Merge branch 'master' into powerslave

# Conflicts:
#	source/build/src/sdlayer.cpp
#	source/common/menu/menu.cpp
#	source/sw/src/config.cpp
#	source/sw/src/game.cpp
This commit is contained in:
Christoph Oelckers 2019-12-26 00:21:04 +01:00
commit 1a8f11e01d
315 changed files with 28483 additions and 53290 deletions

View file

@ -423,6 +423,12 @@ void M_ActivateMenu(DMenu *menu)
bool M_SetMenu(FName menu, int param, FName caller)
{
#if 0
// skip the menu and go right into the first level.
// For tracking memory leaks that normally require operating the menu to start the game so that they always get the same allocation number.
GameStartupInfo.Episode = GameStartupInfo.Skill = 0;
menu = NAME_StartGame;
#endif
if (DrawBackground == -1)
{
if (menu == NAME_MainMenu) DrawBackground = 1;
@ -905,7 +911,7 @@ void M_Drawer (void)
//
//=============================================================================
void M_ClearMenus ()
void M_ClearMenus (bool final)
{
M_DemoNoPlay = false;
transition.previous = transition.current = nullptr;
@ -920,8 +926,11 @@ void M_ClearMenus ()
}
DMenu::CurrentMenu = nullptr;
menuactive = MENU_Off;
if (!final)
{
mouseGrabInput(true);
gi->MenuClosed();
}
}
void Menu_Close(int playerid)
@ -951,6 +960,22 @@ void M_MenuSound(EMenuSounds snd)
//
//=============================================================================
void M_PreviousMenu()
{
if (DMenu::CurrentMenu != nullptr)
{
DMenu* parent = DMenu::CurrentMenu->mParentMenu;
DMenu::CurrentMenu->Destroy();
DMenu::CurrentMenu = parent;
}
}
//=============================================================================
//
//
//
//=============================================================================
void M_Init (void)
{
RegisterDukeMenus();