raze/source/core/menu/razemenu.cpp

741 lines
20 KiB
C++

/*
** menu.cpp
** Menu base class and global interface
**
**---------------------------------------------------------------------------
** Copyright 2010 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "c_dispatch.h"
#include "d_gui.h"
#include "c_buttons.h"
#include "c_console.h"
#include "c_bind.h"
#include "d_eventbase.h"
#include "g_input.h"
#include "configfile.h"
#include "gstrings.h"
#include "menu.h"
#include "vm.h"
#include "v_video.h"
#include "i_system.h"
#include "types.h"
#include "texturemanager.h"
#include "v_draw.h"
#include "vm.h"
#include "gamestate.h"
#include "i_interface.h"
#include "d_event.h"
#include "st_start.h"
#include "i_system.h"
#include "gameconfigfile.h"
#include "gamecontrol.h"
#include "raze_sound.h"
#include "gamestruct.h"
#include "razemenu.h"
#include "mapinfo.h"
#include "statistics.h"
#include "i_net.h"
#include "savegamehelp.h"
#include "gi.h"
EXTERN_CVAR(Int, cl_gfxlocalization)
EXTERN_CVAR(Bool, m_quickexit)
EXTERN_CVAR(Bool, saveloadconfirmation) // [mxd]
EXTERN_CVAR(Bool, quicksaverotation)
EXTERN_CVAR(Bool, show_messages)
CVAR(Bool, menu_sounds, true, CVAR_ARCHIVE) // added mainly because RR's sounds are so supremely annoying.
typedef void(*hfunc)();
DMenu* CreateMessageBoxMenu(DMenu* parent, const char* message, int messagemode, bool playsound, FName action = NAME_None, hfunc handler = nullptr);
bool OkForLocalization(FTextureID texnum, const char* substitute);
void D_ToggleHud();
void I_WaitVBL(int count);
extern bool hud_toggled;
bool help_disabled;
FNewGameStartup NewGameStartupInfo;
//FNewGameStartup NewGameStartupInfo;
bool M_SetSpecialMenu(FName& menu, int param)
{
// Engine credits need a different approach to work with the option search
#if 0
// Transitions between the engine credits pages need to pop off the last slide
if (!strnicmp(menu.GetChars(), "EngineCredits", 13) && CurrentMenu && !strnicmp(CurrentMenu->GetClass()->TypeName.GetChars(), "EngineCredits", 13))
{
auto m = CurrentMenu;
CurrentMenu = m->mParentMenu;
m->mParentMenu = nullptr;
m->Destroy();
}
#endif
switch (menu.GetIndex())
{
case NAME_Mainmenu:
if (gi->CanSave()) menu = NAME_IngameMenu;
break;
case NAME_Skillmenu:
// sent from the episode menu
NewGameStartupInfo.Episode = param;
NewGameStartupInfo.Level = 0;
NewGameStartupInfo.Skill = gDefaultSkill;
return true;
case NAME_Startgame:
case NAME_StartgameNoSkill:
menu = NAME_Startgame;
NewGameStartupInfo.Skill = param;
if (menu == NAME_StartgameNoSkill) NewGameStartupInfo.Episode = param;
if (gi->StartGame(NewGameStartupInfo))
{
M_ClearMenus();
STAT_StartNewGame(gVolumeNames[NewGameStartupInfo.Episode], NewGameStartupInfo.Skill);
inputState.ClearAllInput();
}
return false;
case NAME_CustomSubMenu1:
menu = ENamedName(menu.GetIndex() + param);
break;
case NAME_Savegamemenu:
if (!gi->CanSave())
{
// cannot save outside the game.
M_StartMessage(GStrings("SAVEDEAD"), 1, NAME_None);
return true;
}
break;
case NAME_Quitmenu:
// This is no separate class
C_DoCommand("menu_quit");
return false;
case NAME_EndGameMenu:
// This is no separate class
C_DoCommand("menu_endgame");
return false;
}
// End of special checks
return true;
}
//=============================================================================
//
//
//
//=============================================================================
void M_StartControlPanel(bool makeSound, bool)
{
static bool created = false;
// intro might call this repeatedly
if (CurrentMenu != NULL)
return;
if (!created) // Cannot do this earlier.
