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
CONTROL_ClearButton(gamefunc_Move_Backward);
JOYSTICK_ClearHat(0);
S_PlaySound(KICK_HIT);
probey++;
if (probey >= n)
probey = 0;
}
if (KB_KeyPressed(sc_PgDn))
{
int32_t step = (n >= NUMGAMEFUNCTIONS) ? 13/2 : n/2;
KB_ClearKeyDown(sc_PgDn);
S_PlaySound(KICK_HIT);
// if (probey == n-1) probey = 0; else
probey = min(n-1, probey+step);
}
if (KB_KeyPressed(sc_End))
{
// does not get in the way of special END handling in user map list
KB_ClearKeyDown(sc_End);
S_PlaySound(KICK_HIT);
probey = n-1;
}
}
// XXX: check for probey < 0 needed here? (we have M_Probe(..., 0) calls)
if (probey >= n) // not sure if still necessary
probey = 0;
if (x || y)
{
if (centre)
{
// rotatesprite_fs(((320>>1)+(centre)+54)<<16,(y+(probey*i)-4)<<16,65536L,0,SPINNINGNUKEICON+6-((6+(totalclock>>3))%7),sh,0,10);
// rotatesprite_fs(((320>>1)-(centre)-54)<<16,(y+(probey*i)-4)<<16,65536L,0,SPINNINGNUKEICON+((totalclock>>3)%7),sh,0,10);
rotatesprite_fs(((320>>1)+(centre>>1)+70)<<16,(y+(probey*i)-4)<<16,65536L>>type,0,SPINNINGNUKEICON+6-((6+(totalclock>>3))%7),sh,0,10);
rotatesprite_fs(((320>>1)-(centre>>1)-70)<<16,(y+(probey*i)-4)<<16,65536L>>type,0,SPINNINGNUKEICON+((totalclock>>3)%7),sh,0,10);
}
else
rotatesprite_fs((x<<16)-((tilesizx[BIGFNTCURSOR]-4)<<(16-type)),(y+(probey*i)-(4>>type))<<16,65536L>>type,0,SPINNINGNUKEICON+(((totalclock>>3))%7),sh,0,10);
}
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
if (I_AdvanceTrigger() && !onbar)
{
if (g_currentMenu != MENU_SKILL)
S_PlaySound(PISTOL_BODYHIT);
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
menutriggers |= AdvanceTrigger;
I_AdvanceTriggerClear();
return(probey);
}
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
else if (I_ReturnTrigger())
{
S_PlaySound(EXITMENUSOUND);
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
menutriggers |= ReturnTrigger;
I_ReturnTriggerClear();
onbar = 0;
return(-1);
}
else
{
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
if (onbar == 0)
return(-probey-2);
if (KB_KeyPressed(sc_LeftArrow) || KB_KeyPressed(sc_kpad_4) || (LMB && (WHEELUP || mii < -256)) || BUTTON(gamefunc_Turn_Left) ||
BUTTON(gamefunc_Strafe_Left) || (JOYSTICK_GetHat(0)&HAT_LEFT))
return(probey);
else if (KB_KeyPressed(sc_RightArrow) || KB_KeyPressed(sc_kpad_6) || (LMB && (WHEELDOWN || mii > 256)) || BUTTON(gamefunc_Turn_Right) ||
BUTTON(gamefunc_Strafe_Right) || (JOYSTICK_GetHat(0)&HAT_RIGHT))
return(probey);
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
return(-probey-2);
}
}
static inline int32_t M_Probe(int32_t x,int32_t y,int32_t i,int32_t n)
{
return probe_(0,x,y,i,n);
}
static inline int32_t probesm(int32_t x,int32_t y,int32_t i,int32_t n)
{
return probe_(1,x,y,i,n);
}
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
// see menutriggers for why this is a sorry hack
// calling CONTROL_GetFunctionInput(); from input.c also would not work
// and probe_() must remain static
static int32_t Menu_EnterText(int32_t x,int32_t y,char *t,int32_t dalen,int32_t c)
{
int32_t probeysave = probey;
int32_t probeoutputx = M_Probe(0,0,0,1);
probey = probeysave;
if (ProbeTriggers(AdvanceTrigger) || I_AdvanceTrigger())
{
I_AdvanceTriggerClear();
return (1);
}
if (probeoutputx == -1)
{
I_ReturnTriggerClear();
return (-1);
}
return G_EnterText(x, y, t, dalen, c);
}
int32_t menutext_(int32_t x,int32_t y,int32_t s,int32_t p,char *t,int32_t bits)
{
vec2_t dim;
int32_t f = TEXT_BIGALPHANUM|TEXT_UPPERCASE|TEXT_LITERALESCAPE;
if (x == 160)
f |= TEXT_XCENTER;
dim = G_ScreenText(BIGALPHANUM, x, y-12, 65536L, 0, 0, t, s, p, bits, 0, 5, 16, 0, 0, f, 0, 0, xdim-1, ydim-1);
return dim.x;
}
// This function depends on the 'onbar' variable which should be set to the
// 'probey' indices where there's a slider bar.
static void sliderbar(int32_t type, int32_t x,int32_t y,int32_t *p,int32_t dainc,int32_t damodify,int32_t s, int32_t pa, int32_t min, int32_t max)
{
int32_t xloc;
char rev;
if (dainc < 0)
{
dainc = -dainc;
rev = 1;
}
else rev = 0;
y-=2;
if (damodify)
{
if (*p >= min && *p <= max && (KB_KeyPressed(sc_LeftArrow) || KB_KeyPressed(sc_kpad_4) || (LMB && (WHEELUP || mii < -256)) ||
BUTTON(gamefunc_Turn_Left) || BUTTON(gamefunc_Strafe_Left) || (JOYSTICK_GetHat(0)&HAT_LEFT))) // && onbar) )
{
KB_ClearKeyDown(sc_LeftArrow);
KB_ClearKeyDown(sc_kpad_4);
MOUSE_ClearButton(WHEELUP_MOUSE);
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
CONTROL_ClearButton(gamefunc_Turn_Left);
CONTROL_ClearButton(gamefunc_Strafe_Left);
JOYSTICK_ClearHat(0);
mii = 0;
if (!rev)
*p -= dainc;
else *p += dainc;
if (*p < min)
*p = min;
if (*p > max)
*p = max;
S_PlaySound(KICK_HIT);
}
if (*p <= max && *p >= min && (KB_KeyPressed(sc_RightArrow) || KB_KeyPressed(sc_kpad_6) || (LMB && (WHEELDOWN || mii > 256)) ||
BUTTON(gamefunc_Turn_Right) || BUTTON(gamefunc_Strafe_Right) || (JOYSTICK_GetHat(0)&HAT_RIGHT))) //&& onbar) )
{
KB_ClearKeyDown(sc_RightArrow);
KB_ClearKeyDown(sc_kpad_6);
MOUSE_ClearButton(WHEELDOWN_MOUSE);
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
CONTROL_ClearButton(gamefunc_Turn_Right);
CONTROL_ClearButton(gamefunc_Strafe_Right);
JOYSTICK_ClearHat(0);
mii = 0;
if (!rev)
*p += dainc;
else *p -= dainc;
if (*p > max)
*p = max;
if (*p < min)
*p = min;
S_PlaySound(KICK_HIT);
}
}
xloc = *p;
rotatesprite_fs((x<<16)+(22<<(16-type)),(y<<16)-(3<<(16-type)),65536L>>type,0,SLIDEBAR,s,pa,10);
if (rev == 0)
rotatesprite_fs((x<<16)+((scale(64,xloc-min,max-min)+1)<<(16-type)),(y<<16)+(1<<(16-type)),65536L>>type,0,SLIDEBAR+1,s,pa,10);
else
rotatesprite_fs((x<<16)+((65-scale(64,xloc-min,max-min))<<(16-type)),(y<<16)+(1<<(16-type)),65536L>>type,0,SLIDEBAR+1,s,pa,10);
}
#define bar(x,y,p,dainc,damodify,s,pa) sliderbar(0,x,y,p,dainc,damodify,s,pa,0,63);
#define barsm(x,y,p,dainc,damodify,s,pa) sliderbar(1,x,y,p,dainc,damodify,s,pa,0,63);
static void modval(int32_t min, int32_t max,int32_t *p,int32_t dainc,int32_t damodify)
{
char rev;
if (dainc < 0)
{
dainc = -dainc;
rev = 1;
}
else rev = 0;
if (damodify)
{
if (rev == 0)
{
if (KB_KeyPressed(sc_LeftArrow) || KB_KeyPressed(sc_kpad_4) || (LMB && minfo.dyaw < -256) || BUTTON(gamefunc_Turn_Left) ||
BUTTON(gamefunc_Strafe_Left) || (JOYSTICK_GetHat(0)&HAT_LEFT)) // && onbar) )
{
KB_ClearKeyDown(sc_LeftArrow);
KB_ClearKeyDown(sc_kpad_4);
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
CONTROL_ClearButton(gamefunc_Turn_Left);
CONTROL_ClearButton(gamefunc_Strafe_Left);
JOYSTICK_ClearHat(0);
*p -= dainc;
if (*p < min)
{
*p = max;
if (damodify == 2)
*p = min;
}
S_PlaySound(PISTOL_BODYHIT);
}
if (KB_KeyPressed(sc_RightArrow) || KB_KeyPressed(sc_kpad_6) || (LMB && minfo.dyaw > 256) || BUTTON(gamefunc_Turn_Right) ||
BUTTON(gamefunc_Strafe_Right) || (JOYSTICK_GetHat(0)&HAT_RIGHT)) //&& onbar) )
{
KB_ClearKeyDown(sc_RightArrow);
KB_ClearKeyDown(sc_kpad_6);
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
CONTROL_ClearButton(gamefunc_Turn_Right);
CONTROL_ClearButton(gamefunc_Strafe_Right);
JOYSTICK_ClearHat(0);
*p += dainc;
if (*p > max)
{
*p = min;
if (damodify == 2)
*p = max;
}
S_PlaySound(PISTOL_BODYHIT);
}
}
else
{
if (KB_KeyPressed(sc_RightArrow) || KB_KeyPressed(sc_kpad_6) || (LMB && minfo.dyaw > 256) || BUTTON(gamefunc_Turn_Right) ||
BUTTON(gamefunc_Strafe_Right) || (JOYSTICK_GetHat(0)&HAT_RIGHT)) //&& onbar ))
{
KB_ClearKeyDown(sc_RightArrow);
KB_ClearKeyDown(sc_kpad_6);
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
CONTROL_ClearButton(gamefunc_Turn_Right);
CONTROL_ClearButton(gamefunc_Strafe_Right);
JOYSTICK_ClearHat(0);
*p -= dainc;
if (*p < min)
{
*p = max;
if (damodify == 2)
*p = min;
}
S_PlaySound(PISTOL_BODYHIT);
}
if (KB_KeyPressed(sc_LeftArrow) || KB_KeyPressed(sc_kpad_4) || (LMB && minfo.dyaw < -256) || BUTTON(gamefunc_Turn_Left) ||
BUTTON(gamefunc_Strafe_Left) || (JOYSTICK_GetHat(0)&HAT_LEFT)) // && onbar) )
{
KB_ClearKeyDown(sc_LeftArrow);
KB_ClearKeyDown(sc_kpad_4);
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
CONTROL_ClearButton(gamefunc_Turn_Left);
CONTROL_ClearButton(gamefunc_Strafe_Left);
JOYSTICK_ClearHat(0);
*p += dainc;
if (*p > max)
{
*p = min;
if (damodify == 2)
*p = max;
}
S_PlaySound(PISTOL_BODYHIT);
}
}
}
}
#define UNSELMENUSHADE 10
#define DISABLEDMENUSHADE 20
#define MENUHIGHLIGHT(x) probey==x?(sintable[(totalclock<<5)&2047]>>12):UNSELMENUSHADE
// #define MENUHIGHLIGHT(x) probey==x?-(sintable[(totalclock<<4)&2047]>>12):probey-x>=0?(probey-x)<<2:-((probey-x)<<2)
#define SHX(X) 0
// ((x==X)*(-sh))
// ((x==X)?1:2)
//#define MWIN(X) rotatesprite( 320<<15,200<<15,X,0,MENUSCREEN,-16,0,10+64,0,0,xdim-1,ydim-1)
//#define MWINXY(X,OX,OY) rotatesprite( ( 320+(OX) )<<15, ( 200+(OY) )<<15,X,0,MENUSCREEN,-16,0,10+64,0,0,xdim-1,ydim-1)
//extern int32_t G_LoadSaveHeader(char spot,struct savehead_ *saveh);
#pragma pack(push,1)
static savehead_t savehead;
//static struct savehead_ savehead;
#pragma pack(pop)
//static int32_t volnum,levnum,plrskl,numplr;
//static char brdfn[BMAX_PATH];
static void M_DrawBackground(void)
{
rotatesprite_fs(160<<16,200<<15,65536L,0,MENUSCREEN,16,0,10+64);
}
static void M_DrawTopBar(const char *caption)
{
rotatesprite_fs(160<<16,19<<16,65536L,0,MENUBAR,16,0,10);
menutext(160,24,0,0,caption);
}
static void M_DisplaySaveGameList(void)
{
int32_t x, c = 160;
c += 64;
for (x = 0; x <= 108; x += 12)
rotatesprite_fs((c+91-64)<<16,(x+56)<<16,65536L,0,TEXTBOX,24,0,10);
rotatesprite_fs(22<<16,97<<16,65536L,0,WINDOWBORDER2,24,0,10);
rotatesprite_fs(180<<16,97<<16,65536L,1024,WINDOWBORDER2,24,0,10);
rotatesprite_fs(99<<16,50<<16,65536L,512,WINDOWBORDER1,24,0,10);
rotatesprite_fs(103<<16,144<<16,65536L,1024+512,WINDOWBORDER1,24,0,10);
for (x=0; x<=9; x++)
{
if (ud.savegame[x][0])
{
if (g_oldverSavegame[x] && g_currentMenu!=360+x)
{
// old version and not entering new name
char buf[sizeof(ud.savegame[0])];
Bmemcpy(buf, ud.savegame[x], sizeof(ud.savegame[0]));
minitext(c,48+(12*x),buf,13,10+16);
}
else
{
minitext(c,48+(12*x),ud.savegame[x],2,10+16);
}
}
}
}
extern int32_t g_quitDeadline;
void G_CheckPlayerColor(int32_t *color, int32_t prev_color)
{
int32_t i, disallowed[] = { 1, 2, 3, 4, 5, 6, 7, 8, 17, 18, 19, 20, 22 };
for (i=0; i<(signed)(sizeof(disallowed)/sizeof(disallowed[0])); i++)
{
while (*color == disallowed[i])
{
if (*color > prev_color)
(*color)++;
else (*color)--;
i=0;
}
}
}
static void Menus_LoadSave_DisplayCommon1(void)
{
if (lastsavehead != probey)
G_LoadSaveHeaderNew(probey, &savehead);
lastsavehead = probey;
rotatesprite_fs(101<<16,97<<16,65536L>>1,512,TILE_LOADSHOT,-32,0,4+10+64);
if (g_oldverSavegame[probey])
{
menutext(53,70,0,0,"Version");
menutext(48,90,0,0,"Mismatch");
Bsprintf(tempbuf,"Saved: %d.%d.%d %d-bit", savehead.majorver, savehead.minorver,
savehead.bytever, 8*savehead.ptrsize);
mgametext(31,104,tempbuf,0,2+8+16);
Bsprintf(tempbuf,"Our: %d.%d.%d %d-bit", SV_MAJOR_VER, SV_MINOR_VER, BYTEVERSION,
(int32_t)(8*sizeof(intptr_t)));
mgametext(31+16,QUOTE_SAVE_BAD_VERSION,tempbuf,0,2+8+16);
}
}
void Menu_Main(void)
{
int32_t margin = MENU_MARGIN_CENTER;
int32_t x;
enum
{
M_MAIN_EPISODE,
M_MAIN_OPTIONS,
M_MAIN_LOAD,
M_MAIN_STORY,
M_MAIN_CREDITS,
M_MAIN_QUIT
};
rotatesprite_fs(margin<<16,28<<16,65536L,0,INGAMEDUKETHREEDEE,0,0,10);
if (PLUTOPAK) // JBF 20030804
rotatesprite_fs((margin+100)<<16,36<<16,65536L,0,PLUTOPAKSPRITE+2,(sintable[(totalclock<<4)&2047]>>11),0,2+8);
menutext(margin,67,MENUHIGHLIGHT(0),0,"New Game");
// menutext(c,67+16,0,1,"NETWORK GAME");
menutext(margin,67+16/*+16*/,MENUHIGHLIGHT(1),0,"Options");
menutext(margin,67+16+16/*+16*/,MENUHIGHLIGHT(2),0,"Load Game");
if (!VOLUMEALL)
menutext(margin,67+16+16+16/*+16*/,MENUHIGHLIGHT(3),0,"How To Order");
else
menutext(margin,67+16+16+16/*+16*/,MENUHIGHLIGHT(3),0,"Help");
menutext(margin,67+16+16+16+16/*+16*/,MENUHIGHLIGHT(4),0,"Credits");
menutext(margin,67+16+16+16+16+16/*+16*/,MENUHIGHLIGHT(5),0,"Quit");
x = M_Probe(margin,67,16,6);
if (x >= 0)
{
if ((g_netServer || ud.multimode > 1) && x == 0 && ud.recstat != 2)
{
last_zero = 0;
M_ChangeMenu(600);
}
else
{
last_zero = x;
switch (x)
{
case M_MAIN_EPISODE:
M_ChangeMenu(MENU_EPISODE);
break;
//case 1: break;//ChangeToMenu(20001);break; // JBF 20031128: I'm taking over the TEN menu option
case M_MAIN_OPTIONS:
M_ChangeMenu(MENU_OPTIONS);
break; // JBF 20031205: was 200
case M_MAIN_LOAD:
M_ChangeMenu(MENU_LOAD);
break;
case M_MAIN_STORY:
KB_FlushKeyboardQueue();
M_ChangeMenu(MENU_STORY);
break;
case M_MAIN_CREDITS:
M_ChangeMenu(MENU_CREDITS);
break;
case M_MAIN_QUIT:
M_ChangeMenu(MENU_QUIT);
break;
}
}
}
if (KB_KeyPressed(sc_Q)) M_ChangeMenu(MENU_QUIT);
if (x == -1 && (g_player[myconnectindex].ps->gm &MODE_GAME || ud.recstat == 2))
{
g_player[myconnectindex].ps->gm &= ~MODE_MENU;
if ((!g_netServer && ud.multimode < 2) && ud.recstat != 2)
{
ready2send = 1;
totalclock = ototalclock;
}
}
}
void M_DisplayMenus(void)
{
CACHE1D_FIND_REC *dir;
int32_t margin, x,i;
int32_t l,m;
const char *p = NULL;
Net_GetPackets();
{
if (buttonstat != 0 && !onbar)
{
x = MOUSE_GetButtons()<<3;
if (x) buttonstat = x<<3;
else buttonstat = 0;
}
else
buttonstat = MOUSE_GetButtons();
}
if ((g_player[myconnectindex].ps->gm&MODE_MENU) == 0)
{
walock[TILE_LOADSHOT] = 1;
return;
}
if (G_HaveEvent(EVENT_DISPLAYMENU))
VM_OnEvent(EVENT_DISPLAYMENU, g_player[screenpeek].ps->i, screenpeek, -1, 0);
g_player[myconnectindex].ps->gm &= (0xff-MODE_TYPE);
g_player[myconnectindex].ps->fta = 0;
// x = 0;
sh = 4-(sintable[(totalclock<<4)&2047]>>11);
// black translucent background
if ((g_player[myconnectindex].ps->gm&MODE_GAME) || ud.recstat==2)
if (g_currentMenu != 231 && g_currentMenu != 232) // not in 'color correction' menu
fade_screen_black(1);
if (!(g_currentMenu >= 1000 && g_currentMenu <= 2999 && g_currentMenu >= MENU_LOAD && g_currentMenu <= 369))
G_UpdateScreenArea();
if (KB_KeyPressed(sc_Q))
{
switch (g_currentMenu)
{
case MENU_SELECTMAP:
case MENU_KEYBOARDASSIGN:
case 360:
case 361:
case 362:
case 363:
case 364:
case 365:
case 366:
case 367:
case 368:
case 369:
case MENU_QUIT:
case MENU_QUITTOTITLE:
case MENU_QUIT2:
case 603:
case MENU_ADULTPASSWORD:
case 20003:
case 20005:
break;
default:
if (g_currentMenu >= 0)
{
last_menu = g_currentMenu;
last_menu_pos = probey;
M_ChangeMenu(MENU_QUIT2);
}
break;
}
}
switch (g_currentMenu)
{
case 25000:
mgametext(160,90,"Select a save spot before",0,2+8+16);
mgametext(160,90+9,"you quick restore.",0,2+8+16);
x = M_Probe(186,124,0,1);
if (x >= -1)
{
if ((!g_netServer && ud.multimode < 2) && ud.recstat != 2)
{
ready2send = 1;
totalclock = ototalclock;
}
g_player[myconnectindex].ps->gm &= ~MODE_MENU;
}
break;
case MENU_BUYDUKE:
x = M_Probe(326,190,0,1);
mgametext(160,41-8,"You are playing the shareware",0,2+8+16);
mgametext(160,50-8,"version of Duke Nukem 3D. While",0,2+8+16);
mgametext(160,59-8,"this version is really cool, you",0,2+8+16);
mgametext(160,68-8,"are missing over 75% of the total",0,2+8+16);
mgametext(160,77-8,"game, along with other great extras",0,2+8+16);
mgametext(160,86-8,"and games, which you'll get when",0,2+8+16);
mgametext(160,95-8,"you order the complete version and",0,2+8+16);
mgametext(160,104-8,"get the final three episodes.",0,2+8+16);
mgametext(160,104+8,"Please read the 'How To Order' item",0,2+8+16);
mgametext(160,113+8,"on the main menu or visit",0,2+8+16);
mgametext(160,122+8,"http://www.eduke32.com",0,2+8+16);
mgametext(160,131+8,"to upgrade to the full registered",0,2+8+16);
mgametext(160,139+8,"version of Duke Nukem 3D.",0,2+8+16);
mgametext(160,148+16,"Press any key...",0,2+8+16);
if (x >= -1) M_ChangeMenu(MENU_EPISODE);
break;
case 20001:
M_DrawTopBar("Network Game");
x = M_Probe(160,100-18,18,3);
if (x == -1) M_ChangeMenu(MENU_MAIN);
else if (x == 2) M_ChangeMenu(20010);
else if (x == 1) M_ChangeMenu(20020);
else if (x == 0) M_ChangeMenu(20002);
menutext(160,100-18,MENUHIGHLIGHT(0),0,"Player Setup");
menutext(160,100,MENUHIGHLIGHT(1),0,"Join Game");
