forked from a1batross/Paranoia2_original
627 lines
19 KiB
C++
627 lines
19 KiB
C++
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "extdll.h"
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#include "basemenu.h"
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#include "utils.h"
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#include "keydefs.h"
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#include "menu_btnsbmp_table.h"
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#include "menu_strings.h"
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#define ART_MINIMIZE_N "gfx/shell/min_n"
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#define ART_MINIMIZE_F "gfx/shell/min_f"
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#define ART_MINIMIZE_D "gfx/shell/min_d"
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#define ART_CLOSEBTN_N "gfx/shell/cls_n"
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#define ART_CLOSEBTN_F "gfx/shell/cls_f"
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#define ART_CLOSEBTN_D "gfx/shell/cls_d"
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#define ID_BACKGROUND 0
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#define ID_CONSOLE 1
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#define ID_RESUME 2
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#define ID_NEWGAME 3
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#define ID_HAZARDCOURSE 4
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#define ID_CONFIGURATION 5
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#define ID_SAVERESTORE 6
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#define ID_MULTIPLAYER 7
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#define ID_CUSTOMGAME 8
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#define ID_PREVIEWS 9
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#define ID_QUIT 10
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#define ID_QUIT_BUTTON 11
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#define ID_MINIMIZE 12
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#define ID_MSGBOX 13
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#define ID_MSGTEXT 14
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#define ID_YES 130
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#define ID_NO 131
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typedef struct
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{
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menuFramework_s menu;
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menuBitmap_s background;
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menuPicButton_s console;
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menuPicButton_s resumeGame;
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menuPicButton_s newGame;
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menuPicButton_s hazardCourse;
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menuPicButton_s configuration;
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menuPicButton_s saveRestore;
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menuPicButton_s multiPlayer;
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menuPicButton_s customGame;
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menuPicButton_s previews;
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menuPicButton_s quit;
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menuBitmap_s minimizeBtn;
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menuBitmap_s quitButton;
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// quit dialog
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menuAction_s msgBox;
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menuAction_s quitMessage;
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menuAction_s dlgMessage1;
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menuPicButton_s yes;
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menuPicButton_s no;
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} uiMain_t;
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static uiMain_t uiMain;
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/*
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=================
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UI_MsgBox_Ownerdraw
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=================
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*/
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static void UI_MsgBox_Ownerdraw( void *self )
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{
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menuCommon_s *item = (menuCommon_s *)self;
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UI_FillRect( item->x, item->y, item->width, item->height, uiPromptBgColor );
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}
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/*
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=================
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UI_Background_Ownerdraw
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=================
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*/
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static void UI_Background_Ownerdraw( void *self )
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{
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menuCommon_s *item = (menuCommon_s *)self;
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// map has background
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if( CVAR_GET_FLOAT( "cl_background" ))
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return;
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UI_DrawBackground_Callback( self );
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if (uiStatic.m_fHaveSteamBackground || uiStatic.m_fDisableLogo)
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return; // no logos for steam background
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if( GetLogoLength() <= 0.05f || GetLogoWidth() <= 32 )
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return; // don't draw stub logo (GoldSrc rules)
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float logoWidth, logoHeight, logoPosY;