{
created = true;
M_CreateMenus();
}
GSnd->SetSfxPaused(true, PAUSESFX_MENU);
gi->MenuOpened();
if (makeSound && menu_sounds) gi->MenuSound(ActivateSound);
M_DoStartControlPanel(false);
}
void System_MenuClosed()
{
GSnd->SetSfxPaused(false, PAUSESFX_MENU);
inputState.ClearAllInput();
gi->MenuClosed();
}
//==========================================================================
//
//
//
//==========================================================================
void System_MenuDim()
{
if (gamestate != GS_MENUSCREEN) // With GS_MENUSCREEN we can assume that the background has been tuned for proper menu display already.
{
Dim(twod, 0, 0.5f, 0, 0, screen->GetWidth(), screen->GetHeight());
}
}
//=============================================================================
//
//
//
//=============================================================================
CCMD(menu_quit)
{ // F10
M_StartControlPanel(true);
FString EndString;
EndString << GStrings("CONFIRM_QUITMSG") << "\n\n" << GStrings("PRESSYN");
DMenu* newmenu = CreateMessageBoxMenu(CurrentMenu, EndString, 0, false, NAME_None, []()
{
M_ClearMenus();
gi->ExitFromMenu();
});
M_ActivateMenu(newmenu);
}
//=============================================================================
//
//
//
//=============================================================================
CCMD(menu_endgame)
{ // F7
if (!gi->CanSave())
{
return;
}
M_StartControlPanel(true);
FString tempstring;
tempstring << GStrings("ENDGAME") << "\n\n" << GStrings("PRESSYN");
DMenu* newmenu = CreateMessageBoxMenu(CurrentMenu, tempstring, 0, false, NAME_None, []()
{
STAT_Cancel();
M_ClearMenus();
gi->QuitToTitle();
});
M_ActivateMenu(newmenu);
}
//=============================================================================
//
//
//
//=============================================================================
//=============================================================================
//
//
//
//=============================================================================
CCMD(quicksave)
{ // F6
if (!gi->CanSave()) return;
if (savegameManager.quickSaveSlot == NULL || savegameManager.quickSaveSlot == (FSaveGameNode*)1)
{
M_StartControlPanel(true);
M_SetMenu(NAME_Savegamemenu);
return;
}
auto slot = savegameManager.quickSaveSlot;
// [mxd]. Just save the game, no questions asked.
if (!saveloadconfirmation)
{
G_SaveGame(savegameManager.quickSaveSlot->Filename, savegameManager.quickSaveSlot->SaveTitle, true, true);
return;
}
FString tempstring = GStrings("QSPROMPT");
tempstring.Substitute("%s", slot->SaveTitle.GetChars());
M_StartControlPanel(true);
DMenu* newmenu = CreateMessageBoxMenu(CurrentMenu, tempstring, 0, false, NAME_None, []()
{
M_ClearMenus();
G_SaveGame(savegameManager.quickSaveSlot->Filename, savegameManager.quickSaveSlot->SaveTitle, true, true);
});
M_ActivateMenu(newmenu);
}
//=============================================================================
//
//
//
//=============================================================================
CCMD(quickload)
{ // F9
if (netgame)
{
M_StartControlPanel(true);
M_StartMessage(GStrings("QLOADNET"), 1);
return;
}
if (savegameManager.quickSaveSlot == nullptr || savegameManager.quickSaveSlot == (FSaveGameNode*)1)
{
M_StartControlPanel(true);
// signal that whatever gets loaded should be the new quicksave
savegameManager.quickSaveSlot = (FSaveGameNode*)1;
M_SetMenu(NAME_Loadgamemenu);
return;
}
// [mxd]. Just load the game, no questions asked.