menutext(160,100+18,MENUHIGHLIGHT(2),0,"Host Game");
break;
case 20002:
case 20003:
M_DrawTopBar("Player Setup");
margin = MENU_MARGIN_REGULAR;
{
int32_t io, ii, yy = 37, d=margin+140, enabled;
const char *opts[] =
{
"Name",
"-",
"Color",
"-",
"Team",
"-",
"-",
"Auto aim",
"Mouse aim",
"-",
"-",
"Switch weapons on pickup",
"Switch weapons when empty",
"-",
"-",
"Multiplayer macros",
NULL
};
x = ud.color;
if (probey == 2)
x = G_GetTeamPalette(ud.team);
rotatesprite_fs((260)<<16,(24+(tilesizy[APLAYER]>>1))<<16,49152L,0,1441-((((4-(totalclock>>4)))&3)*5),0,x,10);
for (ii=io=0; opts[ii]; ii++)
{
if (opts[ii][0] == '-' && !opts[ii][1])
{
if (io <= probey) yy += 4;
continue;
}
if (io < probey) yy += 8;
io++;
}
if (g_currentMenu == 20002)
{
x = probesm(margin,yy+5,0,io);
if (x == -1)
{
M_ChangeMenu(MENU_OPTIONS);
probey = 3;
break;
}
for (ii=io=0; opts[ii]; ii++)
{
if (opts[ii][0] == '-' && !opts[ii][1])
continue;
enabled = 1;
switch (io)
{
case 0:
if (x == io)
{
strcpy(buf, szPlayerName);
inputloc = strlen(buf);
M_ChangeMenu(20003);
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
I_AdvanceTriggerClear();
}
break;
case 1:
i = ud.color;
if (x == io)
{
ud.color++;
if (ud.color > 23)
ud.color = 0;
G_CheckPlayerColor((int32_t *)&ud.color,-1);
}
modval(0,23,(int32_t *)&ud.color,1,probey==1);
G_CheckPlayerColor((int32_t *)&ud.color,i);
if (ud.color != i)
G_UpdatePlayerFromMenu();
break;
case 2:
i = ud.team;
if (x == io)
{
ud.team++;
if (ud.team == 4)
ud.team = 0;
}
modval(0,3,(int32_t *)&ud.team,1,probey==2);
if (ud.team != i)
G_UpdatePlayerFromMenu();
break;
case 3:
i = ud.config.AutoAim;
if (x == io)
ud.config.AutoAim = (ud.config.AutoAim == 2) ? 0 : ud.config.AutoAim+1;
modval(0,2,(int32_t *)&ud.config.AutoAim,1,probey==3);
if (ud.config.AutoAim != i)
G_UpdatePlayerFromMenu();
break;
case 4:
i = ud.mouseaiming;
if (x == io)
ud.mouseaiming = !ud.mouseaiming;
modval(0,1,(int32_t *)&ud.mouseaiming,1,probey==4);
if (ud.mouseaiming != i)
G_UpdatePlayerFromMenu();
break;
case 5:
i = 0;
if (ud.weaponswitch & 1)
{
i = 1;
if (ud.weaponswitch & 4)
i = 2;
}
l = i;
if (x == io)
i = (i == 2) ? 0 : i+1;
modval(0,2,(int32_t *)&i,1,probey==5);
if (i != l)
{
if (i > 0)
{
ud.weaponswitch |= 1;
if (i == 2)
ud.weaponswitch |= 4;
else
ud.weaponswitch &= ~4;
}
else
ud.weaponswitch &= ~(1|4);
G_UpdatePlayerFromMenu();
}
break;
case 6:
i = 0;
if (ud.weaponswitch & 2)
i = 1;
if (x == io)
i = 1-i;
modval(0,1,(int32_t *)&i,1,probey==6);
if ((ud.weaponswitch & 2 && !i) || (!(ud.weaponswitch & 2) && i))
{
ud.weaponswitch ^= 2;
G_UpdatePlayerFromMenu();
}
break;
case 7:
if (x == io)
{
M_ChangeMenu(20004);
}
break;
default:
break;
}
io++;
}
}
else
{
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
// because OSD_StripColors needs a valid target and tempbuf is used in _EnterText()
char dummybuf[64];
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
x = Menu_EnterText(d-50,37,buf,30,0);
while (Bstrlen(OSD_StripColors(dummybuf,buf)) > 10)
{
buf[Bstrlen(buf)-1] = '\0';
inputloc--;
}
if (x)
{
if (x == 1)
{
if (buf[0] && Bstrcmp(szPlayerName,buf))
{
Bstrcpy(szPlayerName,buf);
Net_SendClientInfo();
}
// send name update
}
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
I_AdvanceTriggerClear();
M_ChangeMenu(20002);
}
}
yy = 37;
{
for (ii=io=0; opts[ii]; ii++)
{
if (opts[ii][0] == '-' && !opts[ii][1])
{
yy += 4;
continue;
}
enabled = 1;
switch (io)
{
case 0:
if (g_currentMenu == 20002)
{
mgametext(d-50,yy,szPlayerName,MENUHIGHLIGHT(io),2+8+16);
}
break;
case 1:
{
const char *s[] =
{ "Auto","","","","","","","","","Blue","Red","Green","Gray","Dark gray","Dark green","Brown",
"Dark blue","","","","","Bright red","","Yellow","",""
};
mgametext(d-50,yy,s[ud.color],MENUHIGHLIGHT(io),2+8+16);
}
break;
case 2:
{
const char *s[] = { "Blue", "Red", "Green", "Gray" };
mgametext(d-50,yy,s[ud.team],MENUHIGHLIGHT(io),2+8+16);
}
break;
case 3:
{
const char *s[] = { "Off", "All weapons", "Bullets only" };
mgametext(d-50,yy,s[ud.config.AutoAim],MENUHIGHLIGHT(io),2+8+16);
}
break;
case 4:
mgametext(d-50,yy,ud.mouseaiming?"Hold button":"Toggle on/off",MENUHIGHLIGHT(io),2+8+16);
break;
case 5:
{
const char *s[] = { "Off", "All weapons", "Fav priority" };
i = 0;
if (ud.weaponswitch & 1)
{
i = 1;
if (ud.weaponswitch & 4)
i = 2;
}
mgametext(d+45,yy,s[i],MENUHIGHLIGHT(io),2+8+16);
}
break;
case 6:
mgametext(d+45,yy,ud.weaponswitch&2?"On":"Off",MENUHIGHLIGHT(io),2+8+16);
break;
default:
break;
}
mgametextpal(margin,yy, opts[ii], enabled?MENUHIGHLIGHT(io):DISABLEDMENUSHADE, 10);
io++;
yy += 8;
}
}
break;
}
case 20004:
case 20005:
M_DrawTopBar("Multiplayer Macros");
if (g_currentMenu == 20004)
{
x = probesm(24,45,8,10);
if (x == -1)
{
M_ChangeMenu(20002);
probey = 7;
}
else if (x >= 0 && x <= 9)
{
strcpy(buf, ud.ridecule[x]);
inputloc = strlen(buf);
last_menu_pos = probey;
M_ChangeMenu(20005);
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
I_AdvanceTriggerClear();
}
}
else
{
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
x = Menu_EnterText(26,40+(8*probey),buf,34,0);
if (x)
{
if (x == 1)
{
Bstrcpy(ud.ridecule[last_menu_pos],buf);
}
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
I_AdvanceTriggerClear();
M_ChangeMenu(20004);
}
}
for (i=0; i<10; i++)
{
if (g_currentMenu == 20005 && i == last_menu_pos) continue;
mgametextpal(26,40+(i<<3),ud.ridecule[i],MENUHIGHLIGHT(i),0);
}
mgametext(160,144,"Activate in-game with SHIFT-F#",0,2+8+16);
break;
#if 0
case 20010:
M_DrawTopBar("Host Network Game");
x = M_Probe(46,50,80,2);
if (x == -1)
{
ChangeToMenu(20001);
probey = 2;
}
else if (x == 0) ChangeToMenu(20011);
menutext(40,50,0,0, "Game Options");
minitext(90,60, "Game Type" ,2,26);
minitext(90,60+8, "Episode" ,2,26);
minitext(90,60+8+8, "Level" ,2,26);
minitext(90,60+8+8+8, "Monsters" ,2,26);
if (ud.m_coop == 0)
minitext(90,60+8+8+8+8, "Markers" ,2,26);
else if (ud.m_coop == 1)
minitext(90,60+8+8+8+8, "Friendly Fire",2,26);
minitext(90,60+8+8+8+8+8, "User Map" ,2,26);
mgametext(90+60,60,GametypeNames[ud.m_coop],0,26);
minitext(90+60,60+8, EpisodeNames[ud.m_volume_number],0,26);
minitext(90+60,60+8+8, level_names[MAXLEVELS*ud.m_volume_number+ud.m_level_number],0,26);
if (ud.m_monsters_off == 0 || ud.m_player_skill > 0)
minitext(90+60,60+8+8+8, SkillNames[ud.m_player_skill],0,26);
else minitext(90+60,60+8+8+8, "None",0,28);
if (ud.m_coop == 0)
{
if (ud.m_marker) minitext(90+60,60+8+8+8+8,"On",0,26);
else minitext(90+60,60+8+8+8+8,"Off",0,26);
}
else if (ud.m_coop == 1)
{
if (ud.m_ffire) minitext(90+60,60+8+8+8+8,"On",0,26);
else minitext(90+60,60+8+8+8+8,"Off",0,26);
}
menutext(40,50+80,0,0,"Launch Game");
break;
case 20011:
c = (320>>1) - 120;
M_DrawTopBar("Net Game Options");
x = M_Probe(c,57-8,16,8);
switch (x)
{
case -1:
ChangeToMenu(20010);
break;
case 0:
ud.m_coop++;
if (ud.m_coop == 3) ud.m_coop = 0;
break;
case 1:
if (!VOLUMEONE)
{
ud.m_volume_number++;
if (ud.m_volume_number == g_numVolumes) ud.m_volume_number = 0;
if (ud.m_volume_number == 0 && ud.m_level_number > 6)
ud.m_level_number = 0;
if (ud.m_level_number > 10) ud.m_level_number = 0;
}
break;
case 2:
ud.m_level_number++;
if (!VOLUMEONE)
{
if (ud.m_volume_number == 0 && ud.m_level_number > 6)
ud.m_level_number = 0;
}
else
{
if (ud.m_volume_number == 0 && ud.m_level_number > 5)
ud.m_level_number = 0;
}
if (ud.m_level_number > 10) ud.m_level_number = 0;
break;
case 3:
if (ud.m_monsters_off == 1 && ud.m_player_skill > 0)
ud.m_monsters_off = 0;
if (ud.m_monsters_off == 0)
{
ud.m_player_skill++;
if (ud.m_player_skill > 3)
{
ud.m_player_skill = 0;
ud.m_monsters_off = 1;
}
}
else ud.m_monsters_off = 0;
break;
case 4:
if (ud.m_coop == 0)
ud.m_marker = !ud.m_marker;
break;
case 5:
if (ud.m_coop == 1)
ud.m_ffire = !ud.m_ffire;
break;
case 6:
// pick the user map
break;
case 7:
ChangeToMenu(20010);
break;
}
c += 40;
// if(ud.m_coop==1) mgametext(c+70,57-7-9,"Cooperative Play",0,2+8+16);
// else if(ud.m_coop==2) mgametext(c+70,57-7-9,"DukeMatch (No Spawn)",0,2+8+16);
// else mgametext(c+70,57-7-9,"DukeMatch (Spawn)",0,2+8+16);
mgametext(c+70,57-7-9,GametypeNames[ud.m_coop],0,26);
mgametext(c+70,57+16-7-9,EpisodeNames[ud.m_volume_number],0,2+8+16);
mgametext(c+70,57+16+16-7-9,&level_names[MAXLEVELS*ud.m_volume_number+ud.m_level_number][0],0,2+8+16);
if (ud.m_monsters_off == 0 || ud.m_player_skill > 0)
mgametext(c+70,57+16+16+16-7-9,SkillNames[ud.m_player_skill],0,2+8+16);
else mgametext(c+70,57+16+16+16-7-9,"None",0,2+8+16);
if (ud.m_coop == 0)
{
if (ud.m_marker)
mgametext(c+70,57+16+16+16+16-7-9,"On",0,2+8+16);
else mgametext(c+70,57+16+16+16+16-7-9,"Off",0,2+8+16);
}
if (ud.m_coop == 1)
{
if (ud.m_ffire)
mgametext(c+70,57+16+16+16+16+16-7-9,"On",0,2+8+16);
else mgametext(c+70,57+16+16+16+16+16-7-9,"Off",0,2+8+16);
}
c -= 44;
menutext(c,57-9,MENUHIGHLIGHT(0),PHX(-2),"Game Type");
sprintf(tempbuf,"Episode %d",ud.m_volume_number+1);
menutext(c,57+16-9,MENUHIGHLIGHT(1),PHX(-3),tempbuf);
sprintf(tempbuf,"Level %d",ud.m_level_number+1);
menutext(c,57+16+16-9,MENUHIGHLIGHT(2),PHX(-4),tempbuf);
menutext(c,57+16+16+16-9,MENUHIGHLIGHT(3),PHX(-5),"Monsters");
if (ud.m_coop == 0)
menutext(c,57+16+16+16+16-9,MENUHIGHLIGHT(4),PHX(-6),"Markers");
else
menutext(c,57+16+16+16+16-9,MENUHIGHLIGHT(4),1,"Markers");
if (ud.m_coop == 1)
menutext(c,57+16+16+16+16+16-9,MENUHIGHLIGHT(5),PHX(-6),"Fr. Fire");
else menutext(c,57+16+16+16+16+16-9,MENUHIGHLIGHT(5),1,"Fr. Fire");
if (VOLUMEALL)
{
menutext(c,57+16+16+16+16+16+16-9,MENUHIGHLIGHT(6),boardfilename[0] == 0,"User Map");
if (boardfilename[0] != 0)
mgametext(c+70+44,57+16+16+16+16+16,boardfilename,0,2+8+16);
}
else
{
menutext(c,57+16+16+16+16+16+16-9,MENUHIGHLIGHT(6),1,"User Map");
}
menutext(c,57+16+16+16+16+16+16+16-9,MENUHIGHLIGHT(7),PHX(-8),"Accept");
break;
case 20020:
case 20021: // editing server
case 20022: // editing port
M_DrawTopBar("Join Network Game");
if (g_currentMenu == 20020)
{
x = M_Probe(46,50,20,3);
if (x == -1)
{
ChangeToMenu(20001);
probey = 1;
}
else if (x == 0)
{
strcpy(buf, "localhost");
inputloc = strlen(buf);
M_ChangeMenu(20021);
}
else if (x == 1)
{
strcpy(buf, "19014");
inputloc = strlen(buf);
M_ChangeMenu(20022);
}
else if (x == 2)
{}
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
I_AdvanceTriggerClear();
}
else if (g_currentMenu == 20021)
{
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
x = Menu_EnterText(40+100,50-9,buf,31,0);
if (x)
{
if (x == 1)
{
//strcpy(szPlayerName,buf);
}
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
I_AdvanceTriggerClear();
M_ChangeMenu(20020);
}
}
else if (g_currentMenu == 20022)
{
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
x = Menu_EnterText(40+100,50+20-9,buf,5,997);
if (x)
{
if (x == 1)
{
//strcpy(szPlayerName,buf);
}
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
I_AdvanceTriggerClear();
M_ChangeMenu(20020);
}
}
menutext(40,50,0,0,"Server");
if (g_currentMenu != 20021) mgametext(40+100,50-9,"server",0,2+8+16);
menutext(40,50+20,0,0,"Port");
if (g_currentMenu != 20022)
{
sprintf(tempbuf,"%d",19014);
mgametext(40+100,50+20-9,tempbuf,0,2+8+16);
}
menutext(160,50+20+20,0,0,"Connect");
// ADDRESS
// PORT
// CONNECT
break;
#endif
case 15001:
case 15000:
mgametext(160,90,"LOAD last game:",0,2+8+16);
Bsprintf(tempbuf,"\"%s\"",ud.savegame[g_lastSaveSlot]);
mgametext(160,99,tempbuf,0,2+8+16);
mgametext(160,99+9,"(Y/N)",0,2+8+16);
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
x = M_Probe(186,124+9,0,0);
if (x == -1 || KB_KeyPressed(sc_N))
{
if (sprite[g_player[myconnectindex].ps->i].extra <= 0)
{
if (G_EnterLevel(MODE_GAME)) G_BackToMenu();
return;
}
KB_ClearKeyDown(sc_N);
g_player[myconnectindex].ps->gm &= ~MODE_MENU;
if ((!g_netServer && ud.multimode < 2) && ud.recstat != 2)
{
ready2send = 1;
totalclock = ototalclock;
}
}
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
if (ProbeTriggers(AdvanceTrigger) || I_AdvanceTrigger() || KB_KeyPressed(sc_Y))
{
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
I_AdvanceTriggerClear();
ProbeTriggersClear(AdvanceTrigger);
KB_ClearKeyDown(sc_Y);
KB_FlushKeyboardQueue();
KB_ClearKeysDown();
FX_StopAllSounds();
S_ClearSoundLocks();
G_LoadPlayerMaybeMulti(g_lastSaveSlot);
}
break;
case MENU_ADULTMODE:
case MENU_ADULTPASSWORD:
margin = 60;
M_DrawTopBar("Adult Mode");
x = M_Probe(60,50+16,16,2);
if (x == -1)
{
M_ChangeMenu(MENU_GAMESETUP);
probey = 0;
break;
}
menutext(margin,50+16,MENUHIGHLIGHT(0),0,"Adult Mode");
menutext(margin,50+16+16,MENUHIGHLIGHT(1),0,"Enter Password");
menutext(margin+160+40,50+16,MENUHIGHLIGHT(0),0,ud.lockout?"Off":"On");
if (g_currentMenu == MENU_ADULTPASSWORD)
{
mgametext(160,50+16+16+16+16-12,"Enter Password",0,2+8+16);
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
x = Menu_EnterText((320>>1),50+16+16+16+16,buf,19, 998);
if (x)
{
if (ud.pwlockout[0] == 0 || ud.lockout == 0)
strcpy(&ud.pwlockout[0],buf);
else if (strcmp(buf,&ud.pwlockout[0]) == 0)
{
ud.lockout = 0;
buf[0] = 0;
#if 0
for (x=0; x<g_numAnimWalls; x++)
if (wall[animwall[x].wallnum].picnum != W_SCREENBREAK &&
wall[animwall[x].wallnum].picnum != W_SCREENBREAK+1 &&
wall[animwall[x].wallnum].picnum != W_SCREENBREAK+2)
if (wall[animwall[x].wallnum].extra >= 0)
wall[animwall[x].wallnum].picnum = wall[animwall[x].wallnum].extra;
#endif
}
M_ChangeMenu(MENU_ADULTMODE);
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
I_AdvanceTriggerClear();
}
}
else
{
if (x == 0)
{
if (ud.lockout == 1)
{
if (ud.pwlockout[0] == 0)
{
ud.lockout = 0;
#if 0
for (x=0; x<g_numAnimWalls; x++)
if (wall[animwall[x].wallnum].picnum != W_SCREENBREAK &&
wall[animwall[x].wallnum].picnum != W_SCREENBREAK+1 &&
wall[animwall[x].wallnum].picnum != W_SCREENBREAK+2)
if (wall[animwall[x].wallnum].extra >= 0)
wall[animwall[x].wallnum].picnum = wall[animwall[x].wallnum].extra;
#endif
}
else
{
buf[0] = 0;
M_ChangeMenu(MENU_ADULTPASSWORD);
inputloc = 0;
KB_FlushKeyboardQueue();
}
}
else
{
ud.lockout = 1;
for (x=0; x<g_numAnimWalls; x++)
switch (DYNAMICTILEMAP(wall[animwall[x].wallnum].picnum))
{
case FEMPIC1__STATIC:
wall[animwall[x].wallnum].picnum = BLANKSCREEN;
break;
case FEMPIC2__STATIC:
case FEMPIC3__STATIC:
wall[animwall[x].wallnum].picnum = SCREENBREAK6;
break;
}
}
}
else if (x == 1)
{
M_ChangeMenu(MENU_ADULTPASSWORD);
inputloc = 0;
KB_FlushKeyboardQueue();
}
}
break;
case 1000:
case 1001:
case 1002:
case 1003:
case 1004:
case 1005:
case 1006:
case 1007:
case 1008:
case 1009:
M_DrawBackground();
M_DrawTopBar("Load Game");
rotatesprite_fs(101<<16,97<<16,65536>>1,512,TILE_LOADSHOT,-32,0,4+10+64);
M_DisplaySaveGameList();
Bsprintf(tempbuf,"Players: %-2d ",savehead.numplayers);
mgametext(160,156,tempbuf,0,2+8+16);
Bsprintf(tempbuf,"Episode: %-2d / Level: %-2d / Skill: %-2d",
1+savehead.volnum, 1+savehead.levnum, savehead.skill);
mgametext(160,168,tempbuf,0,2+8+16);
if (savehead.volnum == 0 && savehead.levnum == 7)
mgametext(160,180,savehead.boardfn,0,2+8+16);
mgametext(160,90,"LOAD game:",0,2+8+16);
Bsprintf(tempbuf,"\"%s\"",ud.savegame[g_currentMenu-1000]);
mgametext(160,99,tempbuf,0,2+8+16);
mgametext(160,99+9,"(Y/N)",0,2+8+16);
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
x = M_Probe(186,124+9,0,0);
if (ProbeTriggers(AdvanceTrigger) || I_AdvanceTrigger() || KB_KeyPressed(sc_Y))
{
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
I_AdvanceTriggerClear();
ProbeTriggersClear(AdvanceTrigger);
KB_ClearKeyDown(sc_Y);
g_lastSaveSlot = g_currentMenu-1000;
KB_FlushKeyboardQueue();
KB_ClearKeysDown();
if ((!g_netServer && ud.multimode < 2) && ud.recstat != 2)
{
ready2send = 1;
totalclock = ototalclock;
}
G_LoadPlayerMaybeMulti(g_lastSaveSlot);
break;
}
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
if (x == -1 || KB_KeyPressed(sc_N))
{
KB_ClearKeyDown(sc_N);
if (g_player[myconnectindex].ps->gm&MODE_GAME)
{
g_player[myconnectindex].ps->gm &= ~MODE_MENU;
if ((!g_netServer && ud.multimode < 2) && ud.recstat != 2)
{
ready2send = 1;
totalclock = ototalclock;
