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- added all needed parts of Witchaven's native looking menu.
This isn't particularly faithful, though, neither with DOS nor GDX because both menus have UX issues. Main menu items reflect what a modern engine needs, not what DOS had. The hi-res menu background is not being used because it forces the entire menu into the upper left corner. The original game had the difficulty only as a setting on the "gore" page and could not start the game from there. This has been changed to a more traditional skill menu. The only other part that has been ported over is the help screens.
This commit is contained in:
parent
45d2fd95a9
commit
c77a072628
2 changed files with 76 additions and 42 deletions
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@ -72,9 +72,10 @@ LISTMENU "MainMenu"
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position 213, 60
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Linespacing 18
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WH1TextItem "$MNU_NEWGAME", "n", "SkillMenu"
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WH1TextItem "$MNU_MULTIPLAYER", "m", "MultiMenu"
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//WH1TextItem "$MNU_MULTIPLAYER", "m", "MultiMenu"
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WH1TextItem "$MNU_OPTIONS", "o", "OptionsMenu"
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WH1TextItem "$MNU_LOADGAME", "l", "LoadGameMenu"
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WH1TextItem "$MNU_Help", "l", "HelpMenu"
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WH1TextItem "$MNU_QUITGAME", "q", "QuitMenu"
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}
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/*
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@ -83,9 +84,10 @@ LISTMENU "MainMenu"
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position 160, 50
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Linespacing 14
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WH2TextItem "$MNU_NEWGAME", "n", "SkillMenu"
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WH2TextItem "$MNU_MULTIPLAYER", "m", "MultiMenu"
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//WH2TextItem "$MNU_MULTIPLAYER", "m", "MultiMenu"
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WH2TextItem "$MNU_OPTIONS", "o", "OptionsMenu"
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WH2TextItem "$MNU_LOADGAME", "l", "LoadGameMenu"
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WH2TextItem "$MNU_Help", "l", "HelpMenu"
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WH2TextItem "$MNU_QUITGAME", "q", "QuitMenu"
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}
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*/
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@ -237,13 +239,18 @@ LISTMENU "SkillMenu"
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Position 35, 32
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Linespacing 17
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}
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/*
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ifgame(Witchaven)
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{
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CaptionItem "$MNU_DIFFICULTY"
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Position 35, 32
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Linespacing 17
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position 130, 50
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Linespacing 16
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WH1SkillItem "#00510", "$SKILL_EASY", "e", "StartGame 0"
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WH1SkillItem "#00511", "$SKILL_NORMAL", "m", "StartGame 1"
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WH1SkillItem "#00512", "$SKILL_HARD", "h", "StartGame 2"
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WH1SkillItem "#00513", "$SKILL_VERY_HARD", "v", "StartGame 3"
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}
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/*
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ifgame(Witchaven2)
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{
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CaptionItem "$MNU_DIFFICULTY"
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@ -297,8 +304,22 @@ ImageScroller "HelpMenu"
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ImageItem "TileBMGLogo"
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ImageItem "TilePIELogo"
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}
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ifgame(Witchaven)
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{
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ImageItem "#01793" //WEAPONS"
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ImageItem "#01791" // SPELLS"
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ImageItem "#01790" // POTIONS"
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ImageItem "#01792" // WALKING"
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ImageItem "#01788" // FLYING"
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ImageItem "#01784" // CREDIT1"
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ImageItem "#01785" // CREDIT2"
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ImageItem "#01786" // CREDIT3"
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ImageItem "#01787" // CREDIT4"
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ImageItem "#02691" // BETAPAGE"
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}
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}
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//-------------------------------------------------------------------------------------------
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//
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// Credits menu. This is logically highly game specific.
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@ -3,59 +3,29 @@ class WHMenuDelegate : RazeMenuDelegate
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{
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override int DrawCaption(String title, Font fnt, int y, bool drawit)
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{
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/*
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let font = generic_ui? NewConsoleFont : BigFont; // this ignores the passed font intentionally.
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let texid = TexMan.CheckForTexture("MENUBAR");
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let texsize = TexMan.GetScaledSize(texid);
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let fonth = font.GetGlyphHeight("A");
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let fontscale = 1.;
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let fontscale = 0.7;
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double squash = 1.0;
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if (drawit)
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{
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int width = font.StringWidth(title) * fontscale;
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double scalex = 1.;
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if (texid.isValid())
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if (width > 315)
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{
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if (texsize.X - 60 < width)
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{
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// First start squashing the font down to 0.7x the original width.