if (!saveloadconfirmation)
{
G_LoadGame(savegameManager.quickSaveSlot->Filename);
return;
}
FString tempstring = GStrings("QLPROMPT");
tempstring.Substitute("%s", savegameManager.quickSaveSlot->SaveTitle.GetChars());
M_StartControlPanel(true);
DMenu* newmenu = CreateMessageBoxMenu(CurrentMenu, tempstring, 0, false, NAME_None, []()
{
M_ClearMenus();
G_LoadGame(savegameManager.quickSaveSlot->Filename);
});
M_ActivateMenu(newmenu);
}
//=============================================================================
//
// Creation wrapper
//
//=============================================================================
static DMenuItemBase* CreateCustomListMenuItemText(double x, double y, int height, int hotkey, const char* text, FFont* font, PalEntry color1, PalEntry color2, FName command, int param)
{
const char* classname =
(g_gameType & GAMEFLAG_BLOOD) ? "ListMenuItemBloodTextItem" :
(g_gameType & GAMEFLAG_SW) ? "ListMenuItemSWTextItem" :
(g_gameType & GAMEFLAG_PSEXHUMED) ? "ListMenuItemExhumedTextItem" :
"ListMenuItemDukeTextItem";
auto c = PClass::FindClass(classname);
auto p = c->CreateNew();
FString keystr = FString(char(hotkey));
FString textstr = text;
VMValue params[] = { p, x, y, height, &keystr, &textstr, font, int(color1.d), int(color2.d), command.GetIndex(), param };
auto f = dyn_cast<PFunction>(c->FindSymbol("InitDirect", false));
VMCall(f->Variants[0].Implementation, params, countof(params), nullptr, 0);
return (DMenuItemBase*)p;
}
//=============================================================================
//
// Creates the episode menu
//
//=============================================================================
static void BuildEpisodeMenu()
{
// Build episode menu
int addedVolumes = 0;
DMenuDescriptor** desc = MenuDescriptors.CheckKey(NAME_Episodemenu);
if (desc != nullptr && (*desc)->IsKindOf(RUNTIME_CLASS(DListMenuDescriptor)))
{
DListMenuDescriptor* ld = static_cast<DListMenuDescriptor*>(*desc);
DMenuItemBase* popped = nullptr;
if (ld->mItems.Size() && ld->mItems.Last()->IsKindOf(NAME_ListMenuItemBloodDripDrawer))
{
ld->mItems.Pop(popped);
}
ld->mSelectedItem = gDefaultVolume + ld->mItems.Size(); // account for pre-added items
int y = ld->mYpos;
for (int i = 0; i < MAXVOLUMES; i++)
{
if (gVolumeNames[i].IsNotEmpty() && !(gVolumeFlags[i] & EF_HIDEFROMSP))
{
int isShareware = ((g_gameType & GAMEFLAG_DUKE) && (g_gameType & GAMEFLAG_SHAREWARE) && i > 0);
auto it = CreateCustomListMenuItemText(ld->mXpos, y, ld->mLinespacing, gVolumeNames[i][0],
gVolumeNames[i], ld->mFont, 0, isShareware, NAME_Skillmenu, i); // font colors are not used, so hijack one for the shareware flag.
y += ld->mLinespacing;
ld->mItems.Push(it);
addedVolumes++;
if (gVolumeSubtitles[i].IsNotEmpty())
{
auto it = CreateCustomListMenuItemText(ld->mXpos, y, ld->mLinespacing * 6 / 10, 1,
gVolumeSubtitles[i], SmallFont, CR_GRAY, false, NAME_None, i);
y += ld->mLinespacing * 6 / 10;
ld->mItems.Push(it);
}
}
}
#if 0 // this needs to be backed by a working selection menu, until that gets done it must be disabled.
if (!(g_gameType & GAMEFLAG_SHAREWARE))
{
//auto it = new FListMenuItemNativeStaticText(ld->mXpos, "", NIT_SmallFont); // empty entry as spacer.
//ld->mItems.Push(it);
y += ld->mLinespacing / 3;
auto it = CreateCustomListMenuItemText(ld->mXpos, y, ld->mLinespacing, 'U', "$MNU_USERMAP", ld->mFont, 0, 0, NAME_UsermapMenu);
ld->mItems.Push(it);
addedVolumes++;
}
#endif
if (addedVolumes == 1)
{
ld->mAutoselect = ld->mItems.Size()-1;
}
if (popped) ld->mItems.Push(popped);
}
// Build skill menu
int addedSkills = 0;
desc = MenuDescriptors.CheckKey(NAME_Skillmenu);
// If the skill names list ios empty, a predefined menu is assumed
if (desc != nullptr && gSkillNames[0].IsNotEmpty() && (*desc)->IsKindOf(RUNTIME_CLASS(DListMenuDescriptor)))
{
DListMenuDescriptor* ld = static_cast<DListMenuDescriptor*>(*desc);
DMenuItemBase* popped = nullptr;
if (ld->mItems.Size() && ld->mItems.Last()->IsKindOf(NAME_ListMenuItemBloodDripDrawer))
{
ld->mItems.Pop(popped);
}
ld->mSelectedItem = gDefaultSkill + ld->mItems.Size(); // account for pre-added items
int y = ld->mYpos;
for (int i = 0; i < MAXSKILLS; i++)
{
if (gSkillNames[i].IsNotEmpty())
{
auto it = CreateCustomListMenuItemText(ld->mXpos, y, ld->mLinespacing, gSkillNames[i][0], gSkillNames[i], ld->mFont, 0, 0, NAME_Startgame, i);
y += ld->mLinespacing;
ld->mItems.Push(it);
addedSkills++;
}
}
if (addedSkills == 0)
{
// Need to add one item with the default skill so that the menu does not break.
auto it = CreateCustomListMenuItemText(ld->mXpos, y, ld->mLinespacing, 0, "", ld->mFont, 0, 0, NAME_Startgame, gDefaultSkill);
ld->mItems.Push(it);
}
if (addedSkills == 1)
{
ld->mAutoselect = ld->mItems.Size() - 1;
}
if (popped) ld->mItems.Push(popped);
}
}
//=============================================================================
//
// Reads any XHAIRS lumps for the names of crosshairs and
// adds them to the display options menu.