}
}
else
{
M_ChangeMenu(MENU_LOAD);
probey = last_threehundred;
}
}
break;
case 1500:
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
x = M_Probe(186,124,0,0);
if (ProbeTriggers(AdvanceTrigger) || I_AdvanceTrigger() || KB_KeyPressed(sc_Y))
{
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
I_AdvanceTriggerClear();
ProbeTriggersClear(AdvanceTrigger);
KB_ClearKeyDown(sc_Y);
KB_FlushKeyboardQueue();
M_ChangeMenu(MENU_EPISODE);
}
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
if (x == -1 || KB_KeyPressed(sc_N))
{
KB_ClearKeyDown(sc_N);
if ((!g_netServer && ud.multimode < 2) && ud.recstat != 2)
{
ready2send = 1;
totalclock = ototalclock;
}
g_player[myconnectindex].ps->gm &= ~MODE_MENU;
break;
}
mgametext(160,90,"ABORT this game?",0,2+8+16);
mgametext(160,90+9,"(Y/N)",0,2+8+16);
break;
case 2000:
case 2001:
case 2002:
case 2003:
case 2004:
case 2005:
case 2006:
case 2007:
case 2008:
case 2009:
M_DrawBackground();
M_DrawTopBar("Save Game");
rotatesprite_fs(101<<16,97<<16,65536L>>1,512,TILE_LOADSHOT,-32,0,4+10+64);
Bsprintf(tempbuf,"Players: %-2d ",ud.multimode);
mgametext(160,156,tempbuf,0,2+8+16);
Bsprintf(tempbuf,"Episode: %-2d / Level: %-2d / Skill: %-2d",1+ud.volume_number,1+ud.level_number,ud.player_skill);
mgametext(160,168,tempbuf,0,2+8+16);
if (ud.volume_number == 0 && ud.level_number == 7)
mgametext(160,180,boardfilename,0,2+8+16);
M_DisplaySaveGameList();
mgametext(160,90,"OVERWRITE previous SAVED game?",0,2+8+16);
mgametext(160,90+9,"(Y/N)",0,2+8+16);
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
x = M_Probe(186,124,0,0);
if (ProbeTriggers(AdvanceTrigger) || I_AdvanceTrigger() || KB_KeyPressed(sc_Y))
{
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
I_AdvanceTriggerClear();
ProbeTriggersClear(AdvanceTrigger);
KB_ClearKeyDown(sc_Y);
inputloc = strlen(&ud.savegame[g_currentMenu-2000][0]);
M_ChangeMenu(g_currentMenu-2000+360);
KB_FlushKeyboardQueue();
break;
}
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
if (x == -1 || KB_KeyPressed(sc_N))
{
KB_ClearKeyDown(sc_N);
M_ChangeMenu(351);
}
break;
case MENU_CREDITS:
case MENU_CREDITS2:
case MENU_CREDITS3:
case MENU_CREDITS4:
case MENU_CREDITS5:
case MENU_CREDITS6:
case MENU_CREDITS7:
case MENU_CREDITS8:
case MENU_CREDITS9:
case MENU_CREDITS10:
margin = MENU_MARGIN_CENTER;
if (!VOLUMEALL || !PLUTOPAK)
{
//M_DrawBackground();
switch (g_currentMenu)
{
case MENU_CREDITS9:
case MENU_CREDITS10:
M_DrawTopBar("About EDuke32");
break;
default:
M_DrawTopBar("Credits");
break;
}
l = 9;
}
else
{
l = 4;
}
M_LinearPanels(MENU_CREDITS, MENU_CREDITS+l);
x = M_Probe(0,0,0,1);
if (x == -1)
{
M_ChangeMenu(MENU_MAIN);
break;
}
if (!VOLUMEALL || !PLUTOPAK)
{
switch (g_currentMenu)
{
case MENU_CREDITS:
mgametext(margin,40, "Original Concept",0,2+8+16);
mgametext(margin,40+9, "Todd Replogle",0,2+8+16);
mgametext(margin,40+9+9, "Allen H. Blum III",0,2+8+16);
mgametext(margin,40+9+9+9+9, "Produced & Directed By",0,2+8+16);
mgametext(margin,40+9+9+9+9+9, "Greg Malone",0,2+8+16);
mgametext(margin,40+9+9+9+9+9+9+9, "Executive Producer",0,2+8+16);
mgametext(margin,40+9+9+9+9+9+9+9+9, "George Broussard",0,2+8+16);
mgametext(margin,40+9+9+9+9+9+9+9+9+9+9, "BUILD Engine",0,2+8+16);
mgametext(margin,40+9+9+9+9+9+9+9+9+9+9+9,"Ken Silverman",0,2+8+16);
break;
case MENU_CREDITS2:
mgametext(margin,40, "Game Programming",0,2+8+16);
mgametext(margin,40+9, "Todd Replogle",0,2+8+16);
mgametext(margin,40+9+9+9, "3D Engine/Tools/Net",0,2+8+16);
mgametext(margin,40+9+9+9+9, "Ken Silverman",0,2+8+16);
mgametext(margin,40+9+9+9+9+9+9, "Network Layer/Setup Program",0,2+8+16);
mgametext(margin,40+9+9+9+9+9+9+9, "Mark Dochtermann",0,2+8+16);
break;
case MENU_CREDITS3:
mgametext(margin,40, "Map Design",0,2+8+16);
mgametext(margin,40+9, "Allen H. Blum III",0,2+8+16);
mgametext(margin,40+9+9, "Richard Gray",0,2+8+16);
mgametext(margin,40+9+9+9+9, "3D Modeling",0,2+8+16);
mgametext(margin,40+9+9+9+9+9, "Chuck Jones",0,2+8+16);
mgametext(margin,40+9+9+9+9+9+9, "Sapphire Corporation",0,2+8+16);
mgametext(margin,40+9+9+9+9+9+9+9+9, "Artwork",0,2+8+16);
mgametext(margin,40+9+9+9+9+9+9+9+9+9, "Dirk Jones, Stephen Hornback",0,2+8+16);
mgametext(margin,40+9+9+9+9+9+9+9+9+9+9, "James Storey, David Demaret",0,2+8+16);
mgametext(margin,40+9+9+9+9+9+9+9+9+9+9+9,"Douglas R. Wood",0,2+8+16);
break;
case MENU_CREDITS4:
mgametext(margin,40, "Sound Engine",0,2+8+16);
mgametext(margin,40+9, "Jim Dose",0,2+8+16);
mgametext(margin,40+9+9+9, "Sound & Music Development",0,2+8+16);
mgametext(margin,40+9+9+9+9, "Robert Prince",0,2+8+16);
mgametext(margin,40+9+9+9+9+9, "Lee Jackson",0,2+8+16);
mgametext(margin,40+9+9+9+9+9+9+9, "Voice Talent",0,2+8+16);
mgametext(margin,40+9+9+9+9+9+9+9+9, "Lani Minella - Voice Producer",0,2+8+16);
mgametext(margin,40+9+9+9+9+9+9+9+9+9, "Jon St. John as \"Duke Nukem\"",0,2+8+16);
break;
case MENU_CREDITS5:
mgametext(margin,60, "Graphic Design",0,2+8+16);
mgametext(margin,60+9, "Packaging, Manual, Ads",0,2+8+16);
mgametext(margin,60+9+9, "Robert M. Atkins",0,2+8+16);
mgametext(margin,60+9+9+9, "Michael Hadwin",0,2+8+16);
mgametext(margin,60+9+9+9+9+9, "Special Thanks To",0,2+8+16);
mgametext(margin,60+9+9+9+9+9+9, "Steven Blackburn, Tom Hall",0,2+8+16);
mgametext(margin,60+9+9+9+9+9+9+9, "Scott Miller, Joe Siegler",0,2+8+16);
mgametext(margin,60+9+9+9+9+9+9+9+9, "Terry Nagy, Colleen Compton",0,2+8+16);
mgametext(margin,60+9+9+9+9+9+9+9+9+9, "HASH, Inc., FormGen, Inc.",0,2+8+16);
break;
case MENU_CREDITS6:
mgametext(margin,49, "The 3D Realms Beta Testers",0,2+8+16);
mgametext(margin,49+9+9, "Nathan Anderson, Wayne Benner",0,2+8+16);
mgametext(margin,49+9+9+9, "Glenn Brensinger, Rob Brown",0,2+8+16);
mgametext(margin,49+9+9+9+9, "Erik Harris, Ken Heckbert",0,2+8+16);
mgametext(margin,49+9+9+9+9+9, "Terry Herrin, Greg Hively",0,2+8+16);
mgametext(margin,49+9+9+9+9+9+9, "Hank Leukart, Eric Baker",0,2+8+16);
mgametext(margin,49+9+9+9+9+9+9+9, "Jeff Rausch, Kelly Rogers",0,2+8+16);
mgametext(margin,49+9+9+9+9+9+9+9+9, "Mike Duncan, Doug Howell",0,2+8+16);
mgametext(margin,49+9+9+9+9+9+9+9+9+9, "Bill Blair",0,2+8+16);
break;
case MENU_CREDITS7:
mgametext(margin,32, "Company Product Support",0,2+8+16);
mgametext(margin,32+9+9, "The following companies were cool",0,2+8+16);
mgametext(margin,32+9+9+9, "enough to give us lots of stuff",0,2+8+16);
mgametext(margin,32+9+9+9+9, "during the making of Duke Nukem 3D.",0,2+8+16);
mgametext(margin,32+9+9+9+9+9+9, "Altec Lansing Multimedia",0,2+8+16);
mgametext(margin,32+9+9+9+9+9+9+9, "for tons of speakers and the",0,2+8+16);
mgametext(margin,32+9+9+9+9+9+9+9+9, "THX-licensed sound system.",0,2+8+16);
mgametext(margin,32+9+9+9+9+9+9+9+9+9, "For info call 1-800-548-0620",0,2+8+16);
mgametext(margin,32+9+9+9+9+9+9+9+9+9+9+9,"Creative Labs, Inc.",0,2+8+16);
mgametext(margin,32+9+9+9+9+9+9+9+9+9+9+9+9+9,"Thanks for the hardware, guys.",0,2+8+16);
break;
case MENU_CREDITS8:
mgametext(margin,50, "Duke Nukem is a trademark of",0,2+8+16);
mgametext(margin,50+9, "3D Realms Entertainment",0,2+8+16);
mgametext(margin,50+9+9+9, "Duke Nukem",0,2+8+16);
mgametext(margin,50+9+9+9+9, "(C) 1996 3D Realms Entertainment",0,2+8+16);
if (VOLUMEONE)
{
mgametext(margin,106, "Please read LICENSE.DOC for shareware",0,2+8+16);
mgametext(margin,106+9, "distribution grants and restrictions.",0,2+8+16);
}
mgametext(margin,VOLUMEONE?134:115, "Made in Dallas, Texas USA",0,2+8+16);
break;
case MENU_CREDITS9:
l = 10;
goto cheat_for_port_credits;
case MENU_CREDITS10:
l = 10;
goto cheat_for_port_credits2;
}
break;
}
// Plutonium pak menus
switch (g_currentMenu)
{
case MENU_CREDITS:
case MENU_CREDITS2:
case MENU_CREDITS3:
rotatesprite_fs(160<<16,200<<15,65536L,0,2504+g_currentMenu-MENU_CREDITS,0,0,10+64);
break;
case MENU_CREDITS4: // JBF 20031220
M_DrawBackground();
M_DrawTopBar("About EDuke32");
cheat_for_port_credits:
if (g_scriptVersion != 14) l = (-2);
mgametext(160,38-l,"Programming and Project Management",0,2+8+16);
p = "Richard \"TerminX\" Gobeille";
creditsminitext(160, 38+10-l, p, 8, 10+16+128);
mgametext(160,58-l,"Polymer Rendering System",0,2+8+16);
p = "Pierre-Loup \"Plagman\" Griffais";
creditsminitext(160, 58+10-l, p, 8, 10+16+128);
mgametext(160,78-l,"Additional Engine and Game Programming",0,2+8+16);
p = "Philipp \"Helixhorned\" Kutin";
creditsminitext(160, 78+10-l, p, 8, 10+16+128);
mgametext(160,98-l,"\"JFDuke3D\" and \"JFBuild\" code",0,2+8+16);
p = "Jonathon \"JonoF\" Fowler";
creditsminitext(160, 98+10-l, p, 8, 10+16+128);
mgametext(160,118-l,"Legacy \"NAM\", \"WWII GI\", and \"EDuke\" Code",0,2+8+16);
p = "Matt \"Matteus\" Saettler";
creditsminitext(160, 118+10-l, p, 8, 10+16+128);
mgametext(160,138-l,"Core BUILD Engine functionality",0,2+8+16);
p = "Ken \"Awesoken\" Silverman";
creditsminitext(160, 138+10-l, p, 8, 10+16+128);
p = "Visit www.eduke32.com for news and updates";
creditsminitext(160, 138+10+10+10+10+4-l, p, 8, 10+16+128);
break;
case MENU_CREDITS5:
M_DrawBackground();
M_DrawTopBar("About EDuke32");
cheat_for_port_credits2:
if (g_scriptVersion != 14) l = (-2);
mgametext(160,38-l,"License and Other Contributors",0,2+8+16);
{
const char *header[] =
{
"This program is distributed under the terms of the",
"GNU General Public License version 2 as published by the",
"Free Software Foundation. See GNU.TXT for details.",
" ",
"Thanks to the following people for their contributions:",
" ",
};
const char *body[] =
{
"Adam Fazakerley", // netcode NAT traversal
"Alan Ondra", // testing
"Bioman", // GTK work, APT repository and package upkeep
"Brandon Bergren", // "Bdragon" - tiles.cfg
"Charlie Honig", // "CONAN" - showview command
"Dan Gaskill", // "DeeperThought" - testing
"David Koenig", // "Bargle" - Merged a couple of things from duke3d_w32
"Ed Coolidge", // Mapster32 improvements
"Evan Ramos", // "Hendricks266" - misc stuff
"Ferry Landzaat", // ? (listed on the wiki page)
"Hunter_rus", // tons of stuff
"James Bentler", // Mapster32 improvements
"Jasper Foreman", // netcode contributions
"Javier Martinez", // "Malone3D" - EDuke 2.1.1 components
"Jeff Hart", // website graphics
"Jonathan Smith", // "Mblackwell" - testing
"Jose del Castillo", // "Renegado" - EDuke 2.1.1 components
"Lachlan McDonald", // official EDuke32 icon
"LSDNinja", // OS X help and testing
"Marcus Herbert", // "rhoenie" - OS X compatibility work
"Matthew Palmer", // "Usurper" - testing and eduke32.com domain
"Ozkan Sezer", // SDL/GTK version checking improvements
"Peter Green", // "Plugwash" - dynamic remapping, custom gametypes
"Peter Veenstra", // "Qbix" - port to 64-bit
"Randy Heit", // random snippets of ZDoom here and there
"Robin Green", // CON array support
"Ryan Gordon", // "icculus" - icculus.org Duke3D port sound code
"Stephen Anthony", // early 64-bit porting work
"tueidj", // Wii port
" ",
};
const char *footer[] =
{
" ",
"BUILD engine technology available under BUILDLIC.",
};
const int32_t header_numlines = sizeof(header)/sizeof(char *);
const int32_t body_numlines = sizeof(body)/sizeof(char *);
const int32_t footer_numlines = sizeof(footer)/sizeof(char *);
i = 0;
for (m=0; m<header_numlines; m++)
creditsminitext(160, 17+10+10+8+4+(m*7)-l, header[m], 8, 10+16+128);
i += m;
#define CCOLUMNS 3
#define CCOLXBUF 20
for (m=0; m<body_numlines; m++)
creditsminitext(CCOLXBUF+((320-CCOLXBUF*2)/(CCOLUMNS*2)) +((320-CCOLXBUF*2)/CCOLUMNS)*(m/(body_numlines/CCOLUMNS)), 17+10+10+8+4+((m%(body_numlines/CCOLUMNS))*7)+(i*7)-l, body[m], 8, 10+16+128);
i += m/CCOLUMNS;
for (m=0; m<footer_numlines; m++)
creditsminitext(160, 17+10+10+8+4+(m*7)+(i*7)-l, footer[m], 8, 10+16+128);
}
p = "Visit www.eduke32.com for news and updates";
creditsminitext(160, 138+10+10+10+10+4-l, p, 8, 10+16+128);
break;
}
break;
case MENU_MAIN:
Menu_Main();
break;
case MENU_MAIN_INGAME:
margin = MENU_MARGIN_CENTER;
rotatesprite_fs(margin<<16,32<<16,65536L,0,INGAMEDUKETHREEDEE,0,0,10);
if (PLUTOPAK) // JBF 20030804
rotatesprite_fs((margin+100)<<16,36<<16,65536L,0,PLUTOPAKSPRITE+2,(sintable[(totalclock<<4)&2047]>>11),0,2+8);
x = M_Probe(margin,67,16,7);
switch (x)
{
case 0:
if ((!g_netServer && ud.multimode < 2) || ud.recstat == 2)
M_ChangeMenu(1500);
else
{
M_ChangeMenu(600);
last_fifty = 0;
}
break;
case 1:
if (ud.recstat != 2)
{
last_fifty = 1;
M_ChangeMenu(350);
setview(0,0,xdim-1,ydim-1);
}
break;
case 2:
last_fifty = 2;
M_ChangeMenu(MENU_LOAD);
break;
case 3:
last_fifty = 3;
M_ChangeMenu(MENU_OPTIONS); // JBF 20031205: was 200
break;
case 4:
last_fifty = 4;
KB_FlushKeyboardQueue();
M_ChangeMenu(MENU_STORY);
break;
case 5:
if (numplayers < 2 && !g_netServer)
{
last_fifty = 5;
M_ChangeMenu(MENU_QUITTOTITLE);
}
break;
case 6:
last_fifty = 6;
M_ChangeMenu(MENU_QUIT);
break;
case -1:
g_player[myconnectindex].ps->gm &= ~MODE_MENU;
if ((!g_netServer && ud.multimode < 2) && ud.recstat != 2)
{
ready2send = 1;
totalclock = ototalclock;
}
break;
}
if (KB_KeyPressed(sc_Q))
M_ChangeMenu(MENU_QUIT);
menutext(margin,67 ,MENUHIGHLIGHT(0),0,"New Game");
menutext(margin,67+16 ,MENUHIGHLIGHT(1),0,"Save Game");
menutext(margin,67+16+16 ,MENUHIGHLIGHT(2),0,"Load Game");
menutext(margin,67+16+16+16 ,MENUHIGHLIGHT(3),0,"Options");
if (!VOLUMEALL)
{
menutext(margin,67+16+16+16+16 ,MENUHIGHLIGHT(4),0,"How To Order");
}
else
{
menutext(margin,67+16+16+16+16 ,MENUHIGHLIGHT(4),0,"Help");
}
if (g_netServer || numplayers > 1)
menutext(margin,67+16+16+16+16+16 ,MENUHIGHLIGHT(5),1,"Quit To Title");
else menutext(margin,67+16+16+16+16+16 ,MENUHIGHLIGHT(5),0,"Quit To Title");
menutext(margin,67+16+16+16+16+16+16,MENUHIGHLIGHT(6),0,"Quit Game");
break;
case MENU_EPISODE:
M_DrawTopBar("Select An Episode");
x = M_Probe(160,VOLUMEONE?60:60-(g_numVolumes*2),20,VOLUMEONE?3:g_numVolumes+1);
if (x >= 0)
{
if (VOLUMEONE)
{
if (x > 0)
M_ChangeMenu(MENU_BUYDUKE);
else
{
ud.m_volume_number = x;
ud.m_level_number = 0;
last_onehundred = x;
M_ChangeMenu(MENU_SKILL);
}
}
if (!VOLUMEONE)
{
if (x == g_numVolumes /*&& boardfilename[0]*/)
{
//ud.m_volume_number = 0;
//ud.m_level_number = 7;
currentlist = 1;
last_onehundred = x;
M_ChangeMenu(MENU_USERMAP);
}
else
{
ud.m_volume_number = x;
ud.m_level_number = 0;
last_onehundred = x;
M_ChangeMenu(MENU_SKILL);
}
}
}
else if (x == -1)
{
if (g_player[myconnectindex].ps->gm&MODE_GAME) M_ChangeMenu(MENU_MAIN_INGAME);
else M_ChangeMenu(MENU_MAIN);
}
margin = 80;
if (VOLUMEONE)
{
menutext(160,60,MENUHIGHLIGHT(0),0,EpisodeNames[0]);
menutext(160,60+20,MENUHIGHLIGHT(1),1,EpisodeNames[1]);
menutext(160,60+20+20,MENUHIGHLIGHT(2),1,EpisodeNames[2]);
if (PLUTOPAK)
menutext(160,60+20+20,MENUHIGHLIGHT(3),1,EpisodeNames[3]);
}
else
{
for (i=0; i<g_numVolumes; i++)
menutext(160,60-(g_numVolumes*2)+(20*i),MENUHIGHLIGHT(i),0,EpisodeNames[i]);
menutext(160,60-(g_numVolumes*2)+(20*i),MENUHIGHLIGHT(i),0,"User Map");
}
break;
case MENU_USERMAP:
if (boardfilename[0] == 0) strcpy(boardfilename, "./");
Bcorrectfilename(boardfilename,1);
fnlist_getnames(&fnlist, boardfilename, "*.map", 0, 0);
set_findhighs();
M_ChangeMenu(MENU_SELECTMAP);
KB_FlushKeyboardQueue();
case MENU_SELECTMAP:
M_DrawTopBar("Select A User Map");
{
int32_t width = 160 - (40-4);
// black translucent background underneath file lists
rotatesprite(0<<16, 0<<16, 65536<<5, 0, /*tile*/ 0, numshades, 0, 10+16+1+32,
xdim/2-scale(width,(ydim*4)/3,320),scale(12+32-2,ydim,200),
xdim/2+scale(width,(ydim*4)/3,320)-1,scale(12+32+112+4,ydim,200)-1);
}
// path
minitext(38,45,boardfilename,16,26);
{
// JBF 20040208: seek to first name matching pressed character
CACHE1D_FIND_REC *seeker = currentlist ? fnlist.findfiles : fnlist.finddirs;
if ((KB_KeyPressed(sc_Home)|KB_KeyPressed(sc_End)) > 0)
{
while (seeker && (KB_KeyPressed(sc_End)?seeker->next:seeker->prev))
seeker = KB_KeyPressed(sc_End)?seeker->next:seeker->prev;
if (seeker)
{
if (currentlist) findfileshigh = seeker;
else finddirshigh = seeker;
// clear keys, don't play the kick sound a dozen times!
