struct KeyBindings native version("2.4") { native static String NameKeys(int k1, int k2); native static String NameAllKeys(array list); native int, int GetKeysForCommand(String cmd); native void GetAllKeysForCommand(out array list, String cmd); native void SetBind(int key, String cmd); native void UnbindACommand (String str); } struct OptionValues native version("2.4") { native static int GetCount(Name group); native static String GetText(Name group, int index); native static double GetValue(Name group, int index); native static String GetTextValue(Name group, int index); } struct JoystickConfig native version("2.4") { enum EJoyAxis { JOYAXIS_None = -1, JOYAXIS_Yaw, JOYAXIS_Pitch, JOYAXIS_Forward, JOYAXIS_Side, JOYAXIS_Up, // JOYAXIS_Roll, // Ha ha. No roll for you. NUM_JOYAXIS, }; native float GetSensitivity(); native void SetSensitivity(float scale); native float GetAxisScale(int axis); native void SetAxisScale(int axis, float scale); native float GetAxisDeadZone(int axis); native void SetAxisDeadZone(int axis, float zone); native int GetAxisMap(int axis); native void SetAxisMap(int axis, int gameaxis); native String GetName(); native int GetNumAxes(); native String GetAxisName(int axis); } class Menu : Object native ui version("2.4") { enum EMenuKey { MKEY_Up, MKEY_Down, MKEY_Left, MKEY_Right, MKEY_PageUp, MKEY_PageDown, MKEY_Enter, MKEY_Back, MKEY_Clear, NUM_MKEYS, // These are not buttons but events sent from other menus MKEY_Input, MKEY_Abort, MKEY_MBYes, MKEY_MBNo, } enum EMenuMouse { MOUSE_Click, MOUSE_Move, MOUSE_Release }; enum EMenuState { Off, // Menu is closed On, // Menu is opened WaitKey, // Menu is opened and waiting for a key in the controls menu OnNoPause, // Menu is opened but does not pause the game }; native Menu mParentMenu; native bool mMouseCapture; native bool mBackbuttonSelected; native bool DontDim; native bool DontBlur; native static int MenuTime(); native static Menu GetCurrentMenu(); native static clearscope void SetMenu(Name mnu, int param = 0); // This is not 100% safe but needs to be available - but always make sure to check that only the desired player opens it! native static void StartMessage(String msg, int mode = 0, Name command = 'none'); native static void SetMouseCapture(bool on); native void Close(); native void ActivateMenu(); //============================================================================= // // // //============================================================================= void Init(Menu parent) { mParentMenu = parent; mMouseCapture = false; mBackbuttonSelected = false; DontDim = false; DontBlur = false; } //============================================================================= // // // //============================================================================= virtual bool MenuEvent (int mkey, bool fromcontroller) { switch (mkey) { case MKEY_Back: Close(); MenuSound (GetCurrentMenu() != null? "menu/backup" : "menu/clear"); return true; } return false; } //============================================================================= // // // //============================================================================= protected bool MouseEventBack(int type, int x, int y) { if (m_show_backbutton >= 0) { let tex = TexMan.CheckForTexture(gameinfo.mBackButton, TexMan.Type_MiscPatch); if (tex.IsValid()) { Vector2 v = TexMan.GetScaledSize(tex); int w = int(v.X + 0.5) * CleanXfac; int h = int(v.Y + 0.5) * CleanYfac; if (m_show_backbutton&1) x -= screen.GetWidth() - w; if (m_show_backbutton&2) y -= screen.GetHeight() - h; mBackbuttonSelected = ( x >= 0 && x < w && y >= 0 && y < h); if (mBackbuttonSelected && type == MOUSE_Release) { if (m_use_mouse == 2) mBackbuttonSelected = false; MenuEvent(MKEY_Back, true); } return mBackbuttonSelected; } } return false; } //============================================================================= // // // //============================================================================= virtual