//
//=============================================================================
static void InitCrosshairsList()
{
int lastlump, lump;
lastlump = 0;
FOptionValues **opt = OptionValues.CheckKey(NAME_Crosshairs);
if (opt == nullptr)
{
return; // no crosshair value list present. No need to go on.
}
FOptionValues::Pair *pair = &(*opt)->mValues[(*opt)->mValues.Reserve(1)];
pair->Value = 0;
pair->Text = "None";
while ((lump = fileSystem.FindLump("XHAIRS", &lastlump)) != -1)
{
FScanner sc(lump);
while (sc.GetNumber())
{
FOptionValues::Pair value;
value.Value = sc.Number;
sc.MustGetString();
value.Text = sc.String;
if (value.Value != 0)
{ // Check if it already exists. If not, add it.
unsigned int i;
for (i = 1; i < (*opt)->mValues.Size(); ++i)
{
if ((*opt)->mValues[i].Value == value.Value)
{
break;
}
}
if (i < (*opt)->mValues.Size())
{
(*opt)->mValues[i].Text = value.Text;
}
else
{
(*opt)->mValues.Push(value);
}
}
}
}
}
//==========================================================================
//
// Defines how graphics substitution is handled.
// 0: Never replace a text-containing graphic with a font-based text.
// 1: Always replace, regardless of any missing information. Useful for testing the substitution without providing full data.
// 2: Only replace for non-default texts, i.e. if some language redefines the string's content, use it instead of the graphic. Never replace a localized graphic.
// 3: Only replace if the string is not the default and the graphic comes from the IWAD. Never replace a localized graphic.
// 4: Like 1, but lets localized graphics pass.
//
// The default is 3, which only replaces known content with non-default texts.
//
//==========================================================================
bool CheckSkipGameOptionBlock(FScanner& sc) { return false; } // not applicable
#if 0
CUSTOM_CVAR(Int, cl_gfxlocalization, 3, CVAR_ARCHIVE)
{
if (self < 0 || self > 4) self = 0;
}
bool OkForLocalization(FTextureID texnum, const char* substitute)
{
if (!texnum.isValid()) return false;
// First the unconditional settings, 0='never' and 1='always'.
if (cl_gfxlocalization == 1 || gameinfo.forcetextinmenus) return false;
if (cl_gfxlocalization == 0 || gameinfo.forcenogfxsubstitution) return true;
return TexMan.OkForLocalization(texnum, substitute, cl_gfxlocalization);
}
#endif
void SetDefaultMenuColors()
{
PClass* cls = nullptr;
//OptionSettings.mTitleColor = CR_RED;// V_FindFontColor(gameinfo.mTitleColor);
OptionSettings.mFontColor = CR_RED;
OptionSettings.mFontColorValue = CR_GRAY;
OptionSettings.mFontColorMore = CR_GRAY;
OptionSettings.mFontColorHeader = CR_GOLD;
OptionSettings.mFontColorHighlight = CR_YELLOW;
OptionSettings.mFontColorSelection = CR_BRICK;
gameinfo.mSliderColor = "Orange";
if (g_gameType & GAMEFLAG_BLOOD)
{
OptionSettings.mFontColorHeader = CR_DARKGRAY;
OptionSettings.mFontColorHighlight = CR_WHITE;
OptionSettings.mFontColorSelection = CR_DARKRED;
gameinfo.mSliderColor = "Red";
cls = PClass::FindClass("BloodMenuDelegate");
}
else if (g_gameType & GAMEFLAG_SW)
{
OptionSettings.mFontColorHeader = CR_DARKRED;
OptionSettings.mFontColorHighlight = CR_WHITE;
gameinfo.mSliderColor = "Red";
cls = PClass::FindClass("SWMenuDelegate");
}
else if (g_gameType & GAMEFLAG_PSEXHUMED)
{
OptionSettings.mFontColorHeader = CR_LIGHTBLUE;