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float scaleX, scaleY;
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scaleX = ScreenWidth / 640.0f;
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scaleY = ScreenHeight / 480.0f;
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logoWidth = GetLogoWidth() * scaleX;
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logoHeight = GetLogoHeight() * scaleY;
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logoPosY = 70 * scaleY; // 70 it's empirically determined value (magic number)
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DRAW_LOGO( "logo.avi", 0, logoPosY, logoWidth, logoHeight );
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}
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static void UI_QuitDialog( void )
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{
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// toggle main menu between active\inactive
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// show\hide quit dialog
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uiMain.console.generic.flags ^= QMF_INACTIVE;
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uiMain.resumeGame.generic.flags ^= QMF_INACTIVE;
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uiMain.newGame.generic.flags ^= QMF_INACTIVE;
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uiMain.hazardCourse.generic.flags ^= QMF_INACTIVE;
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uiMain.saveRestore.generic.flags ^= QMF_INACTIVE;
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uiMain.configuration.generic.flags ^= QMF_INACTIVE;
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uiMain.multiPlayer.generic.flags ^= QMF_INACTIVE;
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uiMain.customGame.generic.flags ^= QMF_INACTIVE;
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uiMain.previews.generic.flags ^= QMF_INACTIVE;
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uiMain.quit.generic.flags ^= QMF_INACTIVE;
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uiMain.minimizeBtn.generic.flags ^= QMF_INACTIVE;
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uiMain.quitButton.generic.flags ^= QMF_INACTIVE;
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uiMain.msgBox.generic.flags ^= QMF_HIDDEN;
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uiMain.quitMessage.generic.flags ^= QMF_HIDDEN;
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uiMain.no.generic.flags ^= QMF_HIDDEN;
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uiMain.yes.generic.flags ^= QMF_HIDDEN;
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}
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static void UI_PromptDialog( void )
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{
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// toggle main menu between active\inactive
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// show\hide quit dialog
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uiMain.console.generic.flags ^= QMF_INACTIVE;
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uiMain.resumeGame.generic.flags ^= QMF_INACTIVE;
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uiMain.newGame.generic.flags ^= QMF_INACTIVE;
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uiMain.hazardCourse.generic.flags ^= QMF_INACTIVE;
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uiMain.saveRestore.generic.flags ^= QMF_INACTIVE;
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uiMain.configuration.generic.flags ^= QMF_INACTIVE;
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uiMain.multiPlayer.generic.flags ^= QMF_INACTIVE;
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uiMain.customGame.generic.flags ^= QMF_INACTIVE;
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uiMain.previews.generic.flags ^= QMF_INACTIVE;
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uiMain.quit.generic.flags ^= QMF_INACTIVE;
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uiMain.minimizeBtn.generic.flags ^= QMF_INACTIVE;
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uiMain.quitButton.generic.flags ^= QMF_INACTIVE;
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uiMain.msgBox.generic.flags ^= QMF_HIDDEN;
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uiMain.dlgMessage1.generic.flags ^= QMF_HIDDEN;
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uiMain.no.generic.flags ^= QMF_HIDDEN;
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uiMain.yes.generic.flags ^= QMF_HIDDEN;
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}
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/*
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=================
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UI_Main_KeyFunc
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=================
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*/
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static const char *UI_Main_KeyFunc( int key, int down )
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{
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if( down && key == K_ESCAPE )
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{
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if ( CL_IsActive( ))
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{
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if(!( uiMain.dlgMessage1.generic.flags & QMF_HIDDEN ))
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UI_PromptDialog();
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else if(!( uiMain.quitMessage.generic.flags & QMF_HIDDEN ))
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UI_QuitDialog();
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else UI_CloseMenu();
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}
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else UI_QuitDialog();
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return uiSoundNull;
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}
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return UI_DefaultKey( &uiMain.menu, key, down );
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}
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/*
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=================