KB_ClearKeyDown(sc_End);
KB_ClearKeyDown(sc_Home);
S_PlaySound(KICK_HIT);
}
}
else if ((KB_KeyPressed(sc_PgUp)|KB_KeyPressed(sc_PgDn)) > 0)
{
seeker = currentlist?findfileshigh:finddirshigh;
i = 6;
while (i>0)
{
if (seeker && (KB_KeyPressed(sc_PgDn)?seeker->next:seeker->prev))
seeker = KB_KeyPressed(sc_PgDn)?seeker->next:seeker->prev;
i--;
}
if (seeker)
{
if (currentlist) findfileshigh = seeker;
else finddirshigh = seeker;
// clear keys, don't play the kick sound a dozen times!
KB_ClearKeyDown(sc_PgDn);
KB_ClearKeyDown(sc_PgUp);
S_PlaySound(KICK_HIT);
}
}
else
{
char ch2, ch;
ch = KB_GetCh();
if (ch > 0 && ((ch >= 'a' && ch <= 'z') || (ch >= 'A' && ch <= 'Z') || (ch >= '0' && ch <= '9')))
{
if (ch >= 'a') ch -= ('a'-'A');
while (seeker)
{
ch2 = seeker->name[0];
if (ch2 >= 'a' && ch2 <= 'z') ch2 -= ('a'-'A');
if (ch2 == ch) break;
seeker = seeker->next;
}
if (seeker)
{
if (currentlist) findfileshigh = seeker;
else finddirshigh = seeker;
S_PlaySound(KICK_HIT);
}
}
}
}
mgametext(40+4,32,"Directories",0,2+8+16);
if (finddirshigh)
{
int32_t len;
dir = finddirshigh;
for (i=0; i<5; i++) if (!dir->prev) break;
else dir=dir->prev;
for (i=5; i>-8 && dir; i--, dir=dir->next)
{
if (dir == finddirshigh && currentlist == 0) margin=0;
else margin=16;
len = Bstrlen(dir->name);
Bstrncpy(tempbuf,dir->name,len);
if (len > USERMAPENTRYLENGTH)
{
len = USERMAPENTRYLENGTH-3;
tempbuf[len] = 0;
while (len < USERMAPENTRYLENGTH)
tempbuf[len++] = '.';
}
tempbuf[len] = 0;
minitextshade(40,1+12+32+8*(6-i),tempbuf,margin,0,26);
}
}
mgametext(180+4,32,"Map Files",0,2+8+16);
if (findfileshigh)
{
int32_t len;
dir = findfileshigh;
for (i=0; i<6; i++) if (!dir->prev) break;
else dir=dir->prev;
for (i=6; i>-8 && dir; i--, dir=dir->next)
{
if (dir == findfileshigh && currentlist == 1) margin=0;
else margin=16;
len = Bstrlen(dir->name);
Bstrncpy(tempbuf,dir->name,len);
if (len > USERMAPENTRYLENGTH)
{
len = USERMAPENTRYLENGTH-3;
tempbuf[len] = 0;
while (len < USERMAPENTRYLENGTH)
tempbuf[len++] = '.';
}
tempbuf[len] = 0;
minitextshade(180,1+12+32+8*(6-i),tempbuf,margin,
dir->source==CACHE1D_SOURCE_ZIP ? 8 : 2,
26);
}
}
if (KB_KeyPressed(sc_LeftArrow) || KB_KeyPressed(sc_kpad_4) || (LMB && minfo.dyaw < -256) ||
KB_KeyPressed(sc_RightArrow) || KB_KeyPressed(sc_kpad_6) || (LMB && minfo.dyaw > 256) ||
KB_KeyPressed(sc_Tab))
{
KB_ClearKeyDown(sc_LeftArrow);
KB_ClearKeyDown(sc_kpad_4);
KB_ClearKeyDown(sc_RightArrow);
KB_ClearKeyDown(sc_kpad_6);
KB_ClearKeyDown(sc_Tab);
currentlist = 1-currentlist;
S_PlaySound(KICK_HIT);
}
onbar = 0;
probey = 2;
if (currentlist == 0) x = probesm(45,32+4+1,0,3);
else x = probesm(185,32+4+1,0,3);
if (probey == 1)
{
if (currentlist == 0)
{
if (finddirshigh)
if (finddirshigh->prev) finddirshigh = finddirshigh->prev;
}
else
{
if (findfileshigh)
if (findfileshigh->prev) findfileshigh = findfileshigh->prev;
}
}
else if (probey == 0)
{
if (currentlist == 0)
{
if (finddirshigh)
if (finddirshigh->next) finddirshigh = finddirshigh->next;
}
else
{
if (findfileshigh)
if (findfileshigh->next) findfileshigh = findfileshigh->next;
}
}
if (x == -1)
{
fnlist_clearnames(&fnlist);
boardfilename[0] = 0;
if ((g_netServer || ud.multimode > 1))
{
Net_SendUserMapName();
M_ChangeMenu(600);
probey = last_menu_pos;
}
else M_ChangeMenu(MENU_EPISODE);
}
else if (x >= 0)
{
if (currentlist == 0)
{
if (!finddirshigh) break;
strcat(boardfilename, finddirshigh->name);
strcat(boardfilename, "/");
Bcorrectfilename(boardfilename, 1);
M_ChangeMenu(MENU_USERMAP);
KB_FlushKeyboardQueue();
}
else
{
if (!findfileshigh) break;
strcat(boardfilename, findfileshigh->name);
ud.m_volume_number = 0;
ud.m_level_number = 7;
if ((g_netServer || ud.multimode > 1))
{
Net_SendUserMapName();
M_ChangeMenu(600);
probey = last_menu_pos;
}
else M_ChangeMenu(MENU_SKILL);
}
fnlist_clearnames(&fnlist);
}
break;
case MENU_SKILL:
{
// 4 skills (orig) --> 70
const int32_t ybase = 70 + (4-g_numSkills)*6;
margin = MENU_MARGIN_CENTER;
M_DrawTopBar("Select Skill");
x = M_Probe(margin,ybase,19,g_numSkills);
if (x >= 0)
{
switch (x)
{
case 0:
g_skillSoundID = JIBBED_ACTOR6;
break;
case 1:
g_skillSoundID = BONUS_SPEECH1;
break;
case 2:
g_skillSoundID = DUKE_GETWEAPON2;
break;
case 3:
g_skillSoundID = JIBBED_ACTOR5;
break;
}
S_PlaySound(g_skillSoundID);
ud.m_player_skill = x+1;
if (x == 3) ud.m_respawn_monsters = 1;
else ud.m_respawn_monsters = 0;
ud.m_monsters_off = ud.monsters_off = 0;
ud.m_respawn_items = 0;
ud.m_respawn_inventory = 0;
ud.multimode = 1;
if (ud.m_volume_number == 3 && (G_GetLogoFlags() & LOGO_NOE4CUTSCENE)==0)
{
flushperms();
setview(0,0,xdim-1,ydim-1);
clearview(0L);
nextpage();
}
G_NewGame(ud.m_volume_number,ud.m_level_number,ud.m_player_skill);
if (G_EnterLevel(MODE_GAME)) G_BackToMenu();
}
else if (x == -1)
{
M_ChangeMenu(MENU_EPISODE);
KB_FlushKeyboardQueue();
}
for (i=0; i<g_numSkills; i++)
menutext(margin,ybase+i*19,MENUHIGHLIGHT(i),0,SkillNames[i]);
break;
}
case 230:
M_DrawTopBar("Renderer Setup");
margin = MENU_MARGIN_REGULAR;
{
int32_t io, ii, yy, d=margin+160+40, enabled;
static const char *const opts[] =
{
"Aspect ratio",
"Ambient light level",
#ifdef USE_OPENGL
"Anisotropic filtering",
"Use VSync",
"-",
"Enable hires textures",
"Hires texture quality",
"Pre-load map textures",
"On disk texture cache",
"Use detail textures",
"-",
"Use models",
#endif
NULL
};
yy = 37;
for (ii=io=0; opts[ii]; ii++)
{
if (getrendermode() == REND_CLASSIC && io >= 2)
break;
if (opts[ii][0] == '-' && !opts[ii][1])
{
if (io <= probey) yy += 4;
continue;
}
if (io < probey) yy += 8;
io++;
}
onbar = (probey==1||probey==5);
x = probesm(margin,yy+5,0,io);
if (x == -1)
{
M_ChangeMenu(MENU_VIDEOSETUP);
probey = 6;
break;
}
yy = 37;
for (ii=io=0; opts[ii]; ii++)
{
if (getrendermode() == REND_CLASSIC && io >= 2)
break;
if (opts[ii][0] == '-' && !opts[ii][1])
{
yy += 4;
continue;
}
enabled = 1;
switch (io)
{
case 0:
if (getrendermode() <= REND_POLYMOST)
{
#ifdef USE_OPENGL
int32_t tmp = r_usenewaspect ? 2 : glwidescreen;
if (x==io)
{
tmp = tmp+1;
if (tmp > 2)
tmp = 0;
}
modval(0,2,&tmp,1,probey==io);
r_usenewaspect = (tmp==2);
// with r_usenewaspect, glwidescreen has no effect...
glwidescreen = (tmp < 2) ? tmp : 0;
mgametextpal(d,yy, r_usenewaspect ? "Auto" :
(glwidescreen ? "Old wide" : "Old reg."),
MENUHIGHLIGHT(io), 0);
#else
if (x==io)
r_usenewaspect = !r_usenewaspect;
modval(0,1,&r_usenewaspect,1,probey==io);
mgametextpal(d,yy, r_usenewaspect ? "Auto" : "Old reg.",
MENUHIGHLIGHT(io), 0);
#endif
}
#ifdef POLYMER
else
{
double ratios[] = { 0.0, 1.33, 1.66, 1.78, 1.85, 2.35 };
int32_t j = (sizeof(ratios)/sizeof(ratios[0]));
for (i = 0; i<j; i++)
if (ratios[i] == pr_customaspect)
break;
modval(0,j-1,(int32_t *)&i,1,probey==io);
if (x == io)
{
i++;
if (i >= j)
i = 0;
}
if (i == j)
Bsprintf(tempbuf,"Custom");
else
{
if (i == 0) Bsprintf(tempbuf,"Auto");
else Bsprintf(tempbuf,"%.2f:1",ratios[i]);
if (ratios[i] != pr_customaspect)
pr_customaspect = ratios[i];
}
mgametextpal(d,yy,tempbuf, MENUHIGHLIGHT(io), 0);
}
#endif
break;
case 1:
{
int32_t i = (int32_t)(r_ambientlight*1024.f);
int32_t j = i;
sliderbar(1,d+8,yy+7, &i,128,x==io,MENUHIGHLIGHT(io),0,128,4096);
Bsprintf(tempbuf,"%.2f",r_ambientlight);
mgametextpal(d-35,yy, tempbuf, MENUHIGHLIGHT(io), 0);
if (i != j)
{
r_ambientlight = (float)i/1024.f;
r_ambientlightrecip = 1.f/r_ambientlight;
}
break;
}
#ifdef USE_OPENGL
case 2:
{
int32_t dummy = glanisotropy;
modval(0,(int32_t)glinfo.maxanisotropy+1,(int32_t *)&dummy,1,probey==io);
if (dummy > glanisotropy) glanisotropy *= 2;
else if (dummy < glanisotropy) glanisotropy /= 2;
if (x==io)
glanisotropy *= 2;
if (glanisotropy > glinfo.maxanisotropy) glanisotropy = 1;
else if (glanisotropy < 1) glanisotropy = (int32_t)glinfo.maxanisotropy;
gltexapplyprops();
if (glanisotropy == 1) strcpy(tempbuf,"None");
else Bsprintf(tempbuf,"%dx",glanisotropy);
mgametextpal(d,yy, tempbuf, MENUHIGHLIGHT(io), 0);
break;
}
case 3:
{
int32_t ovsync = vsync;
if (x==io) vsync++;
if (vsync == 2) vsync = -1;
modval(-1,1,(int32_t *)&vsync,1,probey==io);
mgametextpal(d,yy, vsync < 0 ? "Adaptive" : vsync ? "Yes" : "No", MENUHIGHLIGHT(io), 0);
if (vsync != ovsync)
setvsync(vsync);
break;
}
case 4:
if (x==io) usehightile = 1-usehightile;
modval(0,1,(int32_t *)&usehightile,1,probey==io);
mgametextpal(d,yy, usehightile ? "Yes" : "No", MENUHIGHLIGHT(io), 0);
break;
case 5:
{
i = r_downsize;
enabled = usehightile;
sliderbar(1,d+8,yy+7, &r_downsize,-1,enabled && x==io,MENUHIGHLIGHT(io),!enabled,0,2);
if (r_downsize != i)
{
texcache_invalidate();
resetvideomode();
if (setgamemode(fullscreen,xdim,ydim,bpp))
OSD_Printf("restartvid: Reset failed...\n");
r_downsizevar = r_downsize;
return;
}
break;
}
case 6:
enabled = usehightile;
if (enabled && x==io) ud.config.useprecache = !ud.config.useprecache;
if (enabled) modval(0,1,(int32_t *)&ud.config.useprecache,1,probey==io);
mgametextpal(d,yy, ud.config.useprecache ? "On" : "Off", enabled?MENUHIGHLIGHT(io):DISABLEDMENUSHADE, 0);
break;
case 7:
{
const char *s[] = { "Off", "On", "Compress" };
enabled = (glusetexcompr && usehightile);
if (enabled && x==io)
{
glusetexcache++;
if (glusetexcache > 2)
glusetexcache = 0;
}
if (enabled) modval(0,2,(int32_t *)&glusetexcache,1,probey==io);
mgametextpal(d,yy, s[glusetexcache], enabled?MENUHIGHLIGHT(io):DISABLEDMENUSHADE, 0);
}
break;
case 8:
enabled = usehightile;
if (enabled && x==io) r_detailmapping = !r_detailmapping;
if (enabled) modval(0,1,(int32_t *)&r_detailmapping,1,probey==io);
mgametextpal(d,yy, r_detailmapping ? "Yes" : "No", enabled?MENUHIGHLIGHT(io):DISABLEDMENUSHADE, 0);
break;
case 9:
if (x==io) usemodels = 1-usemodels;
modval(0,1,(int32_t *)&usemodels,1,probey==io);
mgametextpal(d,yy, usemodels ? "Yes" : "No", MENUHIGHLIGHT(io), 0);
break;
#endif
default:
break;
}
mgametextpal(margin,yy, opts[ii], enabled?MENUHIGHLIGHT(io):DISABLEDMENUSHADE, 10);
io++;
yy += 8;
}
}
break;
case 231:
case 232:
M_DrawTopBar("Color Correction");
margin = MENU_MARGIN_REGULAR;
x = 4;
onbar = (probey != 3);
x = M_Probe(margin,probey==3?106:98,16,x);
if (x == -1)
{
if (g_player[myconnectindex].ps->gm &MODE_GAME && g_currentMenu == 232)
{
g_player[myconnectindex].ps->gm &= ~MODE_MENU;
if ((!g_netServer && ud.multimode < 2) && ud.recstat != 2)
{
ready2send = 1;
totalclock = ototalclock;
}
}
else
{
M_ChangeMenu(MENU_VIDEOSETUP);
probey = 4;
}
break;
}
menutext(margin,98,MENUHIGHLIGHT(0),0,"Gamma");
menutext(margin,98+16,MENUHIGHLIGHT(1),0,"Contrast");
menutext(margin,98+16+16,MENUHIGHLIGHT(2),0,"Brightness");
menutext(margin,98+16+16+16+8,MENUHIGHLIGHT(3),0,"Reset To Defaults");
Bsprintf(tempbuf,"%s%.2f",vid_gamma>=0?" ":"",vid_gamma);
mgametext(margin+177-56,98-8,tempbuf,MENUHIGHLIGHT(0),2+8+16);
Bsprintf(tempbuf,"%s%.2f",vid_contrast>=0?" ":"",vid_contrast);
mgametext(margin+177-56,98+16-8,tempbuf,MENUHIGHLIGHT(1),2+8+16);
Bsprintf(tempbuf,"%s%.2f",vid_brightness>=0?" ":"",vid_brightness);
mgametext(margin+177-56,98+16+16-8,tempbuf,MENUHIGHLIGHT(2),2+8+16);
rotatesprite(40<<16,24<<16,24576,0,BONUSSCREEN,0,0,2+8+16,0,scale(ydim,35,200),xdim-1,scale(ydim,80,200)-1);
rotatesprite(160<<16,27<<16,24576,0,3290,0,0,2+8+16,0,scale(ydim,35,200),xdim-1,scale(ydim,80,200)-1);
{
extern int32_t gammabrightness;
int32_t b = (int32_t)(vid_gamma*40960.f);
sliderbar(0,margin+177,98,&b,4096,x==0,MENUHIGHLIGHT(0),0,8192,163840);
if (b != (double)(vid_gamma*40960.f))
{
vid_gamma = (double)b/40960.f;
ud.brightness = GAMMA_CALC;
ud.brightness <<= 2;
setbrightness(ud.brightness>>2,g_player[myconnectindex].ps->palette,0);
}
b = (int32_t)(vid_contrast*40960.f);
sliderbar(0,margin+177,98+16,&b,2048,x==1,gammabrightness?MENUHIGHLIGHT(1):DISABLEDMENUSHADE,0,4096,110592);
if (b != (vid_contrast*40960.f))
{
vid_contrast = (double)b/40960.f;
setbrightness(ud.brightness>>2,g_player[myconnectindex].ps->palette,0);
}
b = (int32_t)(vid_brightness*40960.f);
sliderbar(0,margin+177,98+16+16,&b,2048,x==2,gammabrightness?MENUHIGHLIGHT(2):DISABLEDMENUSHADE,0,-32768,32768);
if (b != (vid_brightness*40960.f))
{
vid_brightness = (double)b/40960.f;
setbrightness(ud.brightness>>2,g_player[myconnectindex].ps->palette,0);
}
if (x == 3)
{
vid_gamma = DEFAULT_GAMMA;
vid_contrast = DEFAULT_CONTRAST;
vid_brightness = DEFAULT_BRIGHTNESS;
ud.brightness = 0;
setbrightness(ud.brightness>>2,g_player[myconnectindex].ps->palette,0);
}
}
break;
case MENU_SETUP:
M_DrawTopBar("Game Setup");
margin = MENU_MARGIN_REGULAR;
{
int32_t io, ii, yy, d=margin+160+40, enabled;
const char *opts[] =
{
"Show setup window at start",
"Show crosshair",
"Crosshair size",
"-",
"Screen size",
"Status bar size",
"Stats and chat text size",
"Show level stats",
"-",
"Allow walk with autorun",
"-",
"Shadows",
"Screen tilting",
"-",
"Show framerate",
"Demo recording",
"-",
"More...",
NULL
};
yy = 37;
for (ii=io=0; opts[ii]; ii++)
{
if (opts[ii][0] == '-' && !opts[ii][1])
{
if (io <= probey) yy += 4;
continue;
}
if (io < probey) yy += 8;
io++;
}
onbar = (probey >= 2 && probey <= 5);
x = probesm(margin,yy+5,0,io);
if (x == -1)
{
M_ChangeMenu(MENU_OPTIONS);
break;
}
yy = 37;
for (ii=io=0; opts[ii]; ii++)
{
if (opts[ii][0] == '-' && !opts[ii][1])
{
yy += 4;
continue;
}
enabled = 1;
switch (io)
{
case 0:
if (x==io) ud.config.ForceSetup = 1-ud.config.ForceSetup;
modval(0,1,(int32_t *)&ud.config.ForceSetup,1,probey==io);
mgametextpal(d,yy, ud.config.ForceSetup ? "Yes" : "No", MENUHIGHLIGHT(io), 0);
break;
case 1:
if (x==io) ud.crosshair = !ud.crosshair;
modval(0,1,(int32_t *)&ud.crosshair,1,probey==io);
{
mgametextpal(d,yy,ud.crosshair?"Yes":"No", MENUHIGHLIGHT(io), 0);
break;
}
case 2:
{
int32_t chs = ud.crosshairscale;
sliderbar(1,d+8,yy+7, &chs,5,x==io,MENUHIGHLIGHT(io),0,25,100);
ud.crosshairscale = clamp(chs, 10, 100);
}
break;
case 3:
{
int32_t vpsize = ud.screen_size + 4*(ud.screen_size>=8 && ud.statusbarmode==0);
const int32_t ovpsize = vpsize;
sliderbar(1,d+8,yy+7, &vpsize,-4,x==io,MENUHIGHLIGHT(io),0,0,68);
if (vpsize-ovpsize)
G_SetViewportShrink(vpsize-ovpsize);
}
break;
case 4:
{
int32_t sbs = ud.statusbarscale;
const int32_t osbs = sbs;
sliderbar(1,d+8,yy+7, &sbs,4,x==io,MENUHIGHLIGHT(io),0,36,100);
if (x == io && sbs != osbs)
G_SetStatusBarScale(sbs);
}
break;
case 5:
{
sliderbar(1,d+8,yy+7, &ud.textscale,50,enabled && x==io,MENUHIGHLIGHT(io),0,100,400);
}
break;
case 6:
if (x==io) ud.levelstats = 1-ud.levelstats;
modval(0,1,(int32_t *)&ud.levelstats,1,probey==io);
mgametextpal(d,yy, ud.levelstats ? "Yes" : "No", MENUHIGHLIGHT(io), 0);
break;
case 7:
if (x==io) ud.runkey_mode = 1-ud.runkey_mode;
modval(0,1,(int32_t *)&ud.runkey_mode,1,probey==io);
