mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-14 06:31:34 +00:00
fb985d2503
Still not complete…
170 lines
5.2 KiB
C++
170 lines
5.2 KiB
C++
/*
|
|
** imagescroller.cpp
|
|
** Scrolls through multiple fullscreen image pages,
|
|
**
|
|
**---------------------------------------------------------------------------
|
|
** Copyright 2019 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 "v_font.h"
|
|
#include "cmdlib.h"
|
|
#include "gstrings.h"
|
|
#include "d_gui.h"
|
|
#include "d_event.h"
|
|
#include "menu.h"
|
|
#include "v_draw.h"
|
|
#include "baselayer.h"
|
|
#include "gamecontrol.h"
|
|
#include "build.h"
|
|
|
|
//=============================================================================
|
|
//
|
|
// Fullscreen image drawer (move to its own source file!)
|
|
//
|
|
//=============================================================================
|
|
|
|
void ImageScreen::Drawer()
|
|
{
|
|
if (mDesc->type == 0)
|
|
{
|
|
auto tileindexp = NameToTileIndex.CheckKey(FName(mDesc->text, true));
|
|
int tileindex = 0;
|
|
if (tileindexp == nullptr)
|
|
{
|
|
// If this isn't a name, try a literal tile index;
|
|
auto c = mDesc->text.GetChars();
|
|
if (*c == '#') tileindex = (int)strtoll(c + 1, nullptr, 0);
|
|
// Error out if the screen cannot be found, this is always a definition error that needs to be reported.
|
|
else I_Error("Invalid menu screen '%s'", mDesc->text.GetChars());
|
|
}
|
|
else tileindex = *tileindexp;
|
|
if (!gi->DrawSpecialScreen(origin, tileindex)) // allows the front end to do custom handling for a given image.
|
|
{
|
|
rotatesprite_fs(int(origin.X * 65536) + (160 << 16), int(origin.Y * 65536) + (100 << 16), 65536L, 0, tileindex, 0, 0, 10 + 64);
|
|
}
|
|
}
|
|
else if (mDesc->type > 0)
|
|
{
|
|
gi->DrawCenteredTextScreen(origin, mDesc->text, mDesc->type);
|
|
}
|
|
// QAVs are handled in the Blood frontend. Maybe they should be moved out? Stuff for later, but this is a feature where it is feasible.
|
|
}
|
|
|
|
ImageScreen* DImageScrollerMenu::newImageScreen(FImageScrollerDescriptor::ScrollerItem* desc)
|
|
{
|
|
return new ImageScreen(desc);
|
|
}
|
|
|
|
void DImageScrollerMenu::Init(DMenu* parent, FImageScrollerDescriptor* desc)
|
|
{
|
|
mParentMenu = parent;
|
|
index = 0;
|
|
mDesc = desc;
|
|
canAnimate = !!(mDesc->mFlags & LMF_Animate);
|
|
|
|
mCurrent = newImageScreen(&mDesc->mItems[0]);
|
|
mCurrent->canAnimate = canAnimate;
|
|
}
|
|
|
|
bool DImageScrollerMenu::MenuEvent(int mkey, bool fromcontroller)
|
|
{
|
|
switch (mkey)
|
|
{
|
|
case MKEY_Back:
|
|
// Before going back the currently running transition must be terminated.
|
|
pageTransition.previous = nullptr;
|
|
if (pageTransition.current) pageTransition.current->origin = { 0,0 };
|
|
return DMenu::MenuEvent(mkey, fromcontroller);
|
|
|
|
|
|
case MKEY_Left:
|
|
if (pageTransition.previous == nullptr)
|
|
{
|
|
if (--index < 0) index = mDesc->mItems.Size() - 1;
|
|
auto next = newImageScreen(&mDesc->mItems[index]);
|
|
next->canAnimate = canAnimate;
|
|
if (!pageTransition.StartTransition(mCurrent, next, MA_Return))
|
|
{
|
|
delete mCurrent;
|
|
}
|
|
mCurrent = next;
|
|
//gi->MenuSound(GameInterface::ChooseSound);
|
|
}
|
|
return true;
|
|
|
|
case MKEY_Right:
|
|
case MKEY_Enter:
|
|
if (pageTransition.previous == nullptr)
|
|
{
|
|
if (++index >= (int)mDesc->mItems.Size()) index = 0;
|
|
auto next = newImageScreen(&mDesc->mItems[index]);
|
|
next->canAnimate = canAnimate;
|
|
if (!pageTransition.StartTransition(mCurrent, next, MA_Advance))
|
|
{
|
|
delete mCurrent;
|
|
}
|
|
mCurrent = next;
|
|
//gi->MenuSound(GameInterface::ChooseSound);
|
|
}
|
|
return true;
|
|
|
|
default:
|
|
return DMenu::MenuEvent(mkey, fromcontroller);
|
|
}
|
|
}
|
|
|
|
bool DImageScrollerMenu::MouseEvent(int type, int x, int y)
|
|
{
|
|
// Todo: Implement some form of drag event to switch between pages.
|
|
if (type == MOUSE_Release)
|
|
{
|
|
return MenuEvent(MKEY_Enter, false);
|
|
}
|
|
|
|
return DMenu::MouseEvent(type, x, y);
|
|
}
|
|
|
|
void DImageScrollerMenu::Ticker()
|
|
{
|
|
}
|
|
|
|
void DImageScrollerMenu::Drawer()
|
|
{
|
|
if (pageTransition.previous != nullptr)
|
|
{
|
|
auto res = pageTransition.Draw();
|
|
if (res) return;
|
|
delete pageTransition.previous;
|
|
pageTransition.previous = nullptr;
|
|
}
|
|
mCurrent->origin = origin;
|
|
mCurrent->Drawer();
|
|
mCurrent->origin = {};
|
|
}
|
|
|