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UI_Main_ActivateFunc
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=================
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*/
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static void UI_Main_ActivateFunc( void )
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{
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if ( !CL_IsActive( ))
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uiMain.resumeGame.generic.flags |= QMF_HIDDEN;
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if( gpGlobals->developer )
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{
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uiMain.console.generic.y = CL_IsActive() ? 180 : 230;
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UI_ScaleCoords( NULL, &uiMain.console.generic.y, NULL, NULL );
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}
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}
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/*
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=================
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UI_Main_HazardCourse
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=================
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*/
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static void UI_Main_HazardCourse( void )
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{
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if( CVAR_GET_FLOAT( "host_serverstate" ) && CVAR_GET_FLOAT( "maxplayers" ) > 1 )
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HOST_ENDGAME( "end of the game" );
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CVAR_SET_FLOAT( "skill", 1.0f );
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CVAR_SET_FLOAT( "deathmatch", 0.0f );
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CVAR_SET_FLOAT( "teamplay", 0.0f );
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CVAR_SET_FLOAT( "pausable", 1.0f ); // singleplayer is always allowing pause
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CVAR_SET_FLOAT( "coop", 0.0f );
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BACKGROUND_TRACK( NULL, NULL );
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CLIENT_COMMAND( FALSE, "hazardcourse\n" );
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}
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/*
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=================
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UI_Main_Callback
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=================
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*/
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static void UI_Main_Callback( void *self, int event )
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{
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menuCommon_s *item = (menuCommon_s *)self;
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switch( item->id )
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{
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case ID_QUIT_BUTTON:
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if( event == QM_PRESSED )
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((menuBitmap_s *)self)->focusPic = ART_CLOSEBTN_D;
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else ((menuBitmap_s *)self)->focusPic = ART_CLOSEBTN_F;
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break;
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case ID_MINIMIZE:
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if( event == QM_PRESSED )
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((menuBitmap_s *)self)->focusPic = ART_MINIMIZE_D;
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else ((menuBitmap_s *)self)->focusPic = ART_MINIMIZE_F;
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break;
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}
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if( event != QM_ACTIVATED )
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return;
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switch( item->id )
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{
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case ID_CONSOLE:
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UI_SetActiveMenu( FALSE );
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KEY_SetDest( KEY_CONSOLE );
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break;
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case ID_RESUME:
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UI_CloseMenu();
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break;
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case ID_NEWGAME:
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UI_NewGame_Menu();
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break;
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case ID_HAZARDCOURSE:
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if( CL_IsActive( ))
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UI_PromptDialog();
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else UI_Main_HazardCourse();
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break;
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case ID_MULTIPLAYER:
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UI_MultiPlayer_Menu();
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break;
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case ID_CONFIGURATION:
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UI_Options_Menu();
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break;
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case ID_SAVERESTORE:
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if( CL_IsActive( ))
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UI_SaveLoad_Menu();
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else UI_LoadGame_Menu();
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break;
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case ID_CUSTOMGAME:
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UI_CustomGame_Menu();
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break;