mgametextpal(d,yy, ud.runkey_mode ? "No" : "Yes", MENUHIGHLIGHT(io), 0);
break;
case 8:
if (x==io) ud.shadows = 1-ud.shadows;
modval(0,1,(int32_t *)&ud.shadows,1,probey==io);
mgametextpal(d,yy, ud.shadows ? "On" : "Off", MENUHIGHLIGHT(io), 0);
break;
case 9:
if (x==io) ud.screen_tilting = !ud.screen_tilting;
#ifdef USE_OPENGL
if (!ud.screen_tilting) setrollangle(0);
#endif
modval(0,1,(int32_t *)&ud.screen_tilting,1,probey==io);
mgametextpal(d,yy, ud.screen_tilting ? "On" : "Off", MENUHIGHLIGHT(io), 0);
break; // original had a 'full' option
case 10:
if (x==io) ud.tickrate = 1-ud.tickrate;
modval(0,1,(int32_t *)&ud.tickrate,1,probey==io);
mgametextpal(d,yy, ud.tickrate ? "Yes" : "No", MENUHIGHLIGHT(io), 0);
break;
case 11:
{
DukePlayer_t *ps = g_player[myconnectindex].ps;
if (x==io)
{
enabled = !((ps->gm&MODE_GAME) && ud.m_recstat != 1);
if ((ps->gm&MODE_GAME)) G_CloseDemoWrite();
else ud.m_recstat = !ud.m_recstat;
}
if ((ps->gm&MODE_GAME) && ud.m_recstat != 1)
enabled = 0;
mgametextpal(d, yy, ud.m_recstat ? ((enabled && ps->gm&MODE_GAME)?"Running":"On"):"Off",
enabled ? MENUHIGHLIGHT(io) : DISABLEDMENUSHADE, !enabled);
break;
}
case 12:
if (x==io) M_ChangeMenu(MENU_GAMESETUP);
break;
default:
break;
}
mgametextpal(margin,yy, opts[ii], enabled?MENUHIGHLIGHT(io):DISABLEDMENUSHADE, 10);
io++;
yy += 8;
}
}
break;
case MENU_GAMESETUP:
M_DrawTopBar("Game Setup");
margin = MENU_MARGIN_REGULAR;
{
int32_t io, ii, yy, d=margin+160+40, enabled;
const char *opts[] =
{
"Parental lock",
"-",
"Show inv & pickup messages",
"Display current weapon",
"Upgraded status bar",
"Camera view in demos",
"-",
"DM: Ignore map votes",
"DM: Use private messages",
"DM: Show player names",
"DM: Show player weapons",
"DM: Show player obituaries",
"-",
"Console text style",
"-",
#ifdef _WIN32
"Check for updates at start",
#else
"-",
"-",
#endif
"-",
"Previous page",
NULL
};
yy = 37;
for (ii=io=0; opts[ii]; ii++)
{
if (opts[ii][0] == '-' && !opts[ii][1])
{
if (io <= probey) yy += 4;
continue;
}
if (io < probey) yy += 8;
io++;
}
x = probesm(margin,yy+5,0,io);
if (x == -1)
{
M_ChangeMenu(MENU_SETUP);
probey = 12;
break;
}
yy = 37;
for (ii=io=0; opts[ii]; ii++)
{
if (opts[ii][0] == '-' && !opts[ii][1])
{
yy += 4;
continue;
}
enabled = 1;
switch (io)
{
case 0:
if (!NAM)
{
if (x==io) M_ChangeMenu(MENU_ADULTMODE);
}
else enabled = 0;
break;
case 1:
if (x==io)
ud.fta_on = 1-ud.fta_on;
modval(0,1,(int32_t *)&ud.fta_on,1,probey==io);
mgametextpal(d,yy, ud.fta_on ? "Yes" : "No", MENUHIGHLIGHT(io), 0);
break;
case 2:
if (x==io)
{
ud.drawweapon = (ud.drawweapon == 2) ? 0 : ud.drawweapon+1;
}
modval(0,2,(int32_t *)&ud.drawweapon,1,probey==io);
{
const char *s[] = { "Off", "On", "Icon only" };
mgametextpal(d,yy, s[ud.drawweapon], MENUHIGHLIGHT(io), 0);
break;
}
case 3:
if (x==io) ud.althud = !ud.althud;
modval(0,1,(int32_t *)&ud.althud,1,probey==io);
mgametextpal(d,yy, ud.althud ? "Yes" : "No", MENUHIGHLIGHT(io), 0);
break;
case 4:
if (x==io) ud.democams = 1-ud.democams;
modval(0,1,(int32_t *)&ud.democams,1,probey==io);
mgametextpal(d,yy, ud.democams ? "On" : "Off", MENUHIGHLIGHT(io), 0);
break;
case 5:
if (x==io)
{
ud.autovote = (ud.autovote == 2) ? 0 : ud.autovote+1;
}
modval(0,2,(int32_t *)&ud.autovote,1,probey==io);
{
const char *s[] = { "Off", "Vote No", "Vote Yes" };
mgametextpal(d,yy, s[ud.autovote], MENUHIGHLIGHT(io), 0);
break;
}
case 6:
if (x==io) ud.automsg = 1-ud.automsg;
modval(0,1,(int32_t *)&ud.automsg,1,probey==io);
mgametextpal(d,yy, ud.automsg ? "Off" : "On", MENUHIGHLIGHT(io), 0);
break;
case 7:
if (x==io) ud.idplayers = 1-ud.idplayers;
modval(0,1,(int32_t *)&ud.idplayers,1,probey==io);
mgametextpal(d,yy, ud.idplayers ? "Yes" : "No", MENUHIGHLIGHT(io), 0);
break;
case 8:
if (x==io) ud.showweapons = 1-ud.showweapons;
modval(0,1,(int32_t *)&ud.showweapons,1,probey==io);
ud.config.ShowOpponentWeapons = ud.showweapons;
mgametextpal(d,yy, ud.config.ShowOpponentWeapons ? "Yes" : "No", MENUHIGHLIGHT(io), 0);
break;
case 9:
if (x==io) ud.obituaries = 1-ud.obituaries;
modval(0,1,(int32_t *)&ud.obituaries,1,probey==io);
mgametextpal(d,yy, ud.obituaries ? "Yes" : "No", MENUHIGHLIGHT(io), 0);
break;
case 10:
{
int32_t osdmode = OSD_GetTextMode();
if (x==io) osdmode = !osdmode;
modval(0,1,(int32_t *)&osdmode,1,probey==io);
mgametextpal(d,yy, osdmode? "Basic" : "Sprites", MENUHIGHLIGHT(io), 0);
if (OSD_GetTextMode() != osdmode)
OSD_SetTextMode(osdmode);
break;
}
#ifdef _WIN32
case 11:
i = ud.config.CheckForUpdates;
if (x==io) ud.config.CheckForUpdates = 1-ud.config.CheckForUpdates;
modval(0,1,(int32_t *)&ud.config.CheckForUpdates,1,probey==io);
if (ud.config.CheckForUpdates != i)
ud.config.LastUpdateCheck = 0;
mgametextpal(d,yy, ud.config.CheckForUpdates ? "Yes" : "No", MENUHIGHLIGHT(io), 0);
break;
case 12:
#else
case 11:
#endif
if (x==io) M_ChangeMenu(MENU_SETUP);
break;
default:
break;
}
mgametextpal(margin,yy, opts[ii], enabled?MENUHIGHLIGHT(io):DISABLEDMENUSHADE, 10);
io++;
yy += 8;
}
}
break;
// JBF 20031205: Second level options menu selection
case MENU_OPTIONS:
M_DrawTopBar("Options");
margin = 50;
onbar = 0;
x = M_Probe(160,margin,18,7);
last_twoohtwo = probey;
switch (x)
{
case -1:
if (g_player[myconnectindex].ps->gm&MODE_GAME) M_ChangeMenu(MENU_MAIN_INGAME);
else M_ChangeMenu(MENU_MAIN);
break;
case 0:
M_ChangeMenu(MENU_SETUP);
break;
case 1:
changesmade = 0;
M_ChangeMenu(MENU_SOUND);
break;
case 2:
{
int32_t dax = xdim, day = ydim, daz;
curvidmode = newvidmode = checkvideomode(&dax,&day,bpp,fullscreen,0);
if (newvidmode == 0x7fffffffl) newvidmode = validmodecnt;
newfullscreen = fullscreen;
changesmade = 0;
dax = 0;
for (day = 0; day < validmodecnt; day++)
{
if (dax == sizeof(vidsets)/sizeof(vidsets[1])) break;
for (daz = 0; daz < dax; daz++)
if ((validmode[day].bpp|((validmode[day].fs&1)<<16)) == (vidsets[daz]&0x1ffffl)) break;
if (vidsets[daz] != -1) continue;
if (validmode[day].bpp == 8)
{
vidsets[dax++] = 8|((validmode[day].fs&1)<<16);
// 8-bit Polymost can diaf
// vidsets[dax++] = 0x20000|8|((validmode[day].fs&1)<<16);
}
else
vidsets[dax++] = 0x20000|validmode[day].bpp|((validmode[day].fs&1)<<16);
}
for (dax = 0; dax < (int32_t)(sizeof(vidsets)/sizeof(vidsets[1])) && vidsets[dax] != -1; dax++)
if (vidsets[dax] == (((getrendermode() >= REND_POLYMOST)<<17)|(fullscreen<<16)|bpp)) break;
if (dax < (int32_t)(sizeof(vidsets)/sizeof(vidsets[1]))) newvidset = dax;
curvidset = newvidset;
M_ChangeMenu(MENU_VIDEOSETUP);
}
break;
case 3:
if (ud.recstat != 1)
M_ChangeMenu(20002);
break;
case 4:
currentlist = 0;
case 5:
case 6:
if (x==6 && !CONTROL_JoyPresent) break;
M_ChangeMenu(MENU_KEYBOARDSETUP+x-4);
break;
}
menutext(160,margin, MENUHIGHLIGHT(0),0,"Game Setup");
menutext(160,margin+18, MENUHIGHLIGHT(1),0,"Sound Setup");
menutext(160,margin+18+18, MENUHIGHLIGHT(2),0,"Video Setup");
menutext(160,margin+18+18+18, MENUHIGHLIGHT(3),ud.recstat == 1,"Player Setup");
menutext(160,margin+18+18+18+18, MENUHIGHLIGHT(4),0,"Keyboard Setup");
menutext(160,margin+18+18+18+18+18, MENUHIGHLIGHT(5),0,"Mouse Setup");
menutext(160,margin+18+18+18+18+18+18,MENUHIGHLIGHT(6),CONTROL_JoyPresent==0,"Joystick Setup");
break;
// JBF 20031206: Video settings menu
case MENU_VIDEOSETUP:
M_DrawTopBar("Video Setup");
margin = MENU_MARGIN_REGULAR;
#ifdef USE_OPENGL
x = (7/*+(getrendermode() >= REND_POLYMOST)*/);
#else
x = 7;
#endif
// onbar = (getrendermode() == REND_CLASSIC && probey == 6); // (probey == 4);
if (probey == 0 || probey == 1 || probey == 2)
x = M_Probe(margin,50,16,x);
else if (probey == 3)
x = M_Probe(margin,50+16+16+22,0,x);
else
x = M_Probe(margin,50+62-16-16-16,16,x);
if ((probey >= 0 && probey <= 2) && (KB_KeyPressed(sc_LeftArrow) || KB_KeyPressed(sc_RightArrow)))
{
S_PlaySound(PISTOL_BODYHIT);
x=probey;
}
switch (x)
{
case -1:
M_ChangeMenu(MENU_OPTIONS);
probey = 2;
break;
case 0:
do
{
if (KB_KeyPressed(sc_LeftArrow))
{
newvidmode--;
if (newvidmode < 0) newvidmode = validmodecnt-1;
}
else
{
newvidmode++;
if (newvidmode >= validmodecnt) newvidmode = 0;
}
}
while ((validmode[newvidmode].fs&1) != ((vidsets[newvidset]>>16)&1) || validmode[newvidmode].bpp != (vidsets[newvidset] & 0x0ffff));
//OSD_Printf("New mode is %dx%dx%d-%d %d\n",validmode[newvidmode].xdim,validmode[newvidmode].ydim,validmode[newvidmode].bpp,validmode[newvidmode].fs,newvidmode);
if ((curvidmode == 0x7fffffffl && newvidmode == validmodecnt) || curvidmode == newvidmode)
changesmade &= ~1;
else
changesmade |= 1;
KB_ClearKeyDown(sc_LeftArrow);
KB_ClearKeyDown(sc_RightArrow);
break;
case 1:
{
int32_t lastvidset, lastvidmode, safevidmode = -1;
lastvidset = newvidset;
lastvidmode = newvidmode;
// find the next vidset compatible with the current fullscreen setting
while (vidsets[0] != -1)
{
newvidset++;
if (newvidset == sizeof(vidsets)/sizeof(vidsets[0]) || vidsets[newvidset] == -1)
{
newvidset = -1;
continue;
}
if (((vidsets[newvidset]>>16)&1) != newfullscreen) continue;
break;
}
if ((vidsets[newvidset] & 0x0ffff) != (vidsets[lastvidset] & 0x0ffff))
{
// adjust the video mode to something legal for the new vidset
do
{
newvidmode++;
if (newvidmode == lastvidmode) break; // end of cycle
if (newvidmode >= validmodecnt)
{
if (safevidmode != -1)
break;
newvidmode = 0;
}
if (validmode[newvidmode].bpp == (vidsets[newvidset]&0x0ffff) &&
validmode[newvidmode].fs == newfullscreen &&
validmode[newvidmode].xdim <= validmode[lastvidmode].xdim &&
(safevidmode==-1?1:(validmode[newvidmode].xdim>=validmode[safevidmode].xdim)) &&
validmode[newvidmode].ydim <= validmode[lastvidmode].ydim &&
(safevidmode==-1?1:(validmode[newvidmode].ydim>=validmode[safevidmode].ydim))
)
safevidmode = newvidmode;
}
while (1);
if (safevidmode == -1)
{
//OSD_Printf("No best fit!\n");
newvidmode = lastvidmode;
newvidset = lastvidset;
}
else
{
//OSD_Printf("Best fit is %dx%dx%d-%d %d\n",validmode[safevidmode].xdim,validmode[safevidmode].ydim,validmode[safevidmode].bpp,validmode[safevidmode].fs,safevidmode);
newvidmode = safevidmode;
}
}
if (newvidset != curvidset) changesmade |= 4;
else changesmade &= ~4;
if (newvidmode != curvidmode) changesmade |= 1;
else changesmade &= ~1;
KB_ClearKeyDown(sc_LeftArrow);
KB_ClearKeyDown(sc_RightArrow);
}
break;
case 2:
newfullscreen = !newfullscreen;
{
int32_t lastvidset, lastvidmode, safevidmode = -1, safevidset = -1;
lastvidset = newvidset;
lastvidmode = newvidmode;
// find the next vidset compatible with the current fullscreen setting
while (vidsets[0] != -1)
{
newvidset++;
if (newvidset == lastvidset) break;
if (newvidset == sizeof(vidsets)/sizeof(vidsets[0]) || vidsets[newvidset] == -1)
{
newvidset = -1;
continue;
}
if (((vidsets[newvidset]>>16)&1) != newfullscreen) continue;
if ((vidsets[newvidset] & 0x2ffff) != (vidsets[lastvidset] & 0x2ffff))
{
if ((vidsets[newvidset] & 0x20000) == (vidsets[lastvidset] & 0x20000)) safevidset = newvidset;
continue;
}
break;
}
if (newvidset == lastvidset)
{
if (safevidset == -1)
{
newfullscreen = !newfullscreen;
break;
}
else
{
newvidset = safevidset;
}
}
// adjust the video mode to something legal for the new vidset
do
{
newvidmode++;
if (newvidmode == lastvidmode) break; // end of cycle
if (newvidmode >= validmodecnt) newvidmode = 0;
if (validmode[newvidmode].bpp == (vidsets[newvidset]&0x0ffff) &&
validmode[newvidmode].fs == newfullscreen &&
validmode[newvidmode].xdim <= validmode[lastvidmode].xdim &&
(safevidmode==-1?1:(validmode[newvidmode].xdim>=validmode[safevidmode].xdim)) &&
validmode[newvidmode].ydim <= validmode[lastvidmode].ydim &&
(safevidmode==-1?1:(validmode[newvidmode].ydim>=validmode[safevidmode].ydim))
)
safevidmode = newvidmode;
}
while (1);
if (safevidmode == -1)
{
//OSD_Printf("No best fit!\n");
newvidmode = lastvidmode;
newvidset = lastvidset;
newfullscreen = !newfullscreen;
}
else
{
//OSD_Printf("Best fit is %dx%dx%d-%d %d\n",validmode[safevidmode].xdim,validmode[safevidmode].ydo,,validmode[safevidmode].bpp,validmode[safevidmode].fs,safevidmode);
newvidmode = safevidmode;
}
if (newvidset != curvidset) changesmade |= 4;
else changesmade &= ~4;
if (newvidmode != curvidmode) changesmade |= 1;
else changesmade &= ~1;
}
if (newfullscreen == fullscreen) changesmade &= ~2;
else changesmade |= 2;
KB_ClearKeyDown(sc_LeftArrow);
KB_ClearKeyDown(sc_RightArrow);
break;
case 3:
if (!changesmade) break;
{
int32_t pxdim, pydim, pfs, pbpp, prend;
int32_t nxdim, nydim, nfs, nbpp, nrend;
pxdim = xdim;
pydim = ydim;
pbpp = bpp;
pfs = fullscreen;
prend = getrendermode();
nxdim = (newvidmode==validmodecnt)?xdim:validmode[newvidmode].xdim;
nydim = (newvidmode==validmodecnt)?ydim:validmode[newvidmode].ydim;
nfs = newfullscreen;
nbpp = (newvidmode==validmodecnt)?bpp:validmode[newvidmode].bpp;
nrend = (vidsets[newvidset] & 0x20000) ? (nbpp==8?2:
#ifdef USE_OPENGL
glrendmode
#else
0
#endif
) : 0;
if (setgamemode(nfs, nxdim, nydim, nbpp) < 0)
{
if (setgamemode(pfs, pxdim, pydim, pbpp) < 0)
{
setrendermode(prend);
G_GameExit("Failed restoring old video mode.");
}
else onvideomodechange(pbpp > 8);
}
else onvideomodechange(nbpp > 8);
g_restorePalette = -1;
G_UpdateScreenArea();
setrendermode(nrend);
curvidmode = newvidmode;
curvidset = newvidset;
changesmade = 0;
ud.config.ScreenMode = fullscreen;
ud.config.ScreenWidth = xdim;
ud.config.ScreenHeight = ydim;
ud.config.ScreenBPP = bpp;
}
break;
case 4:
M_ChangeMenu(231);
break;
case 5:
if (getrendermode() == REND_CLASSIC)
{
ud.detail = 1-ud.detail;
break;
}
#ifdef USE_OPENGL
gltexfiltermode++;
if (gltexfiltermode > 5)
gltexfiltermode = 0;
gltexapplyprops();
break;
#endif
case 6:
// if (getrendermode() == REND_CLASSIC) break;
M_ChangeMenu(230);
break;
}
menutext(margin,50,MENUHIGHLIGHT(0),0,"Resolution");
Bsprintf(tempbuf,"%d x %d",
(newvidmode==validmodecnt)?xdim:validmode[newvidmode].xdim,
(newvidmode==validmodecnt)?ydim:validmode[newvidmode].ydim);
mgametext(margin+168,50-8,tempbuf,MENUHIGHLIGHT(0),2+8+16);
menutext(margin,50+16,MENUHIGHLIGHT(1),0,"Renderer");
if (vidsets[newvidset]&0x20000)
Bsprintf(tempbuf,"%d-bit OpenGL", vidsets[newvidset]&0x0ffff);
else
Bsprintf(tempbuf,"Software");
mgametext(margin+168,50+16-8,tempbuf,MENUHIGHLIGHT(1),2+8+16);
menutext(margin,50+16+16,MENUHIGHLIGHT(2),0,"Fullscreen");
menutext(margin+168,50+16+16,MENUHIGHLIGHT(2),0,newfullscreen?"Yes":"No");
menutext(margin+16,50+16+16+22,MENUHIGHLIGHT(3),changesmade==0,"Apply Changes");
menutext(margin,50+62+16,MENUHIGHLIGHT(4),0,"Color Correction");
/* {
short ss = ud.brightness;
bar(c+171,50+62+16,&ss,8,x==4,MENUHIGHLIGHT(4),PHX(-6));
if (x==4)
{
ud.brightness = ss;
setbrightness(ud.brightness>>2,&g_player[myconnectindex].ps->palette[0],0);