bool OnUIEvent(UIEvent ev) { bool res = false; int y = ev.MouseY; if (ev.type == UIEvent.Type_LButtonDown) { res = MouseEventBack(MOUSE_Click, ev.MouseX, y); // make the menu's mouse handler believe that the current coordinate is outside the valid range if (res) y = -1; res |= MouseEvent(MOUSE_Click, ev.MouseX, y); if (res) { SetCapture(true); } } else if (ev.type == UIEvent.Type_MouseMove) { BackbuttonTime = 4*Thinker.TICRATE; if (mMouseCapture || m_use_mouse == 1) { res = MouseEventBack(MOUSE_Move, ev.MouseX, y); if (res) y = -1; res |= MouseEvent(MOUSE_Move, ev.MouseX, y); } } else if (ev.type == UIEvent.Type_LButtonUp) { if (mMouseCapture) { SetCapture(false); res = MouseEventBack(MOUSE_Release, ev.MouseX, y); if (res) y = -1; res |= MouseEvent(MOUSE_Release, ev.MouseX, y); } } return false; } virtual bool OnInputEvent(InputEvent ev) { return false; } //============================================================================= // // // //============================================================================= virtual void Drawer () { if (self == GetCurrentMenu() && BackbuttonAlpha > 0 && m_show_backbutton >= 0 && m_use_mouse) { let tex = TexMan.CheckForTexture(gameinfo.mBackButton, TexMan.Type_MiscPatch); if (tex.IsValid()) { Vector2 v = TexMan.GetScaledSize(tex); int w = int(v.X + 0.5) * CleanXfac; int h = int(v.Y + 0.5) * CleanYfac; int x = (!(m_show_backbutton&1))? 0:screen.GetWidth() - w; int y = (!(m_show_backbutton&2))? 0:screen.GetHeight() - h; if (mBackbuttonSelected && (mMouseCapture || m_use_mouse == 1)) { screen.DrawTexture(tex, true, x, y, DTA_CleanNoMove, true, DTA_ColorOverlay, Color(40, 255,255,255)); } else { screen.DrawTexture(tex, true, x, y, DTA_CleanNoMove, true, DTA_Alpha, BackbuttonAlpha); } } } } //============================================================================= // // // //============================================================================= void SetCapture(bool on) { if (mMouseCapture != on) { mMouseCapture = on; SetMouseCapture(on); } } //============================================================================= // // // //============================================================================= virtual bool TranslateKeyboardEvents() { return true; } virtual void SetFocus(MenuItemBase fc) {} virtual bool CheckFocus(MenuItemBase fc) { return false; } virtual void ReleaseFocus() {} virtual void ResetColor() {} virtual bool MouseEvent(int type, int mx, int my) { return true; } virtual void Ticker() {} virtual void OnReturn() {} //============================================================================= // // // //============================================================================= static void MenuSound(Name snd) { // todo: Cannot use game specific IDs here - sound also may be set up too late by the games //S_StartSound (snd, CHAN_VOICE, CHANF_MAYBE_LOCAL|CHAN_UI, snd_menuvolume, ATTN_NONE); } deprecated("4.0") static void DrawConText (int color, int x, int y, String str) { screen.DrawText (ConFont, color, x, y, str, DTA_CellX, 8 * CleanXfac, DTA_CellY, 8 * CleanYfac); } static Font OptionFont() { return NewSmallFont; } static int OptionHeight() { return OptionFont().GetHeight(); } static int OptionWidth(String s) { return OptionFont().StringWidth(s); } static void DrawOptionText(int x, int y, int color, String text, bool grayed = false) { String label = Stringtable.Localize(text); int overlay = grayed? Color(96,48,0,0) : 0; screen.DrawText (OptionFont(), color, x, y, text, DTA_CleanNoMove_1, true, DTA_ColorOverlay, overlay); } } class MenuDescriptor : Object native ui version("2.4") { native Name mMenuName; native String mNetgameMessage; native Class mClass; native static MenuDescriptor GetDescriptor(Name n); } // This class is only needed to give it a virtual Init method that doesn't belong to Menu itself class GenericMenu : Menu { virtual void Init(Menu parent) { Super.Init(parent); } }