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case ID_PREVIEWS:
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SHELL_EXECUTE( MenuStrings[HINT_PREVIEWS_CMD], NULL, false );
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break;
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case ID_QUIT:
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case ID_QUIT_BUTTON:
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UI_QuitDialog();
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break;
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case ID_MINIMIZE:
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CLIENT_COMMAND( FALSE, "minimize\n" );
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break;
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case ID_YES:
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if( !( uiMain.quitMessage.generic.flags & QMF_HIDDEN ))
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CLIENT_COMMAND( FALSE, "quit\n" );
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else UI_Main_HazardCourse();
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break;
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case ID_NO:
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if( !( uiMain.quitMessage.generic.flags & QMF_HIDDEN ))
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UI_QuitDialog();
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else UI_PromptDialog();
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break;
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}
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}
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/*
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=================
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UI_Main_Init
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=================
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*/
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static void UI_Main_Init( void )
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{
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bool bTrainMap;
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bool bCustomGame;
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memset( &uiMain, 0, sizeof( uiMain_t ));
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// training map is present and not equal to startmap
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if( strlen( gMenu.m_gameinfo.trainmap ) && stricmp( gMenu.m_gameinfo.trainmap, gMenu.m_gameinfo.startmap ))
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bTrainMap = true;
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else bTrainMap = false;
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if( CVAR_GET_FLOAT( "host_allow_changegame" ))
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bCustomGame = true;
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else bCustomGame = false;
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// precache .avi file and get logo width and height
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PRECACHE_LOGO( "logo.avi" );
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uiMain.menu.vidInitFunc = UI_Main_Init;
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uiMain.menu.keyFunc = UI_Main_KeyFunc;
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uiMain.menu.activateFunc = UI_Main_ActivateFunc;
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uiMain.background.generic.id = ID_BACKGROUND;
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uiMain.background.generic.type = QMTYPE_BITMAP;
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uiMain.background.generic.flags = QMF_INACTIVE;
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uiMain.background.generic.x = 0;
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uiMain.background.generic.y = 0;
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uiMain.background.generic.width = 1024;
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uiMain.background.generic.height = 768;
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uiMain.background.pic = ART_BACKGROUND;
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uiMain.background.generic.ownerdraw = UI_Background_Ownerdraw;
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uiMain.console.generic.id = ID_CONSOLE;
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uiMain.console.generic.type = QMTYPE_BM_BUTTON;
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uiMain.console.generic.name = "Console";
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uiMain.console.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW;
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uiMain.console.generic.x = 72;
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uiMain.console.generic.y = CL_IsActive() ? 180 : 230;
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uiMain.console.generic.callback = UI_Main_Callback;
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UI_UtilSetupPicButton( &uiMain.console, PC_CONSOLE );
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uiMain.resumeGame.generic.id = ID_RESUME;
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uiMain.resumeGame.generic.type = QMTYPE_BM_BUTTON;
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uiMain.resumeGame.generic.name = "Resume game";
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uiMain.resumeGame.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
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uiMain.resumeGame.generic.statusText = MenuStrings[HINT_RESUME_GAME];
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uiMain.resumeGame.generic.x = 72;
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uiMain.resumeGame.generic.y = 230;
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uiMain.resumeGame.generic.callback = UI_Main_Callback;
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UI_UtilSetupPicButton( &uiMain.resumeGame, PC_RESUME_GAME );
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uiMain.newGame.generic.id = ID_NEWGAME;
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uiMain.newGame.generic.type = QMTYPE_BM_BUTTON;
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uiMain.newGame.generic.name = "New game";