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fontscale = (texsize.X - 66) / width;
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if (fontscale < 0.7)
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{
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// If that is not enough, extend the box.
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fontscale = 0.7;
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width *= 0.7;
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scalex = width / (texsize.X - 66);
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}
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else width *= fontscale;
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}
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screen.DrawTexture(texid, false, 160, 15, DTA_FullscreenScale, FSMode_Fit320x200Top, DTA_CenterOffsetRel, true, DTA_ScaleX, scalex);
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squash = 315. / width;
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width = 315;
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}
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screen.DrawText(font, Font.CR_UNTRANSLATED, 160 - width / 2, 17 - fonth / 2, title, DTA_FullscreenScale, FSMode_Fit320x200Top, DTA_ScaleX, fontscale);
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screen.DrawText(font, Font.CR_UNTRANSLATED, 160 - width / 2, 17 - fonth / 2, title, DTA_FullscreenScale, FSMode_Fit320x200Top, DTA_ScaleX, fontscale * squash, DTA_ScaleY, fontscale);
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}
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double fx, fy, fw, fh;
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[fx, fy, fw, fh] = Screen.GetFullscreenRect(320, 200, FSMode_ScaleToFit43Top);
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int h = texid.isValid()? texsize.Y : fonth;
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int h = fonth * 0.8;
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return int((y+h) * fh / 200); // This must be the covered height of the header in true pixels.
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*/
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return y;
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}
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override bool DrawSelector(ListMenuDescriptor desc)
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{
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/*
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let item = desc.mItems[desc.mSelectedItem];
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let x = item.GetX();
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let y = item.GetY();
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let tex = TexMan.CheckForTexture("YINYANG");
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x -= TexMan.GetSize(tex) / 4 + 2;
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y += 4;
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Screen.DrawTexture(tex, true, x, y, DTA_FullscreenScale, FSMode_Fit320x200,
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DTA_CenterOffset, true, DTA_Color, 0xfff0f0f0, DTA_ScaleX, 0.5, DTA_ScaleY, 0.5);
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*/
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return true;
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}
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}
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@ -139,3 +109,46 @@ class ListMenuItemWH1TextItem : ListMenuItemTextItem
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}
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}
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//=============================================================================
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//
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// text item
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//
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//=============================================================================
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class ListMenuItemWH1SkillItem : ListMenuItemTextItem
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{
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TextureID skull;
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void Init(ListMenuDescriptor desc, String icon, String text, String hotkey, Name child, int param = 0)
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{
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Super.Init(desc, text, hotkey, child, param);
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skull = TexMan.CheckForTexture(icon);
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}
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override void Draw(bool selected, ListMenuDescriptor desc)
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{
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let gamefont = generic_ui ? NewSmallFont : BigFont;
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int cr = generic_ui? Font.CR_Fire : Font.CR_UNDEFINED;
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double scalex = 1.;
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int trans = 0;
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Color colr = Color(255, 255, 255, 255);
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let fontscale = 0.7;
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if (gamefont == NewSmallFont)
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{
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if (selected) cr = Font.CR_GREEN;
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}
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else
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{
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if (selected) trans = Translation.MakeID(Translation_Remap, 20);
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}
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if (selected)
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{
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int mclock = MSTime() * 120 / 1000;
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int light = 223 + (Build.calcSinTableValue(mclock<<4) / 512.);
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colr = Color(255, light, light, light);
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}
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screen.DrawTexture(skull, false, mXpos - 15, mYpos + 10, DTA_FullscreenScale, FSMode_Fit320x200Top, DTA_CenterOffsetRel, true, DTA_ScaleX, 0.6, DTA_ScaleY, 0.6, DTA_Alpha, selected? 1.0 : 0.5);
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Screen.DrawText(BigFont, cr, mXpos, mYpos, mText, DTA_FullscreenScale, FSMode_Fit320x200, DTA_Color, colr, DTA_TranslationIndex, trans, DTA_ScaleX, scalex * fontscale, DTA_ScaleY, fontscale);
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}
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}
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