}
}
*/
if (getrendermode() == REND_CLASSIC)
{
menutext(margin,50+62+16+16,MENUHIGHLIGHT(5),0,"Pixel Doubling");
menutext(margin+168,50+62+16+16,MENUHIGHLIGHT(5),0,ud.detail?"Off":"On");
modval(0,1,(int32_t *)&ud.detail,1,probey==5);
}
#ifdef USE_OPENGL
else
{
int32_t filter = gltexfiltermode;
menutext(margin,50+62+16+16,MENUHIGHLIGHT(5),0,"Texture Filter");
switch (gltexfiltermode)
{
case 0:
strcpy(tempbuf,"Nearest");
break;
case 1:
strcpy(tempbuf,"Linear");
break;
case 2:
strcpy(tempbuf,"Near_MM_Near");
break;
case 3:
strcpy(tempbuf,"Bilinear");
break;
case 4:
strcpy(tempbuf,"Near_MM_Lin");
break;
case 5:
strcpy(tempbuf,"Trilinear");
break;
default:
strcpy(tempbuf,"Other");
break;
}
modval(0,5,(int32_t *)&gltexfiltermode,1,probey==5);
if (gltexfiltermode != filter)
gltexapplyprops();
mgametextpal(margin+168,50+62+16+16-8,tempbuf,MENUHIGHLIGHT(5),getrendermode() == REND_CLASSIC);
}
#endif
menutext(margin,50+62+16+16+16,MENUHIGHLIGHT(6),0 /*bpp==8*/,"Renderer Setup");
break;
case MENU_KEYBOARDSETUP:
M_DrawTopBar("Keyboard Setup");
margin = MENU_MARGIN_REGULAR;
onbar = 0;
if (probey == NUMGAMEFUNCTIONS)
x = probesm(60,145,0,NUMGAMEFUNCTIONS+2);
else if (probey == NUMGAMEFUNCTIONS+1)
x = probesm(60,152,0,NUMGAMEFUNCTIONS+2);
else x = probesm(0,0,0,NUMGAMEFUNCTIONS+2);
if (x==-1)
{
M_ChangeMenu(MENU_OPTIONS);
probey = 4;
}
else if (x == NUMGAMEFUNCTIONS)
{
CONFIG_SetDefaultKeys((const char (*)[MAXGAMEFUNCLEN])keydefaults);
break;
}
else if (x == NUMGAMEFUNCTIONS+1)
{
CONFIG_SetDefaultKeys(oldkeydefaults);
break;
}
else if (x>=0)
{
function = probey;
whichkey = currentlist;
M_ChangeMenu(MENU_KEYBOARDASSIGN);
KB_FlushKeyboardQueue();
KB_ClearLastScanCode();
break;
}
// the top of our list
m = clamp(probey-6, 0, NUMGAMEFUNCTIONS-13);
if (probey == gamefunc_Show_Console) currentlist = 0;
else if (KB_KeyPressed(sc_LeftArrow) || KB_KeyPressed(sc_kpad_4) ||
KB_KeyPressed(sc_RightArrow) || KB_KeyPressed(sc_kpad_6) ||
KB_KeyPressed(sc_Tab))
{
currentlist ^= 1;
KB_ClearKeyDown(sc_LeftArrow);
KB_ClearKeyDown(sc_RightArrow);
KB_ClearKeyDown(sc_kpad_4);
KB_ClearKeyDown(sc_kpad_6);
KB_ClearKeyDown(sc_Tab);
S_PlaySound(KICK_HIT);
}
else if (KB_KeyPressed(sc_Delete))
{
char key[2];
key[0] = ud.config.KeyboardKeys[probey][0];
key[1] = ud.config.KeyboardKeys[probey][1];
ud.config.KeyboardKeys[probey][currentlist] = 0xff;
CONFIG_MapKey(probey, ud.config.KeyboardKeys[probey][0], key[0], ud.config.KeyboardKeys[probey][1], key[1]);
S_PlaySound(KICK_HIT);
KB_ClearKeyDown(sc_Delete);
}
for (l=min(13,NUMGAMEFUNCTIONS)-1; l >= 0 ; l--)
{
p = CONFIG_FunctionNumToName(m+l);
if (!p) continue;
strcpy(tempbuf, p);
for (i=0; tempbuf[i]; i++) if (tempbuf[i]=='_') tempbuf[i] = ' ';
// game function name redefined --> pal 8 text
minitextshade(70,34+l*8,tempbuf,(m+l == probey)?0:16,
Bstrcmp(keydefaults[3*(m+l)],oldkeydefaults[3*(m+l)]) ? 8 : 1, 10+16);
//strcpy(tempbuf, KB_ScanCodeToString(ud.config.KeyboardKeys[m+l][0]));
strcpy(tempbuf, (char *)getkeyname(ud.config.KeyboardKeys[m+l][0]));
if (!tempbuf[0]) strcpy(tempbuf, " -");
minitextshade(70+100,34+l*8,tempbuf,
(m+l == probey && !currentlist?0:16),2,10+16);
//strcpy(tempbuf, KB_ScanCodeToString(ud.config.KeyboardKeys[m+l][1]));
strcpy(tempbuf, (char *)getkeyname(ud.config.KeyboardKeys[m+l][1]));
if (!tempbuf[0]) strcpy(tempbuf, " -");
minitextshade(70+120+34,34+l*8,tempbuf,
(m+l == probey && currentlist?0:16),2,10+16);
}
mgametextpal(160,140, "Reset Keys To Defaults",MENUHIGHLIGHT(NUMGAMEFUNCTIONS),10);
mgametextpal(160,140+7,"Set Classic Key Layout",MENUHIGHLIGHT(NUMGAMEFUNCTIONS+1),10);
mgametext(160,144+9+3,"Up/Down = Select Action",0,2+8+16);
mgametext(160,144+9+9+3,"Left/Right = Select List",0,2+8+16);
mgametext(160,144+9+9+9+3,"Enter = Modify Delete = Clear",0,2+8+16);
break;
case MENU_KEYBOARDASSIGN:
{
int32_t sc;
M_DrawTopBar("Keyboard Setup");
mgametext(320>>1,90,"Press the key to assign as",0,2+8+16);
Bsprintf(tempbuf,"%s for \"%s\"", whichkey?"secondary":"primary", CONFIG_FunctionNumToName(function));
mgametext(320>>1,90+9,tempbuf,0,2+8+16);
mgametext(320>>1,90+9+9+9,"Press \"Escape\" To Cancel",0,2+8+16);
sc = KB_GetLastScanCode();
if (sc != sc_None || RMB)
{
if (sc == sc_Escape || RMB)
{
S_PlaySound(EXITMENUSOUND);
}
else
{
char key[2];
key[0] = ud.config.KeyboardKeys[function][0];
key[1] = ud.config.KeyboardKeys[function][1];
S_PlaySound(PISTOL_BODYHIT);
ud.config.KeyboardKeys[function][whichkey] = KB_GetLastScanCode();
CONFIG_MapKey(function, ud.config.KeyboardKeys[function][0], key[0], ud.config.KeyboardKeys[function][1], key[1]);
}
M_ChangeMenu(MENU_KEYBOARDSETUP);
currentlist = whichkey;
probey = function;
KB_ClearKeyDown(sc);
}
break;
}
case 205:
M_DrawTopBar("Mouse Setup");
margin = 60-4;
onbar = (probey == NUMMOUSEFUNCTIONS);
if (probey < NUMMOUSEFUNCTIONS)
x = probesm(73,38,8,NUMMOUSEFUNCTIONS+2+2+1);
else
x = probesm(40,123-(NUMMOUSEFUNCTIONS)*9,9,NUMMOUSEFUNCTIONS+2+2+1);
if (x==-1)
{
M_ChangeMenu(MENU_OPTIONS);
probey = 5;
break;
}
else if (x == NUMMOUSEFUNCTIONS)
{
// sensitivity
}
else if (x == NUMMOUSEFUNCTIONS+1)
{
// mouse aiming toggle
if (!ud.mouseaiming) g_myAimMode = 1-g_myAimMode;
}
else if (x == NUMMOUSEFUNCTIONS+2)
{
// invert mouse aim
ud.mouseflip = 1-ud.mouseflip;
}
else if (x == NUMMOUSEFUNCTIONS+2+1)
{
//input smoothing
ud.config.SmoothInput = !ud.config.SmoothInput;
CONTROL_SmoothMouse = ud.config.SmoothInput;
}
else if (x == NUMMOUSEFUNCTIONS+2+2)
{
//advanced
M_ChangeMenu(212);
break;
}
else if (x >= 0)
{
//set an option
M_ChangeMenu(211);
function = 0;
whichkey = x;
if (x < NUMDOUBLEMBTNS*2)
probey = ud.config.MouseFunctions[x>>1][x&1];
else
probey = ud.config.MouseFunctions[x-NUMDOUBLEMBTNS][0];
if (probey < 0) probey = NUMGAMEFUNCTIONS-1;
break;
}
for (l=0; l < NUMMOUSEFUNCTIONS; l++)
{
tempbuf[0] = 0;
if (l < NUMDOUBLEMBTNS*2)
{
if (l&1)
{
Bstrcpy(tempbuf, "Double ");
m = ud.config.MouseFunctions[l>>1][1];
}
else
m = ud.config.MouseFunctions[l>>1][0];
Bstrcat(tempbuf, mousebuttonnames[l>>1]);
}
else
{
Bstrcpy(tempbuf, mousebuttonnames[l-NUMDOUBLEMBTNS]);
m = ud.config.MouseFunctions[l-NUMDOUBLEMBTNS][0];
}
minitextshade(margin+20,34+l*8,tempbuf,(l==probey)?0:16,1,10+16);
if (m == -1)
minitextshade(margin+100+20,34+l*8," -None-",(l==probey)?0:16,2,10+16);
else
{
strcpy(tempbuf, CONFIG_FunctionNumToName(m));
for (i=0; tempbuf[i]; i++) if (tempbuf[i]=='_') tempbuf[i] = ' ';
minitextshade(margin+100+20,34+l*8,tempbuf,(l==probey)?0:16,2,10+16);
}
}
mgametextpal(40,118,"Base mouse sensitivity",MENUHIGHLIGHT(NUMMOUSEFUNCTIONS),10);
mgametextpal(40,118+9,"Use mouse aiming",!ud.mouseaiming?MENUHIGHLIGHT(NUMMOUSEFUNCTIONS+1):DISABLEDMENUSHADE,10);
mgametextpal(40,118+9+9,"Invert mouse",MENUHIGHLIGHT(NUMMOUSEFUNCTIONS+2),10);
mgametextpal(40,118+9+9+9,"Smooth mouse movement",MENUHIGHLIGHT(NUMMOUSEFUNCTIONS+2+1),10);
mgametextpal(40,118+9+9+9+9,"Advanced mouse setup",MENUHIGHLIGHT(NUMMOUSEFUNCTIONS+2+2),10);
{
int32_t sense = (int32_t)(CONTROL_MouseSensitivity * 4.0f);
sense = clamp(sense, 0, 63);
barsm(248,126,&sense,2,x==NUMMOUSEFUNCTIONS,MENUHIGHLIGHT(NUMMOUSEFUNCTIONS),0);
CONTROL_MouseSensitivity = sense / 4.0f;
}
if (!ud.mouseaiming) modval(0,1,(int32_t *)&g_myAimMode,1,probey == NUMMOUSEFUNCTIONS+1);
else if (probey == NUMMOUSEFUNCTIONS+1)
{
mgametext(160,140+9+9+9,"Set mouse aim type to toggle on/off",0,2+8+16);
mgametext(160,140+9+9+9+9,"in the Player Setup menu to enable",0,2+8+16);
}
modval(0,1,(int32_t *)&ud.mouseflip,1,probey == NUMMOUSEFUNCTIONS+2);
modval(0,1,(int32_t *)&ud.config.SmoothInput,1,probey == NUMMOUSEFUNCTIONS+2+1);
if (probey == NUMMOUSEFUNCTIONS+2+1)
{
// mgametext(160,160+9,"This option incurs a movement delay",0,2+8+16);
CONTROL_SmoothMouse = ud.config.SmoothInput;
}
mgametextpal(240,118+9, g_myAimMode && !ud.mouseaiming ? "Yes" : "No",
!ud.mouseaiming?MENUHIGHLIGHT(NUMMOUSEFUNCTIONS+1):DISABLEDMENUSHADE, 0);
mgametextpal(240,118+9+9, !ud.mouseflip ? "Yes" : "No", MENUHIGHLIGHT(NUMMOUSEFUNCTIONS+2), 0);
mgametextpal(240,118+9+9+9, ud.config.SmoothInput ? "Yes" : "No", MENUHIGHLIGHT(NUMMOUSEFUNCTIONS+2+1), 0);
if (probey < NUMMOUSEFUNCTIONS)
{
mgametext(160,160+9,"Up/Down = Select Button",0,2+8+16);
mgametext(160,160+9+9,"Enter = Modify",0,2+8+16);
}
break;
case 211:
if (function == 0) M_DrawTopBar("Mouse Setup");
else if (function == 1) M_DrawTopBar("Advanced Mouse");
else if (function == 2) M_DrawTopBar("Joystick Buttons");
else if (function == 3) M_DrawTopBar("Joystick Axes");
x = M_Probe(0,0,0,NUMGAMEFUNCTIONS);
if (x==-1)
{
if (function == 0)
{
// mouse button
M_ChangeMenu(205);
probey = whichkey;
}
else if (function == 1)
{
// mouse digital axis
M_ChangeMenu(212);
probey = 3+(whichkey^2);
}
else if (function == 2)
{
// joystick button/hat
M_ChangeMenu(207);
probey = whichkey;
}
else if (function == 3)
{
// joystick digital axis
M_ChangeMenu((whichkey>>2)+208);
probey = 1+((whichkey>>1)&1)*4+(whichkey&1);
}
break;
}
else if (x >= 0)
{
if (x == NUMGAMEFUNCTIONS-1) x = -1;
if (function == 0)
{
if (whichkey < NUMDOUBLEMBTNS*2)
{
ud.config.MouseFunctions[whichkey>>1][whichkey&1] = x;
CONTROL_MapButton(x, whichkey>>1, whichkey&1, controldevice_mouse);
CONTROL_FreeMouseBind(whichkey>>1);
}
else
{
ud.config.MouseFunctions[whichkey-NUMDOUBLEMBTNS][0] = x;
CONTROL_MapButton(x, whichkey-NUMDOUBLEMBTNS, 0, controldevice_mouse);
CONTROL_FreeMouseBind(whichkey-NUMDOUBLEMBTNS);
}
M_ChangeMenu(205);
probey = whichkey;
}
else if (function == 1)
{
ud.config.MouseDigitalFunctions[whichkey>>1][whichkey&1] = x;
CONTROL_MapDigitalAxis(whichkey>>1, x, whichkey&1, controldevice_mouse);
M_ChangeMenu(212);
probey = 3+(whichkey^2);
}
else if (function == 2)
{
if (whichkey < 2*joynumbuttons)
{
ud.config.JoystickFunctions[whichkey>>1][whichkey&1] = x;
CONTROL_MapButton(x, whichkey>>1, whichkey&1, controldevice_joystick);
}
else
{
ud.config.JoystickFunctions[joynumbuttons + (whichkey-2*joynumbuttons)][0] = x;
CONTROL_MapButton(x, joynumbuttons + (whichkey-2*joynumbuttons), 0, controldevice_joystick);
}
M_ChangeMenu(207);
probey = whichkey;
}
else if (function == 3)
{
ud.config.JoystickDigitalFunctions[whichkey>>1][whichkey&1] = x;
CONTROL_MapDigitalAxis(whichkey>>1, x, whichkey&1, controldevice_joystick);
M_ChangeMenu((whichkey>>2)+208);
probey = 1+((whichkey>>1)&1)*4+(whichkey&1);
}
break;
}
mgametext(320>>1,31,"Select a function to assign",0,2+8+16);
if (function == 0)
{
if (whichkey < NUMDOUBLEMBTNS*2)
Bsprintf(tempbuf,"to %s%s", (whichkey&1)?"double-clicked ":"", mousebuttonnames[whichkey>>1]);
else
Bstrcpy(tempbuf, mousebuttonnames[whichkey-NUMDOUBLEMBTNS]);
}
else if (function == 1)
{
Bstrcpy(tempbuf,"to digital ");
switch (whichkey)
{
case 0:
Bstrcat(tempbuf, "Left");
break;
case 1:
Bstrcat(tempbuf, "Right");
break;
case 2:
Bstrcat(tempbuf, "Up");
break;
case 3:
Bstrcat(tempbuf, "Down");
break;
}
}
else if (function == 2)
{
static const char *directions[] =
{
"Up", "Right", "Down", "Left"
};
if (whichkey < 2*joynumbuttons)
Bsprintf(tempbuf,"to %s%s", (whichkey&1)?"double-clicked ":"", getjoyname(1,whichkey>>1));
else
Bsprintf(tempbuf,"to hat %s", directions[whichkey-2*joynumbuttons]);
}
else if (function == 3)
{
Bsprintf(tempbuf,"to digital %s %s",getjoyname(0,whichkey>>1),(whichkey&1)?"positive":"negative");
}
mgametext(320>>1,31+9,tempbuf,0,2+8+16);
m = clamp(probey-6, 0, NUMGAMEFUNCTIONS-13);
for (l=0; l < min(13,NUMGAMEFUNCTIONS); l++)
{
if (l+m == NUMGAMEFUNCTIONS-1)
strcpy(tempbuf, " -None-");
else
strcpy(tempbuf, CONFIG_FunctionNumToName(m+l));
for (i=0; tempbuf[i]; i++) if (tempbuf[i]=='_') tempbuf[i] = ' ';
minitextshade(100,51+l*8,tempbuf,(m+l == probey)?0:16,
Bstrcmp(keydefaults[3*(m+l)],oldkeydefaults[3*(m+l)]) ? 8 : 1, 10+16);
}
mgametext(320>>1,161,"Press \"Escape\" To Cancel",0,2+8+16);
break;
case 212:
M_DrawTopBar("Advanced Mouse");
margin = MENU_MARGIN_REGULAR;
onbar = (probey == 0 || probey == 1 || probey == 2);
if (probey < 3)
x = M_Probe(margin,46,16,7);
else if (probey < 7)
{
m=50;
x = probesm(margin+10,97+16-(9+9+9),9,7);
}
else
{
x = M_Probe(margin,146+16-(16+16+16+16+16+16),16,7);
}
switch (x)
{
case -1:
M_ChangeMenu(205);
probey = NUMMOUSEFUNCTIONS+2+2;
break;
case 0:
// x-axis scale
case 1:
// y-axis scale
case 2:
// mouse filter
break;
case 3:
// digital up
case 4:
// digital down
case 5:
// digital left
case 6:
// digital right
function = 1;
whichkey = (x-3)^2; // flip the actual axis number
M_ChangeMenu(211);
probey = ud.config.MouseDigitalFunctions[whichkey>>1][whichkey&1];
if (probey < 0) probey = NUMGAMEFUNCTIONS-1;
break;
}
switch (probey)
{
case 3:
case 4:
case 5:
case 6:
mgametext(160,144+9+9,"Digital axes are not for mouse look",0,2+8+16);
mgametext(160,144+9+9+9,"or for aiming up and down",0,2+8+16);
break;
}
menutext(margin,46,MENUHIGHLIGHT(0),0,"X-Axis Scale");
l = (ud.config.MouseAnalogueScale[0]+262144) >> 13;
bar(margin+160+40,46,&l,1,x==0,MENUHIGHLIGHT(0),0);
l = (l<<13)-262144;
if (l != ud.config.MouseAnalogueScale[0])
{
CONTROL_SetAnalogAxisScale(0, l, controldevice_mouse);
ud.config.MouseAnalogueScale[0] = l;
}
Bsprintf(tempbuf,"%s%.2f",l>=0?" ":"",(float)l/65536.0);
mgametext(margin+160-16,46-8,tempbuf,MENUHIGHLIGHT(0),2+8+16);
menutext(margin,46+16,MENUHIGHLIGHT(1),0,"Y-Axis Scale");
l = (ud.config.MouseAnalogueScale[1]+262144) >> 13;
bar(margin+160+40,46+16,&l,1,x==1,MENUHIGHLIGHT(1),0);
l = (l<<13)-262144;
if (l != ud.config.MouseAnalogueScale[1])
{
CONTROL_SetAnalogAxisScale(1, l, controldevice_mouse);
ud.config.MouseAnalogueScale[1] = l;
}
Bsprintf(tempbuf,"%s%.2f",l>=0?" ":"",(float)l/65536.0);
mgametext(margin+160-16,46+16-8,tempbuf,MENUHIGHLIGHT(1),2+8+16);
menutext(margin,46+16+16,MENUHIGHLIGHT(2),0,"Dead Zone");
l = ud.config.MouseDeadZone>>1;
bar(margin+160+40,46+16+16,&l,2,x==2,MENUHIGHLIGHT(2),0);
ud.config.MouseDeadZone = l<<1;
M_DrawTopBar("Digital Axes Setup");
if (ud.config.MouseDeadZone == 0)
Bsprintf(tempbuf," Off");
else if (ud.config.MouseDeadZone < 48)
Bsprintf(tempbuf," Low");
else if (ud.config.MouseDeadZone < 96)
Bsprintf(tempbuf," Med");
else if (ud.config.MouseDeadZone < 128)
Bsprintf(tempbuf,"High");
mgametext(margin+160-16,46+16+16-8,tempbuf,MENUHIGHLIGHT(2),2+8+16);
mgametextpal(margin+10,92+16,"Up:",MENUHIGHLIGHT(3),10);
if (ud.config.MouseDigitalFunctions[1][0] < 0)
strcpy(tempbuf, " -None-");
else
strcpy(tempbuf, CONFIG_FunctionNumToName(ud.config.MouseDigitalFunctions[1][0]));
for (i=0; tempbuf[i]; i++) if (tempbuf[i]=='_') tempbuf[i] = ' ';
minitextshade(margin+10+60,93+16,tempbuf,MENUHIGHLIGHT(3),0,10+16);
mgametextpal(margin+10,92+16+9,"Down:",MENUHIGHLIGHT(4),10);