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uiMain.newGame.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
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uiMain.newGame.generic.statusText = MenuStrings[HINT_NEWGAME];
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uiMain.newGame.generic.x = 72;
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uiMain.newGame.generic.y = 280;
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uiMain.newGame.generic.callback = UI_Main_Callback;
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UI_UtilSetupPicButton( &uiMain.newGame, PC_NEW_GAME );
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if ( gMenu.m_gameinfo.gamemode == GAME_MULTIPLAYER_ONLY || !strlen( gMenu.m_gameinfo.startmap ))
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uiMain.newGame.generic.flags |= QMF_GRAYED;
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uiMain.hazardCourse.generic.id = ID_HAZARDCOURSE;
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uiMain.hazardCourse.generic.type = QMTYPE_BM_BUTTON;
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uiMain.hazardCourse.generic.name = "Hazard course";
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uiMain.hazardCourse.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
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uiMain.hazardCourse.generic.statusText = MenuStrings[HINT_HAZARD_COURSE];
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uiMain.hazardCourse.generic.x = 72;
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uiMain.hazardCourse.generic.y = 330;
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uiMain.hazardCourse.generic.callback = UI_Main_Callback;
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UI_UtilSetupPicButton( &uiMain.hazardCourse, PC_HAZARD_COURSE );
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uiMain.saveRestore.generic.id = ID_SAVERESTORE;
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uiMain.saveRestore.generic.type = QMTYPE_BM_BUTTON;
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uiMain.saveRestore.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
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// server.dll needs for reading savefiles or startup newgame
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if( !CheckGameDll( ))
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{
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uiMain.saveRestore.generic.flags |= QMF_GRAYED;
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uiMain.hazardCourse.generic.flags |= QMF_GRAYED;
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uiMain.newGame.generic.flags |= QMF_GRAYED;
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}
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if( CL_IsActive( ))
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{
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uiMain.saveRestore.generic.name = "Save\\Load Game";
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uiMain.saveRestore.generic.statusText = MenuStrings[HINT_SAVELOADGAME];
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UI_UtilSetupPicButton(&uiMain.saveRestore,PC_SAVE_LOAD_GAME);
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}
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else
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{
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uiMain.saveRestore.generic.name = "Load Game";
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uiMain.saveRestore.generic.statusText = MenuStrings[HINT_LOADGAME];
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uiMain.resumeGame.generic.flags |= QMF_HIDDEN;
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UI_UtilSetupPicButton( &uiMain.saveRestore, PC_LOAD_GAME );
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}
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uiMain.saveRestore.generic.x = 72;
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uiMain.saveRestore.generic.y = bTrainMap ? 380 : 330;
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uiMain.saveRestore.generic.callback = UI_Main_Callback;
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uiMain.configuration.generic.id = ID_CONFIGURATION;
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uiMain.configuration.generic.type = QMTYPE_BM_BUTTON;
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uiMain.configuration.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
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uiMain.configuration.generic.name = "Configuration";
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uiMain.configuration.generic.statusText = MenuStrings[HINT_CONFIGURATION];
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uiMain.configuration.generic.x = 72;
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uiMain.configuration.generic.y = bTrainMap ? 430 : 380;
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uiMain.configuration.generic.callback = UI_Main_Callback;
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UI_UtilSetupPicButton( &uiMain.configuration, PC_CONFIG );
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uiMain.multiPlayer.generic.id = ID_MULTIPLAYER;
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uiMain.multiPlayer.generic.type = QMTYPE_BM_BUTTON;
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uiMain.multiPlayer.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
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uiMain.multiPlayer.generic.name = "Multiplayer";
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uiMain.multiPlayer.generic.statusText = MenuStrings[HINT_MULTIPLAYER];
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uiMain.multiPlayer.generic.x = 72;
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uiMain.multiPlayer.generic.y = bTrainMap ? 480 : 430;
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uiMain.multiPlayer.generic.callback = UI_Main_Callback;
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UI_UtilSetupPicButton( &uiMain.multiPlayer, PC_MULTIPLAYER );
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if ( gMenu.m_gameinfo.gamemode == GAME_SINGLEPLAYER_ONLY )
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uiMain.multiPlayer.generic.flags |= QMF_GRAYED;