OptionSettings.mFontColorHighlight = CR_SAPPHIRE;
OptionSettings.mFontColorSelection = CR_ORANGE;
OptionSettings.mFontColor = CR_FIRE;
gameinfo.mSliderColor = "Yellow";
cls = PClass::FindClass("ExhumedMenuDelegate");
}
else if (g_gameType & GAMEFLAG_WHALL)
{
OptionSettings.mFontColorHeader = CR_DARKGREEN;
OptionSettings.mFontColorHighlight = CR_GRAY;
OptionSettings.mFontColorSelection = CR_GREEN;
OptionSettings.mFontColor = CR_FIRE;
gameinfo.mSliderColor = "Yellow";
cls = PClass::FindClass(g_gameType & GAMEFLAG_WH2? "WH2MenuDelegate" : "WHMenuDelegate");
}
else
{
if (g_gameType & (GAMEFLAG_NAM | GAMEFLAG_NAPALM | GAMEFLAG_WW2GI))
{
OptionSettings.mFontColor = CR_DARKGREEN;
OptionSettings.mFontColorHeader = CR_DARKGRAY;
OptionSettings.mFontColorHighlight = CR_WHITE;
OptionSettings.mFontColorSelection = CR_DARKGREEN;
gameinfo.mSliderColor = "Green";
}
else if (g_gameType & GAMEFLAG_RRALL)
{
OptionSettings.mFontColor = CR_BROWN;
OptionSettings.mFontColorHeader = CR_DARKBROWN;
OptionSettings.mFontColorHighlight = CR_ORANGE;
OptionSettings.mFontColorSelection = CR_TAN;
gameinfo.mSliderColor = "Tan";
}
cls = PClass::FindClass("DukeMenuDelegate");
}
if (!cls) cls = PClass::FindClass("RazeMenuDelegate");
if (cls) menuDelegate = cls->CreateNew();
}
void BuildGameMenus()
{
BuildEpisodeMenu();
InitCrosshairsList();
UpdateJoystickMenu(nullptr);
}
//=============================================================================
//
// [RH] Most menus can now be accessed directly
// through console commands.
//
//=============================================================================
EXTERN_CVAR(Int, screenblocks)
CCMD(reset2defaults)
{
C_SetDefaultBindings();
C_SetCVarsToDefaults();
}
CCMD(reset2saved)
{
GameConfig->DoGlobalSetup();
GameConfig->DoGameSetup(currentGame);
}
CCMD(menu_main)
{
if (gamestate == GS_FULLCONSOLE) gamestate = GS_MENUSCREEN;
M_StartControlPanel(true);
M_SetMenu(NAME_Mainmenu, -1);
}
CCMD(openhelpmenu)
{
if (!help_disabled)
{
M_StartControlPanel(true);
M_SetMenu(NAME_HelpMenu);
}
}
CCMD(opensavemenu)
{
if (gi->CanSave())
{
M_StartControlPanel(true);
M_SetMenu(NAME_Savegamemenu);
}
}
CCMD(openloadmenu)
{
M_StartControlPanel(true);
M_SetMenu(NAME_Loadgamemenu);
}
// The sound system is not yet capable of resolving this properly.
DEFINE_ACTION_FUNCTION(_RazeMenuDelegate, PlaySound)
{
PARAM_SELF_STRUCT_PROLOGUE(void);
PARAM_NAME(name);
EMenuSounds soundindex;
switch (name.GetIndex())
{
case NAME_menu_cursor:
soundindex = CursorSound;
break;
case NAME_menu_choose:
soundindex = ChooseSound;
break;
case NAME_menu_backup:
soundindex = BackSound;
break;
case NAME_menu_clear:
case NAME_menu_dismiss:
soundindex = CloseSound;
break;
case NAME_menu_change:
soundindex = ChangeSound;
break;
case NAME_menu_advance:
soundindex = AdvanceSound;
break;
default:
return 0;
}
gi->MenuSound(soundindex);
return 0;
}
// C_ToggleConsole cannot be exported for security reasons as it can be used to make the engine unresponsive.
DEFINE_ACTION_FUNCTION(_RazeMenuDelegate, MenuDismissed)
{
if (CurrentMenu == nullptr && gamestate == GS_MENUSCREEN) C_ToggleConsole();
return 0;
}
DEFINE_ACTION_FUNCTION(_PlayerMenu, DrawPlayerSprite)
{
PARAM_PROLOGUE;
PARAM_INT(selected);
gi->DrawPlayerSprite(DVector2(0.,0.), selected);
return 0;
}