if (ud.config.MouseDigitalFunctions[1][1] < 0)
strcpy(tempbuf, " -None-");
else
strcpy(tempbuf, CONFIG_FunctionNumToName(ud.config.MouseDigitalFunctions[1][1]));
for (i=0; tempbuf[i]; i++) if (tempbuf[i]=='_') tempbuf[i] = ' ';
minitextshade(margin+10+60,93+16+9,tempbuf,MENUHIGHLIGHT(4),0,10+16);
mgametextpal(margin+10,92+16+9+9,"Left:",MENUHIGHLIGHT(5),10);
if (ud.config.MouseDigitalFunctions[0][0] < 0)
strcpy(tempbuf, " -None-");
else
strcpy(tempbuf, CONFIG_FunctionNumToName(ud.config.MouseDigitalFunctions[0][0]));
for (i=0; tempbuf[i]; i++) if (tempbuf[i]=='_') tempbuf[i] = ' ';
minitextshade(margin+10+60,93+16+9+9,tempbuf,MENUHIGHLIGHT(5),0,10+16);
mgametextpal(margin+10,92+16+9+9+9,"Right:",MENUHIGHLIGHT(6),10);
if (ud.config.MouseDigitalFunctions[0][1] < 0)
strcpy(tempbuf, " -None-");
else
strcpy(tempbuf, CONFIG_FunctionNumToName(ud.config.MouseDigitalFunctions[0][1]));
for (i=0; tempbuf[i]; i++) if (tempbuf[i]=='_') tempbuf[i] = ' ';
minitextshade(margin+10+60,93+16+9+9+9,tempbuf,MENUHIGHLIGHT(6),0,10+16);
break;
case 206:
M_DrawTopBar("Joystick Setup");
x = M_Probe(160,100-18,18,3);
switch (x)
{
case -1:
M_ChangeMenu(MENU_OPTIONS);
probey = 6;
break;
case 0:
case 1:
M_ChangeMenu(207+x);
break;
case 2:
M_ChangeMenu(213);
break;
}
menutext(160,100-18,0,0,"Edit Buttons");
menutext(160,100,0,0,"Edit Axes");
menutext(160,100+18,0,0,"Dead Zones");
break;
case 207:
M_DrawTopBar("Joystick Buttons");
margin = 2*joynumbuttons + 4*(joynumhats>0);
x = M_Probe(0,0,0,margin);
if (x == -1)
{
M_ChangeMenu(206);
probey = 0;
break;
}
else if (x >= 0)
{
function = 2;
whichkey = x;
M_ChangeMenu(211);
if (x < 2*joynumbuttons)
{
probey = ud.config.JoystickFunctions[x>>1][x&1];
}
else
{
probey = ud.config.JoystickFunctions[joynumbuttons + (x-2*joynumbuttons)][0];
}
if (probey < 0) probey = NUMGAMEFUNCTIONS-1;
break;
}
// the top of our list
if (margin < 13) m = 0;
else
{
m = probey - 6;
if (m < 0) m = 0;
else if (m + 13 >= margin) m = margin-13;
}
for (l=0; l<min(13,margin); l++)
{
if (m+l < 2*joynumbuttons)
{
Bsprintf(tempbuf, "%s%s", ((l+m)&1)?"Double ":"", getjoyname(1,(l+m)>>1));
x = ud.config.JoystickFunctions[(l+m)>>1][(l+m)&1];
}
else
{
static const char *directions[] =
{
"Up", "Right", "Down", "Left"
};
Bsprintf(tempbuf, "Hat %s", directions[(l+m)-2*joynumbuttons]);
x = ud.config.JoystickFunctions[joynumbuttons + ((l+m)-2*joynumbuttons)][0];
}
minitextshade(80-4,33+l*8,tempbuf,(m+l == probey)?0:16,1,10+16);
if (x == -1)
minitextshade(176,33+l*8," -None-",(m+l==probey)?0:16,2,10+16);
else
{
strcpy(tempbuf, CONFIG_FunctionNumToName(x));
for (i=0; tempbuf[i]; i++) if (tempbuf[i]=='_') tempbuf[i] = ' ';
minitextshade(176,33+l*8,tempbuf,(m+l==probey)?0:16,2,10+16);
}
}
mgametext(160,149,"UP/DOWN = SELECT BUTTON",0,2+8+16);
mgametext(160,149+9,"ENTER = MODIFY",0,2+8+16);
break;
case 208:
case 209:
case 217:
case 218:
case 219:
case 220:
case 221:
case 222:
{
int32_t thispage, twothispage;
M_DrawTopBar("Joystick Axes");
thispage = (g_currentMenu < 217) ? (g_currentMenu-208) : (g_currentMenu-217)+2;
twothispage = (thispage*2+1 < joynumaxes);
onbar = 0;
switch (probey)
{
case 0:
case 4:
onbar = 1;
x = M_Probe(88,45+(probey==4)*64,0,1+(4<<twothispage));
break;
case 1:
case 2:
case 5:
case 6:
x = M_Probe(172+(probey==2||probey==6)*72,45+15+(probey==5||probey==6)*64,0,1+(4<<twothispage));
break;
case 3:
case 7:
x = M_Probe(88,45+15+15+(probey==7)*64,0,1+(4<<twothispage));
break;
default:
x = M_Probe(60,79+79*twothispage,0,1+(4<<twothispage));
break;
}
switch (x)
{
case -1:
M_ChangeMenu(206);
probey = 1;
break;
case 8:
if (joynumaxes > 2)
{
if (thispage == ((joynumaxes+1)/2)-1) M_ChangeMenu(208);
else
{
if (g_currentMenu == 209) M_ChangeMenu(217);
else M_ChangeMenu(g_currentMenu+1);
}
}
break;
case 4: // bar
if (!twothispage && joynumaxes > 2)
M_ChangeMenu(208);
case 0:
break;
case 1: // digitals
case 2:
case 5:
case 6:
function = 3;
whichkey = ((thispage*2+(x==5||x==6)) << 1) + (x==2||x==6);
M_ChangeMenu(211);
probey = ud.config.JoystickDigitalFunctions[whichkey>>1][whichkey&1];
if (probey < 0) probey = NUMGAMEFUNCTIONS-1;
break;
case 3: // analogues
case 7:
l = ud.config.JoystickAnalogueAxes[thispage*2+(x==7)];
if (l == analog_turning) l = analog_strafing;
else if (l == analog_strafing) l = analog_lookingupanddown;
else if (l == analog_lookingupanddown) l = analog_moving;
else if (l == analog_moving) l = -1;
else l = analog_turning;
ud.config.JoystickAnalogueAxes[thispage*2+(x==7)] = l;
CONTROL_MapAnalogAxis(thispage*2+(x==7),l,controldevice_joystick);
{
mouseyaxismode = -1;
}
break;
default:
break;
}
if (getjoyname(0,thispage*2) != NULL)
{
Bstrcpy(tempbuf,(char *)getjoyname(0,thispage*2));
menutext(42,32,0,0,tempbuf);
}
if (twothispage)
{
if (getjoyname(0,thispage*2+1) != NULL)
{
Bstrcpy(tempbuf,(char *)getjoyname(0,thispage*2+1));
menutext(42,32+64,0,0,tempbuf);
}
}
mgametext(76,38,"Scale",0,2+8+16);
l = (ud.config.JoystickAnalogueScale[thispage*2]+262144) >> 13;
bar(140+56,38+8,&l,1,x==0,0,0);
l = (l<<13)-262144;
if (l != ud.config.JoystickAnalogueScale[thispage*2])
{
CONTROL_SetAnalogAxisScale(thispage*2, l, controldevice_joystick);
ud.config.JoystickAnalogueScale[thispage*2] = l;
}
Bsprintf(tempbuf,"%s%.2f",l>=0?" ":"",(float)l/65536.0);
mgametext(140,38,tempbuf,0,2+8+16);
mgametext(76,38+15,"Digital",0,2+8+16);
if (ud.config.JoystickDigitalFunctions[thispage*2][0] < 0)
strcpy(tempbuf, " -None-");
else
strcpy(tempbuf, CONFIG_FunctionNumToName(ud.config.JoystickDigitalFunctions[thispage*2][0]));
for (i=0; tempbuf[i]; i++) if (tempbuf[i]=='_') tempbuf[i] = ' ';
minitext(140+12,38+15,tempbuf,0,10+16);
if (ud.config.JoystickDigitalFunctions[thispage*2][1] < 0)
strcpy(tempbuf, " -None-");
else
strcpy(tempbuf, CONFIG_FunctionNumToName(ud.config.JoystickDigitalFunctions[thispage*2][1]));
for (i=0; tempbuf[i]; i++) if (tempbuf[i]=='_') tempbuf[i] = ' ';
minitext(140+12+72,38+15,tempbuf,0,10+16);
mgametext(76,38+15+15,"Analog",0,2+8+16);
if (CONFIG_AnalogNumToName(ud.config.JoystickAnalogueAxes[thispage*2]))
{
p = CONFIG_AnalogNumToName(ud.config.JoystickAnalogueAxes[thispage*2]);
if (p)
{
mgametext(140+12,38+15+15, strchr(p,'_')+1, 0, 2+8+16);
}
}
if (twothispage)
{
mgametext(76,38+64,"Scale",0,2+8+16);
l = (ud.config.JoystickAnalogueScale[thispage*2+1]+262144) >> 13;
bar(140+56,38+8+64,&l,1,x==4,0,0);
l = (l<<13)-262144;
if (l != ud.config.JoystickAnalogueScale[thispage*2+1])
{
CONTROL_SetAnalogAxisScale(thispage*2+1, l, controldevice_joystick);
ud.config.JoystickAnalogueScale[thispage*2+1] = l;
}
Bsprintf(tempbuf,"%s%.2f",l>=0?" ":"",(float)l/65536.0);
mgametext(140,38+64,tempbuf,0,2+8+16);
mgametext(76,38+64+15,"Digital",0,2+8+16);
if (ud.config.JoystickDigitalFunctions[thispage*2+1][0] < 0)
strcpy(tempbuf, " -None-");
else
strcpy(tempbuf, CONFIG_FunctionNumToName(ud.config.JoystickDigitalFunctions[thispage*2+1][0]));
for (i=0; tempbuf[i]; i++) if (tempbuf[i]=='_') tempbuf[i] = ' ';
minitext(140+12,38+15+64,tempbuf,0,10+16);
if (ud.config.JoystickDigitalFunctions[thispage*2+1][1] < 0)
strcpy(tempbuf, " -None-");
else
strcpy(tempbuf, CONFIG_FunctionNumToName(ud.config.JoystickDigitalFunctions[thispage*2+1][1]));
for (i=0; tempbuf[i]; i++) if (tempbuf[i]=='_') tempbuf[i] = ' ';
minitext(140+12+72,38+15+64,tempbuf,0,10+16);
mgametext(76,38+64+15+15,"Analog",0,2+8+16);
if (CONFIG_AnalogNumToName(ud.config.JoystickAnalogueAxes[thispage*2+1]))
{
p = CONFIG_AnalogNumToName(ud.config.JoystickAnalogueAxes[thispage*2+1]);
if (p)
{
mgametext(140+12,38+64+15+15, strchr(p,'_')+1, 0, 2+8+16);
}
}
}
if (joynumaxes > 2)
{
menutext(320>>1,twothispage?158:108,SHX(-10),(joynumaxes<=2),"Next...");
Bsprintf(tempbuf,"Page %d of %d",thispage+1,(joynumaxes+1)/2);
mgametext(320-100,158,tempbuf,0,2+8+16);
}
break;
}
case 213:
case 214:
case 215:
case 216:
{
// Pray this is enough pages for now :-|
int32_t first,last;
M_DrawTopBar("Joy Dead Zones");
first = 4*(g_currentMenu-213);
last = min(4*(g_currentMenu-213)+4,joynumaxes);
onbar = 1;
x = M_Probe(320,48,15,2*(last-first)+(joynumaxes>4));
if (x==-1)
{
M_ChangeMenu(206);
probey = 2;
break;
}
else if (x==2*(last-first) && joynumaxes>4)
{
M_ChangeMenu((g_currentMenu-213) == (joynumaxes/4) ? 213 : (g_currentMenu+1));
probey = 0;
break;
}
for (m = first; m < last; m++)
{
int32_t odx,dx,ody,dy;
Bstrcpy(tempbuf,(char *)getjoyname(0,m));
menutext(32,48+30*(m-first),0,0,tempbuf);
mgametext(128,48+30*(m-first)-8,"Dead",0,2+8+16);
mgametext(128,48+30*(m-first)-8+15,"Satu",0,2+8+16);
dx = odx = min(64,64l*ud.config.JoystickAnalogueDead[m]/10000l);
dy = ody = min(64,64l*ud.config.JoystickAnalogueSaturate[m]/10000l);
bar(217,48+30*(m-first),&dx,4,x==((m-first)*2),0,0);
bar(217,48+30*(m-first)+15,&dy,4,x==((m-first)*2+1),0,0);
Bsprintf(tempbuf,"%3d%%",100*dx/64);
mgametext(217-49,48+30*(m-first)-8,tempbuf,0,2+8+16);
Bsprintf(tempbuf,"%3d%%",100*dy/64);
mgametext(217-49,48+30*(m-first)-8+15,tempbuf,0,2+8+16);
if (dx != odx) ud.config.JoystickAnalogueDead[m] = 10000l*dx/64l;
if (dy != ody) ud.config.JoystickAnalogueSaturate[m] = 10000l*dy/64l;
if (dx != odx || dy != ody)
setjoydeadzone(m,ud.config.JoystickAnalogueDead[m],ud.config.JoystickAnalogueSaturate[m]);
}
//mgametext(160,158,"Dead = Dead Zone, Sat. = Saturation",0,2+8+16);
if (joynumaxes>4)
{
menutext(32,48+30*(last-first),0,0,"Next...");
Bsprintf(tempbuf,"Page %d of %d", 1+(g_currentMenu-213), (joynumaxes+3)/4);
mgametext(320-100,158,tempbuf,0,2+8+16);
}
break;
}
case MENU_SOUND:
case MENU_SOUND_INGAME:
margin = MENU_MARGIN_REGULAR;
M_DrawTopBar("Sound Setup");
if (!(changesmade & 8))
{
soundrate = ud.config.MixRate;
soundvoices = ud.config.NumVoices;
soundbits = ud.config.NumBits;
}
{
int32_t io, ii, yy, d=margin+160+40, enabled, j;
const char *opts[] =
{
"Sound",
"Sound volume",
"-",
"Music",
"Music volume",
"-",
"Playback sampling rate",
"Sample size",
"Number of voices",
"-",
"Restart sound system",
"-",
"Duke talk",
"Dukematch player sounds",
"Ambient sounds",
"Reverse stereo channels",
NULL
};
yy = 37;
for (ii=io=0; opts[ii]; ii++)
{
if (opts[ii][0] == '-' && !opts[ii][1])
{
if (io <= probey) yy += 4;
continue;
}
if (io < probey) yy += 8;
io++;
}
onbar = (probey == 1 || probey == 3);
x = probesm(margin,yy+5,0,io);
if (x == -1)
{
ud.config.MixRate = soundrate;
ud.config.NumVoices = soundvoices;
ud.config.NumBits = soundbits;
if (g_player[myconnectindex].ps->gm &MODE_GAME && g_currentMenu == MENU_SOUND_INGAME)
{
g_player[myconnectindex].ps->gm &= ~MODE_MENU;
if ((!g_netServer && ud.multimode < 2) && ud.recstat != 2)
{
ready2send = 1;
totalclock = ototalclock;
}
}
else M_ChangeMenu(MENU_OPTIONS);
probey = 1;
}
yy = 37;
for (ii=io=0; opts[ii]; ii++)
{
if (opts[ii][0] == '-' && !opts[ii][1])
{
yy += 4;
continue;
}
enabled = 1;
switch (io)
{
case 0:
if (ud.config.FXDevice >= 0)
{
i = ud.config.SoundToggle;
modval(0,1,(int32_t *)&ud.config.SoundToggle,1,probey==io);
if (x==io)
ud.config.SoundToggle = 1-ud.config.SoundToggle;
if (i != ud.config.SoundToggle)
{
if (ud.config.SoundToggle == 0)
{
FX_StopAllSounds();
S_ClearSoundLocks();
}
}
}
mgametextpal(d,yy, ud.config.SoundToggle ? "On" : "Off", MENUHIGHLIGHT(io), 0);
break;
case 1:
{
enabled = (ud.config.SoundToggle && ud.config.FXDevice >= 0);
l = ud.config.FXVolume;
sliderbar(1,d+8,yy+7, &ud.config.FXVolume,15,probey==io,enabled?MENUHIGHLIGHT(io):UNSELMENUSHADE,!enabled,0,255);
if (l != ud.config.FXVolume)
FX_SetVolume((int16_t) ud.config.FXVolume);
}
break;
case 2:
if (ud.config.MusicDevice >= 0)
{
i = ud.config.MusicToggle;
modval(0,1,(int32_t *)&ud.config.MusicToggle,1,probey==io);
if (x==io)
ud.config.MusicToggle = 1-ud.config.MusicToggle;
if (i != ud.config.MusicToggle)
{
if (ud.config.MusicToggle == 0) S_PauseMusic(1);
else
{
if (ud.recstat != 2 && g_player[myconnectindex].ps->gm&MODE_GAME)
{
if (MapInfo[g_musicIndex].musicfn != NULL)
S_PlayMusic(&MapInfo[g_musicIndex].musicfn[0],g_musicIndex);
}
else S_PlayMusic(&EnvMusicFilename[0][0],MAXVOLUMES*MAXLEVELS);
S_PauseMusic(0);
}
}
}
mgametextpal(d,yy, ud.config.MusicToggle ? "On" : "Off", MENUHIGHLIGHT(io), 0);
break;
case 3:
{
enabled = (ud.config.MusicToggle && ud.config.MusicDevice >= 0);
l = ud.config.MusicVolume;
sliderbar(1,d+8,yy+7, &ud.config.MusicVolume,15,probey==io,enabled?MENUHIGHLIGHT(io):UNSELMENUSHADE,!enabled,0,255);
if (l != ud.config.MusicVolume)
S_MusicVolume((int16_t) ud.config.MusicVolume);
}
break;
case 4:
{
int32_t rates[] = { 22050, 24000, 32000, 44100, 48000 };
int32_t j = (sizeof(rates)/sizeof(rates[0]));
for (i = 0; i<j; i++)
if (rates[i] == ud.config.MixRate)
break;
modval(0,j-1,(int32_t *)&i,1,enabled && probey==io);
if (x == io)
{
i++;
if (i >= j)
i = 0;
}
if (i == j)
Bsprintf(tempbuf,"Other");
else
{
Bsprintf(tempbuf,"%d Hz",rates[i]);
if (rates[i] != ud.config.MixRate)
{
ud.config.MixRate = rates[i];
changesmade |= 8;
}
}
mgametextpal(d,yy,tempbuf, MENUHIGHLIGHT(io), 0);
}
break;
case 5:
i = ud.config.NumBits;
if (x==io)
{
if (ud.config.NumBits == 8)
ud.config.NumBits = 16;
else if (ud.config.NumBits == 16)
ud.config.NumBits = 8;
}
modval(8,16,(int32_t *)&ud.config.NumBits,8,probey==io);
if (ud.config.NumBits != i)
changesmade |= 8;
Bsprintf(tempbuf,"%d-bit",ud.config.NumBits);
mgametextpal(d,yy, tempbuf, MENUHIGHLIGHT(io), 0);
break;
case 6:
i = ud.config.NumVoices;
if (x==io)
{
ud.config.NumVoices++;
if (ud.config.NumVoices > 256)
ud.config.NumVoices = 4;
}
modval(4,256,(int32_t *)&ud.config.NumVoices,4,probey==io);
if (ud.config.NumVoices != i)
changesmade |= 8;
Bsprintf(tempbuf,"%d",ud.config.NumVoices);
mgametextpal(d,yy, tempbuf, MENUHIGHLIGHT(io), 0);
break;
case 7:
enabled = (changesmade&8);
if (!enabled) break;
if (x == io)
{
S_SoundShutdown();
S_MusicShutdown();
S_MusicStartup();
S_SoundStartup();
FX_StopAllSounds();
S_ClearSoundLocks();
if (ud.config.MusicToggle == 1)
{
if (ud.recstat != 2 && g_player[myconnectindex].ps->gm&MODE_GAME)
{
if (MapInfo[g_musicIndex].musicfn != NULL)
S_PlayMusic(&MapInfo[g_musicIndex].musicfn[0],g_musicIndex);
}
else S_PlayMusic(&EnvMusicFilename[0][0],MAXVOLUMES*MAXLEVELS);
}
changesmade &= ~8;
}
break;
case 8:
enabled = (ud.config.SoundToggle && ud.config.FXDevice >= 0);
i = j = (ud.config.VoiceToggle&1);
modval(0,1,(int32_t *)&i,1,enabled && probey==io);
if (x == io || j != i)
ud.config.VoiceToggle ^= 1;
mgametextpal(d,yy, ud.config.VoiceToggle&1? "Yes" : "No", enabled?MENUHIGHLIGHT(io):DISABLEDMENUSHADE, enabled?0:1);
break;
case 9:
enabled = (ud.config.SoundToggle && ud.config.FXDevice >= 0);
i = j = (ud.config.VoiceToggle&4);
modval(0,1,(int32_t *)&i,1,enabled && probey==io);
