mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-23 12:32:13 +00:00
7caec5fa69
* We can do this from just a few places and achieve the same result as having it sprinkled everywhere did.
754 lines
20 KiB
C++
754 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"
|
|
#include "raze_music.h"
|
|
#include "razefont.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;
|
|
|
|
static bool DoStartGame(FNewGameStartup& gs)
|
|
{
|
|
MapRecord* map;
|
|
if (gs.Map == nullptr)
|
|
{
|
|
auto vol = FindVolume(gs.Episode);
|
|
if (!vol) return false;
|
|
|
|
if (isShareware() && (vol->flags & VF_SHAREWARELOCK))
|
|
{
|
|
M_StartMessage(GStrings("SHAREWARELOCK"), 1, NAME_None);
|
|
return false;
|
|
}
|
|
|
|
map = FindMapByName(vol->startmap);
|
|
if (!map) return false;
|
|
}
|
|
else
|
|
map = gs.Map;
|
|
|
|
soundEngine->StopAllChannels();
|
|
|
|
gi->StartGame(gs); // play game specific effects (like Duke/RR/SW's voice lines when starting a game.)
|
|
|
|
DeferredStartGame(map, gs.Skill);
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
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 or user map menu
|
|
if (param != INT_MAX)
|
|
{
|
|
NewGameStartupInfo.Map = nullptr;
|
|
NewGameStartupInfo.Episode = param;
|
|
NewGameStartupInfo.Level = 0;
|
|
}
|
|
NewGameStartupInfo.Skill = gDefaultSkill;
|
|
return true;
|
|
|
|
case NAME_Startgame:
|
|
NewGameStartupInfo.Skill = param;
|
|
if (DoStartGame(NewGameStartupInfo))
|
|
{
|
|
M_ClearMenus();
|
|
int ep = NewGameStartupInfo.Episode;
|
|
auto vol = FindVolume(ep);
|
|
if (vol) STAT_StartNewGame(vol->name, NewGameStartupInfo.Skill);
|
|
}
|
|
return false;
|
|
|
|
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 OnMenuOpen(bool makeSound)
|
|
{
|
|
// intro might call this repeatedly
|
|
if (CurrentMenu != NULL)
|
|
return;
|
|
|
|
GSnd->SetSfxPaused(true, PAUSESFX_MENU);
|
|
gi->MenuOpened();
|
|
if (makeSound && menu_sounds) gi->MenuSound(ActivateSound);
|
|
}
|
|
|
|
|
|
void System_MenuClosed()
|
|
{
|
|
GSnd->SetSfxPaused(false, PAUSESFX_MENU);
|
|
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();
|
|
Mus_Stop();
|
|
gameaction = ga_mainmenu;
|
|
});
|
|
|
|
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);
|
|
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);
|
|
});
|
|
|
|
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 =
|
|
isBlood() ? "ListMenuItemBloodTextItem" :
|
|
isSWALL() ? "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
|
|
//
|
|
//=============================================================================
|
|
extern TArray<VolumeRecord> volumes;
|
|
|
|
static void BuildEpisodeMenu()
|
|
{
|
|
// Build episode menu
|
|
int addedVolumes = 0;
|
|
bool textadded = false;
|
|
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
|
|
double y = ld->mYpos;
|
|
|
|
// Volume definitions should be sorted by intended menu order.
|
|
for (auto &vol : volumes)
|
|
{
|
|
if (vol.name.IsNotEmpty() && !(vol.flags & VF_HIDEFROMSP))
|
|
{
|
|
bool isShareware = ((g_gameType & GAMEFLAG_DUKE) && (g_gameType & GAMEFLAG_SHAREWARE) && (vol.flags & VF_SHAREWARELOCK));
|
|
auto it = CreateCustomListMenuItemText(ld->mXpos, y, ld->mLinespacing, vol.name[0],
|
|
vol.name, ld->mFont, CR_UNTRANSLATED, int(isShareware), NAME_Skillmenu, vol.index); // font colors are not used, so hijack one for the shareware flag.
|
|
|
|
y += ld->mLinespacing;
|
|
ld->mItems.Push(it);
|
|
addedVolumes++;
|
|
if (vol.subtitle.IsNotEmpty())
|
|
{
|
|
auto item = CreateCustomListMenuItemText(ld->mXpos, y, ld->mLinespacing * 6 / 10, 1,
|
|
vol.subtitle, SmallFont, CR_GRAY, false, NAME_None, vol.index);
|
|
y += ld->mLinespacing * 6 / 10;
|
|
ld->mItems.Push(item);
|
|
textadded = true;
|
|
}
|
|
}
|
|
}
|
|
if (!(g_gameType & GAMEFLAG_SHAREWARE))
|
|
{
|
|
y += ld->mLinespacing / 3;
|
|
auto it = CreateCustomListMenuItemText(ld->mXpos, y, ld->mLinespacing, 'U', "$MNU_USERMAP", ld->mFont, CR_UNTRANSLATED, 0, NAME_UsermapMenu, 0);
|
|
ld->mItems.Push(it);
|
|
addedVolumes++;
|
|
}
|
|
|
|
if (addedVolumes == 1)
|
|
{
|
|
ld->mAutoselect = ld->mItems.Size() - (textadded ? 2 : 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);
|
|
}
|
|
if (isBlood() || isSWALL()) gDefaultSkill = 2;
|
|
ld->mSelectedItem = gDefaultSkill + ld->mItems.Size(); // account for pre-added items
|
|
double 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, CR_UNTRANSLATED, 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";
|
|
gameinfo.mSliderBackColor = "White";
|
|
|
|
if (isBlood())
|
|
{
|
|
OptionSettings.mFontColorHeader = CR_DARKGRAY;
|
|
OptionSettings.mFontColorHighlight = CR_WHITE;
|
|
OptionSettings.mFontColorSelection = CR_DARKRED;
|
|
gameinfo.mSliderColor = "Red";
|
|
cls = PClass::FindClass("BloodMenuDelegate");
|
|
}
|
|
else if (isSWALL())
|
|
{
|
|
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 (isNamWW2GI())
|
|
{
|
|
OptionSettings.mFontColor = CR_DARKGREEN;
|
|
OptionSettings.mFontColorHeader = CR_DARKGRAY;
|
|
OptionSettings.mFontColorHighlight = CR_WHITE;
|
|
OptionSettings.mFontColorSelection = CR_DARKGREEN;
|
|
gameinfo.mSliderColor = "Green";
|
|
}
|
|
else if (isRR())
|
|
{
|
|
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;
|
|
}
|
|
|