if (x == io || j != i)
ud.config.VoiceToggle ^= 4;
mgametextpal(d,yy, ud.config.VoiceToggle&4? "Yes" : "No", enabled?MENUHIGHLIGHT(io):DISABLEDMENUSHADE, enabled?0:1);
break;
case 10:
enabled = (ud.config.SoundToggle && ud.config.FXDevice >= 0);
modval(0,1,(int32_t *)&ud.config.AmbienceToggle,1,enabled && probey==io);
if (enabled && x == io)
ud.config.AmbienceToggle = 1-ud.config.AmbienceToggle;
mgametextpal(d,yy, ud.config.AmbienceToggle? "Yes" : "No", enabled?MENUHIGHLIGHT(io):DISABLEDMENUSHADE, enabled?0:1);
break;
case 11:
enabled = (ud.config.SoundToggle && ud.config.FXDevice >= 0);
modval(0,1,(int32_t *)&ud.config.ReverseStereo,1,enabled && probey==io);
if (enabled && x == io)
ud.config.ReverseStereo = 1-ud.config.ReverseStereo;
mgametextpal(d,yy, ud.config.ReverseStereo? "Yes" : "No", enabled?MENUHIGHLIGHT(io):DISABLEDMENUSHADE, enabled?0:1);
break;
default:
break;
}
mgametextpal(margin,yy, opts[ii], enabled?MENUHIGHLIGHT(io):DISABLEDMENUSHADE, enabled?10:1);
io++;
yy += 8;
}
}
break;
case 350:
M_ChangeMenu(351);
g_screenCapture = 1;
G_DrawRooms(myconnectindex,65536);
g_screenCapture = 0;
break;
case 360:
case 361:
case 362:
case 363:
case 364:
case 365:
case 366:
case 367:
case 368:
case 369:
case 351:
case MENU_LOAD:
margin = MENU_MARGIN_CENTER;
M_DrawBackground();
M_DrawTopBar(g_currentMenu == MENU_LOAD ? "Load Game" : "Save Game");
if (g_currentMenu >= 360 && g_currentMenu <= 369)
{
static uint32_t crc = 0;
if (!crc) crc = crc32once((uint8_t *)&ud.savegame[g_currentMenu-360][0], 19);
Bsprintf(tempbuf,"Players: %-2d ",ud.multimode);
mgametext(160,156,tempbuf,0,2+8+16);
Bsprintf(tempbuf,"Episode: %-2d / Level: %-2d / Skill: %-2d",1+ud.volume_number,1+ud.level_number,ud.player_skill);
mgametext(160,168,tempbuf,0,2+8+16);
if (ud.volume_number == 0 && ud.level_number == 7)
mgametext(160,180,currentboardfilename,0,2+8+16);
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
x = Menu_EnterText((320>>1),184,&ud.savegame[g_currentMenu-360][0],20, 999);
if (x == -1)
{
crc = 0;
ReadSaveGameHeaders();
M_ChangeMenu(351);
goto DISPLAYNAMES;
}
if (x == 1)
{
// dirty hack... char 127 in last position indicates an auto-filled name
if (ud.savegame[g_currentMenu-360][0] == 0 || (ud.savegame[g_currentMenu-360][20] == 127 &&
crc == crc32once((uint8_t *)&ud.savegame[g_currentMenu-360][0], 19)))
{
Bstrncpy(&ud.savegame[g_currentMenu-360][0], MapInfo[ud.volume_number * MAXLEVELS + ud.level_number].name, 19);
ud.savegame[g_currentMenu-360][20] = 127;
}
G_SavePlayerMaybeMulti(g_currentMenu-360);
g_lastSaveSlot = g_currentMenu-360;
g_player[myconnectindex].ps->gm = MODE_GAME;
if ((!g_netServer && ud.multimode < 2) && ud.recstat != 2)
{
ready2send = 1;
totalclock = ototalclock;
}
crc = 0;
}
rotatesprite_fs(101<<16,97<<16,65536>>1,512,TILE_SAVESHOT,-32,0,2+4+8+64);
M_DisplaySaveGameList();
rotatesprite_fs((margin+67+strlen(&ud.savegame[g_currentMenu-360][0])*4)<<16,(50+12*probey)<<16,32768L-10240,0,SPINNINGNUKEICON+(((totalclock)>>3)%7),0,0,10);
break;
}
last_threehundred = probey;
x = M_Probe(margin+68,54,12,10);
if (g_currentMenu == MENU_LOAD)
{
// load game
if (ud.savegame[probey][0])
{
Menus_LoadSave_DisplayCommon1();
Bsprintf(tempbuf,"Players: %-2d ", savehead.numplayers);
mgametext(160,156,tempbuf,0,2+8+16);
Bsprintf(tempbuf,"Episode: %-2d / Level: %-2d / Skill: %-2d",
1+savehead.volnum, 1+savehead.levnum, savehead.skill);
mgametext(160,168,tempbuf,0,2+8+16);
if (savehead.volnum == 0 && savehead.levnum == 7)
mgametext(160,180,savehead.boardfn,0,2+8+16);
}
else
{
menutext(69,70,0,0,"Empty");
}
}
else
{
// save game
if (ud.savegame[probey][0])
{
Menus_LoadSave_DisplayCommon1();
}
else menutext(69,70,0,0,"Empty");
Bsprintf(tempbuf,"Players: %-2d ",ud.multimode);
mgametext(160,156,tempbuf,0,2+8+16);
Bsprintf(tempbuf,"Episode: %-2d / Level: %-2d / Skill: %-2d",1+ud.volume_number,1+ud.level_number,ud.player_skill);
mgametext(160,168,tempbuf,0,2+8+16);
if (ud.volume_number == 0 && ud.level_number == 7)
mgametext(160,180,currentboardfilename,0,2+8+16);
}
switch (x)
{
case -1:
if (g_currentMenu == MENU_LOAD)
{
if ((g_player[myconnectindex].ps->gm&MODE_GAME) != MODE_GAME)
{
M_ChangeMenu(MENU_MAIN);
break;
}
else
g_player[myconnectindex].ps->gm &= ~MODE_MENU;
}
else
g_player[myconnectindex].ps->gm = MODE_GAME;
if ((!g_netServer && ud.multimode < 2) && ud.recstat != 2)
{
ready2send = 1;
totalclock = ototalclock;
}
break;
case 0:
case 1:
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
case 8:
case 9:
if (g_currentMenu == MENU_LOAD)
{
if (ud.savegame[x][0] && !g_oldverSavegame[x])
M_ChangeMenu(1000+x);
}
else
{
if (ud.savegame[x][0] != 0)
M_ChangeMenu(2000+x);
else
{
KB_FlushKeyboardQueue();
M_ChangeMenu(360+x);
ud.savegame[x][0] = 0;
inputloc = 0;
}
}
break;
}
DISPLAYNAMES:
M_DisplaySaveGameList();
break;
case MENU_STORY:
case MENU_F1HELP:
if (VOLUMEALL) goto VOLUME_ALL_40x;
case 402:
case 403:
margin = MENU_MARGIN_CENTER;
M_LinearPanels(MENU_STORY, 403);
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
x = M_Probe(0,0,0,1);
if (x == -1)
{
if (g_player[myconnectindex].ps->gm&MODE_GAME)
M_ChangeMenu(MENU_MAIN_INGAME);
else M_ChangeMenu(MENU_MAIN);
return;
}
flushperms();
rotatesprite_fs(0,0,65536L,0,ORDERING+g_currentMenu-MENU_STORY,0,0,10+16+64);
break;
VOLUME_ALL_40x:
margin = MENU_MARGIN_CENTER;
M_LinearPanels(MENU_STORY, MENU_F1HELP);
x = M_Probe(0,0,0,1);
if (x == -1)
{
if (g_player[myconnectindex].ps->gm&MODE_GAME)
{
switch (g_currentMenu)
{
case MENU_STORY:
case MENU_F1HELP:
g_player[myconnectindex].ps->gm = MODE_GAME;
if ((!g_netServer && ud.multimode < 2) && ud.recstat != 2)
{
ready2send = 1;
totalclock = ototalclock;
}
break;
default:
M_ChangeMenu(MENU_MAIN_INGAME);
break;
}
}
else M_ChangeMenu(MENU_MAIN);
return;
}
flushperms();
switch (g_currentMenu)
{
case MENU_STORY:
rotatesprite_fs(0,0,65536L,0,TEXTSTORY,0,0,10+16+64);
break;
case MENU_F1HELP:
rotatesprite_fs(0,0,65536L,0,F1HELP,0,0,10+16+64);
break;
}
break;
case MENU_QUIT:
case MENU_QUIT2:
margin = MENU_MARGIN_CENTER;
mgametext(margin,90,"Are you sure you want to quit?",0,2+8+16);
mgametext(margin,99,"(Y/N)",0,2+8+16);
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
x = M_Probe(186,124,0,1);
if (ProbeTriggers(AdvanceTrigger) || I_AdvanceTrigger() || KB_KeyPressed(sc_Y))
{
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
I_AdvanceTriggerClear();
ProbeTriggersClear(AdvanceTrigger);
KB_ClearKeyDown(sc_Y);
KB_FlushKeyboardQueue();
G_GameQuit();
}
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
if (x == -1 || KB_KeyPressed(sc_N))
{
KB_ClearKeyDown(sc_N);
g_quitDeadline = 0;
if (g_player[myconnectindex].ps->gm &MODE_DEMO && ud.recstat == 2)
g_player[myconnectindex].ps->gm = MODE_DEMO;
else
{
if (g_currentMenu == MENU_QUIT2)
{
M_ChangeMenu(last_menu);
probey = last_menu_pos;
}
else if (!(g_player[myconnectindex].ps->gm &MODE_GAME || ud.recstat == 2))
M_ChangeMenu(MENU_MAIN);
else g_player[myconnectindex].ps->gm &= ~MODE_MENU;
if ((!g_netServer && ud.multimode < 2) && ud.recstat != 2)
{
ready2send = 1;
totalclock = ototalclock;
}
}
}
break;
case MENU_QUITTOTITLE:
margin = MENU_MARGIN_CENTER;
mgametext(margin,90,"Quit to Title?",0,2+8+16);
mgametext(margin,99,"(Y/N)",0,2+8+16);
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
x = M_Probe(186,124,0,0);
if (ProbeTriggers(AdvanceTrigger) || I_AdvanceTrigger() || KB_KeyPressed(sc_Y))
{
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
I_AdvanceTriggerClear();
ProbeTriggersClear(AdvanceTrigger);
KB_ClearKeyDown(sc_Y);
KB_FlushKeyboardQueue();
g_player[myconnectindex].ps->gm = MODE_DEMO;
if (ud.recstat == 1)
G_CloseDemoWrite();
M_ChangeMenu(MENU_MAIN);
}
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
if (x == -1 || KB_KeyPressed(sc_N))
{
g_player[myconnectindex].ps->gm &= ~MODE_MENU;
if ((!g_netServer && ud.multimode < 2) && ud.recstat != 2)
{
ready2send = 1;
totalclock = ototalclock;
}
}
break;
case 601:
G_DrawFrags();
M_DrawTopBar(&g_player[myconnectindex].user_name[0]);
Bsprintf(tempbuf,"Waiting for master");
mgametext(160,50,tempbuf,0,2+8+16);
mgametext(160,59,"to select level",0,2+8+16);
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
if (I_EscapeTrigger())
{
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
I_EscapeTriggerClear();
S_PlaySound(EXITMENUSOUND);
M_ChangeMenu(MENU_MAIN);
}
break;
case 602:
if (menunamecnt == 0)
{
// getfilenames("SUBD");
fnlist_getnames(&fnlist, ".", "*.MAP", 0, 0);
set_findhighs();
if (menunamecnt == 0)
M_ChangeMenu(600);
}
case 603:
{
x = M_Probe(186,124,0,0);
if (voting != myconnectindex)
{
g_player[myconnectindex].ps->gm &= ~MODE_MENU;
}
else if (x == -1)
{
Net_SendMapVoteCancel(0);
M_ChangeMenu(MENU_MAIN);
}
else
{
mgametext(160,90,"Waiting for votes",0,2);
}
break;
}
case 600:
margin = (320>>1) - 120;
if ((g_player[myconnectindex].ps->gm&MODE_GAME) != MODE_GAME)
G_DrawFrags();
M_DrawTopBar(&g_player[myconnectindex].user_name[0]);
x = M_Probe(margin,57-8,16,8);
modval(0,g_numGametypes-1,(int32_t *)&ud.m_coop,1,probey==0);
if (!VOLUMEONE)
modval(0,g_numVolumes-1,(int32_t *)&ud.m_volume_number,1,probey==1);
i = ud.m_level_number;
modval(0,ud.m_volume_number == 0?6+(boardfilename[0]!=0):MAXLEVELS-1,(int32_t *)&ud.m_level_number,1,probey==2);
if ((GametypeFlags[ud.m_coop] & GAMETYPE_MARKEROPTION))
modval(0,1,(int32_t *)&ud.m_marker,1,probey==4);
if ((GametypeFlags[ud.m_coop] & (GAMETYPE_PLAYERSFRIENDLY|GAMETYPE_TDM)))
modval(0,1,(int32_t *)&ud.m_ffire,1,probey==5);
else modval(0,1,(int32_t *)&ud.m_noexits,1,probey==5);
if (probey == 1)
if (ud.m_volume_number == 0 && ud.m_level_number > 6+(boardfilename[0]!=0))
ud.m_level_number = 0;
while (MapInfo[(ud.m_volume_number*MAXLEVELS)+ud.m_level_number].name == NULL)
{
if (ud.m_level_number < i || i == 0)
ud.m_level_number--;
else ud.m_level_number++;
if (ud.m_level_number > MAXLEVELS-1 || ud.m_level_number < 0)
{
ud.m_level_number = 0;
break;
}
}
switch (x)
{
case -1:
ud.m_recstat = 0;
if (g_player[myconnectindex].ps->gm&MODE_GAME) M_ChangeMenu(MENU_MAIN_INGAME);
else M_ChangeMenu(MENU_MAIN);
break;
case 0:
ud.m_coop++;
if (ud.m_coop == g_numGametypes) ud.m_coop = 0;
break;
case 1:
if (!VOLUMEONE)
{
ud.m_volume_number++;
if (ud.m_volume_number == g_numVolumes) ud.m_volume_number = 0;
if (ud.m_volume_number == 0 && ud.m_level_number > 6+(boardfilename[0]!=0))
ud.m_level_number = 0;
if (ud.m_level_number > MAXLEVELS-1) ud.m_level_number = 0;
}
break;
case 2:
ud.m_level_number++;
if (!VOLUMEONE)
{
if (ud.m_volume_number == 0 && ud.m_level_number > 6+(boardfilename[0]!=0))
ud.m_level_number = 0;
}
else
{
if (ud.m_volume_number == 0 && ud.m_level_number > 5)
ud.m_level_number = 0;
}
if (ud.m_level_number > MAXLEVELS-1) ud.m_level_number = 0;
break;
case 3:
if (ud.m_monsters_off == 1 && ud.m_player_skill > 0)
ud.m_monsters_off = 0;
if (ud.m_monsters_off == 0)
{
ud.m_player_skill++;
if (ud.m_player_skill > 3)
{
ud.m_player_skill = 0;
ud.m_monsters_off = 1;
}
}
else ud.m_monsters_off = 0;
break;
case 4:
if ((GametypeFlags[ud.m_coop] & GAMETYPE_MARKEROPTION))
ud.m_marker = !ud.m_marker;
break;
case 5:
if ((GametypeFlags[ud.m_coop] & (GAMETYPE_PLAYERSFRIENDLY|GAMETYPE_TDM)))
ud.m_ffire = !ud.m_ffire;
else ud.m_noexits = !ud.m_noexits;
break;
case 6:
if (VOLUMEALL)
{
currentlist = 1;
last_menu_pos = probey;
M_ChangeMenu(MENU_USERMAP);
}
break;
case 7:
// master does whatever it wants
if (g_netServer)
{
Net_FillNewGame(&pendingnewgame, 1);
Net_StartNewGame();
Net_SendNewGame(1, NULL);
break;
}
if (voting == -1)
{
Net_SendMapVoteInitiate();
M_ChangeMenu(603);
}
break;
}
margin += 40;
//if(ud.m_coop==1) mgametext(c+70,57-7-9,"Cooperative Play",0,2+8+16);
//else if(ud.m_coop==2) mgametext(c+70,57-7-9,"DukeMatch (No Spawn)",0,2+8+16);
//else mgametext(c+70,57-7-9,"DukeMatch (Spawn)",0,2+8+16);
mgametext(margin+70,57-7-9,GametypeNames[ud.m_coop],MENUHIGHLIGHT(0),2+8+16);
if (VOLUMEONE)
{
mgametext(margin+70,57+16-7-9,EpisodeNames[ud.m_volume_number],MENUHIGHLIGHT(1),2+8+16);
}
else
{
mgametext(margin+70,57+16-7-9,EpisodeNames[ud.m_volume_number],MENUHIGHLIGHT(1),2+8+16);
}
mgametext(margin+70,57+16+16-7-9,&MapInfo[MAXLEVELS*ud.m_volume_number+ud.m_level_number].name[0],MENUHIGHLIGHT(2),2+8+16);
mgametext(margin+70,57+16+16+16-7-9,ud.m_monsters_off == 0 || ud.m_player_skill > 0?SkillNames[ud.m_player_skill]:"None",MENUHIGHLIGHT(3),2+8+16);
if (GametypeFlags[ud.m_coop] & GAMETYPE_MARKEROPTION)
mgametext(margin+70,57+16+16+16+16-7-9,ud.m_marker?"On":"Off",MENUHIGHLIGHT(4),2+8+16);
if (GametypeFlags[ud.m_coop] & (GAMETYPE_PLAYERSFRIENDLY|GAMETYPE_TDM))
mgametext(margin+70,57+16+16+16+16+16-7-9,ud.m_ffire?"On":"Off",MENUHIGHLIGHT(5),2+8+16);
else mgametext(margin+70,57+16+16+16+16+16-7-9,ud.m_noexits?"Off":"On",MENUHIGHLIGHT(5),2+8+16);
margin -= 44;
menutext(margin,57-9,MENUHIGHLIGHT(0),0,"Game Type");
if (VOLUMEONE)
{
Bsprintf(tempbuf,"Episode %d",ud.m_volume_number+1);
menutext(margin,57+16-9,MENUHIGHLIGHT(1),1,tempbuf);
}
else
{
Bsprintf(tempbuf,"Episode %d",ud.m_volume_number+1);
menutext(margin,57+16-9,MENUHIGHLIGHT(1),0,tempbuf);
}
Bsprintf(tempbuf,"Level %d",ud.m_level_number+1);
menutext(margin,57+16+16-9,MENUHIGHLIGHT(2),0,tempbuf);
menutext(margin,57+16+16+16-9,MENUHIGHLIGHT(3),0,"Monsters");
if (GametypeFlags[ud.m_coop] & GAMETYPE_MARKEROPTION)
menutext(margin,57+16+16+16+16-9,MENUHIGHLIGHT(4),0,"Markers");
else
menutext(margin,57+16+16+16+16-9,MENUHIGHLIGHT(4),1,"Markers");
if (GametypeFlags[ud.m_coop] & (GAMETYPE_PLAYERSFRIENDLY|GAMETYPE_TDM))
menutext(margin,57+16+16+16+16+16-9,MENUHIGHLIGHT(5),0,"Fr. Fire");
else menutext(margin,57+16+16+16+16+16-9,MENUHIGHLIGHT(5),0,"Map Exits");
if (VOLUMEALL)
{
menutext(margin,57+16+16+16+16+16+16-9,MENUHIGHLIGHT(6),0,"User Map");
if (boardfilename[0] != 0)
mgametext(margin+70+44,57+16+16+16+16+16,boardfilename,MENUHIGHLIGHT(6),2+8+16);
}
else
{
menutext(margin,57+16+16+16+16+16+16-9,MENUHIGHLIGHT(6),1,"User Map");
}
menutext(margin,57+16+16+16+16+16+16+16-9,MENUHIGHLIGHT(7),voting!=-1,"Start Game");
break;
}
if (G_HaveEvent(EVENT_DISPLAYMENUREST))
VM_OnEvent(EVENT_DISPLAYMENUREST, g_player[screenpeek].ps->i, screenpeek, -1, 0);
Massive menu input control revamp/cleanup/factor. (added: input.[ch]) New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick. git-svn-id: https://svn.eduke32.com/eduke32@2728 1a8010ca-5511-0410-912e-c29ae57300e0
2012-06-03 16:11:22 +00:00
if (I_EscapeTrigger())
I_EscapeTriggerClear();
if ((g_player[myconnectindex].ps->gm&MODE_MENU) != MODE_MENU)
{
G_UpdateScreenArea();
CAMERACLOCK = totalclock;
CAMERADIST = 65536;
}
}