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if ( gMenu.m_gameinfo.gamemode == GAME_MULTIPLAYER_ONLY )
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{
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uiMain.saveRestore.generic.flags |= QMF_GRAYED;
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uiMain.hazardCourse.generic.flags |= QMF_GRAYED;
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}
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uiMain.customGame.generic.id = ID_CUSTOMGAME;
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uiMain.customGame.generic.type = QMTYPE_BM_BUTTON;
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uiMain.customGame.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
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uiMain.customGame.generic.name = "Custom Game";
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uiMain.customGame.generic.statusText = MenuStrings[HINT_CUSTOM_GAME];
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uiMain.customGame.generic.x = 72;
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uiMain.customGame.generic.y = bTrainMap ? 530 : 480;
|
|
uiMain.customGame.generic.callback = UI_Main_Callback;
|
|
|
|
UI_UtilSetupPicButton( &uiMain.customGame, PC_CUSTOM_GAME );
|
|
|
|
uiMain.previews.generic.id = ID_PREVIEWS;
|
|
uiMain.previews.generic.type = QMTYPE_BM_BUTTON;
|
|
uiMain.previews.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
|
|
uiMain.previews.generic.name = "Previews";
|
|
uiMain.previews.generic.statusText = MenuStrings[HINT_PREVIEWS_TEXT];
|
|
uiMain.previews.generic.x = 72;
|
|
uiMain.previews.generic.y = (bCustomGame) ? (bTrainMap ? 580 : 530) : (bTrainMap ? 530 : 480);
|
|
uiMain.previews.generic.callback = UI_Main_Callback;
|
|
|
|
// too short execute string - not a real command
|
|
if( strlen( MenuStrings[HINT_PREVIEWS_CMD] ) <= 3 )
|
|
uiMain.previews.generic.flags |= QMF_GRAYED;
|
|
|
|
UI_UtilSetupPicButton( &uiMain.previews, PC_PREVIEWS );
|
|
|
|
uiMain.quit.generic.id = ID_QUIT;
|
|
uiMain.quit.generic.type = QMTYPE_BM_BUTTON;
|
|
uiMain.quit.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
|
|
uiMain.quit.generic.name = "Quit";
|
|
uiMain.quit.generic.statusText = MenuStrings[HINT_QUIT_BUTTON];
|
|
uiMain.quit.generic.x = 72;
|
|
uiMain.quit.generic.y = (bCustomGame) ? (bTrainMap ? 630 : 580) : (bTrainMap ? 580 : 530);
|
|
uiMain.quit.generic.callback = UI_Main_Callback;
|
|
|
|
UI_UtilSetupPicButton( &uiMain.quit, PC_QUIT );
|
|
|
|
uiMain.minimizeBtn.generic.id = ID_MINIMIZE;
|
|
uiMain.minimizeBtn.generic.type = QMTYPE_BITMAP;
|
|
uiMain.minimizeBtn.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_MOUSEONLY|QMF_ACT_ONRELEASE;
|
|
uiMain.minimizeBtn.generic.x = 952;
|
|
uiMain.minimizeBtn.generic.y = 13;
|
|
uiMain.minimizeBtn.generic.width = 32;
|
|
uiMain.minimizeBtn.generic.height = 32;
|
|
uiMain.minimizeBtn.generic.callback = UI_Main_Callback;
|
|
uiMain.minimizeBtn.pic = ART_MINIMIZE_N;
|
|
uiMain.minimizeBtn.focusPic = ART_MINIMIZE_F;
|
|
|
|
uiMain.quitButton.generic.id = ID_QUIT_BUTTON;
|
|
uiMain.quitButton.generic.type = QMTYPE_BITMAP;
|
|
uiMain.quitButton.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_MOUSEONLY|QMF_ACT_ONRELEASE;
|
|
uiMain.quitButton.generic.x = 984;
|
|
uiMain.quitButton.generic.y = 13;
|
|
uiMain.quitButton.generic.width = 32;
|
|
uiMain.quitButton.generic.height = 32;
|
|
uiMain.quitButton.generic.callback = UI_Main_Callback;
|
|
uiMain.quitButton.pic = ART_CLOSEBTN_N;
|
|
uiMain.quitButton.focusPic = ART_CLOSEBTN_F;
|
|
|
|
uiMain.msgBox.generic.id = ID_MSGBOX;
|
|
uiMain.msgBox.generic.type = QMTYPE_ACTION;
|
|
uiMain.msgBox.generic.flags = QMF_INACTIVE|QMF_HIDDEN;
|
|
uiMain.msgBox.generic.ownerdraw = UI_MsgBox_Ownerdraw; // just a fill rectangle
|
|
uiMain.msgBox.generic.x = 192;
|
|
uiMain.msgBox.generic.y = 256;
|
|
uiMain.msgBox.generic.width = 640;
|
|
uiMain.msgBox.generic.height = 256;
|
|
|
|
uiMain.quitMessage.generic.id = ID_MSGBOX;
|
|
uiMain.quitMessage.generic.type = QMTYPE_ACTION;
|
|
uiMain.quitMessage.generic.flags = QMF_INACTIVE|QMF_DROPSHADOW|QMF_HIDDEN|QMF_CENTER_JUSTIFY;
|
|
uiMain.quitMessage.generic.name = (CL_IsActive( )) ? MenuStrings[HINT_QUIT_ACTIVE] : MenuStrings[HINT_QUIT];
|
|
uiMain.quitMessage.generic.x = 192;
|
|
uiMain.quitMessage.generic.y = 280;
|
|
uiMain.quitMessage.generic.width = 640;
|
|
uiMain.quitMessage.generic.height = 256;
|
|
|
|
uiMain.dlgMessage1.generic.id = ID_MSGTEXT;
|
|
uiMain.dlgMessage1.generic.type = QMTYPE_ACTION;
|
|
uiMain.dlgMessage1.generic.flags = QMF_INACTIVE|QMF_DROPSHADOW|QMF_HIDDEN|QMF_CENTER_JUSTIFY;
|
|
uiMain.dlgMessage1.generic.name = MenuStrings[HINT_RESTART_HZ];
|
|
uiMain.dlgMessage1.generic.x = 192;
|
|
uiMain.dlgMessage1.generic.y = 280;
|
|
uiMain.dlgMessage1.generic.width = 640;
|
|
uiMain.dlgMessage1.generic.height = 256;
|
|
|
|
uiMain.yes.generic.id = ID_YES;
|
|
uiMain.yes.generic.type = QMTYPE_BM_BUTTON;
|
|
uiMain.yes.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_HIDDEN;
|
|
uiMain.yes.generic.name = "Ok";
|
|
uiMain.yes.generic.x = 380;
|
|
uiMain.yes.generic.y = 460;
|
|
uiMain.yes.generic.callback = UI_Main_Callback;
|
|
|
|
UI_UtilSetupPicButton( &uiMain.yes, PC_OK );
|
|
|
|
uiMain.no.generic.id = ID_NO;
|
|
uiMain.no.generic.type = QMTYPE_BM_BUTTON;
|
|
uiMain.no.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_HIDDEN;
|
|
uiMain.no.generic.name = "Cancel";
|
|
uiMain.no.generic.x = 530;
|
|
uiMain.no.generic.y = 460;
|
|
uiMain.no.generic.callback = UI_Main_Callback;
|
|
|
|
UI_UtilSetupPicButton( &uiMain.no, PC_CANCEL );
|
|
|
|
UI_AddItem( &uiMain.menu, (void *)&uiMain.background );
|
|
|
|
if ( gpGlobals->developer )
|
|
UI_AddItem( &uiMain.menu, (void *)&uiMain.console );
|
|
|
|
UI_AddItem( &uiMain.menu, (void *)&uiMain.resumeGame );
|
|
UI_AddItem( &uiMain.menu, (void *)&uiMain.newGame );
|
|
|
|
if ( bTrainMap )
|
|
UI_AddItem( &uiMain.menu, (void *)&uiMain.hazardCourse );
|
|
|
|
UI_AddItem( &uiMain.menu, (void *)&uiMain.saveRestore );
|
|
UI_AddItem( &uiMain.menu, (void *)&uiMain.configuration );
|
|
UI_AddItem( &uiMain.menu, (void *)&uiMain.multiPlayer );
|
|
|
|
if ( bCustomGame )
|
|
UI_AddItem( &uiMain.menu, (void *)&uiMain.customGame );
|
|
|
|
UI_AddItem( &uiMain.menu, (void *)&uiMain.previews );
|
|
UI_AddItem( &uiMain.menu, (void *)&uiMain.quit );
|
|
UI_AddItem( &uiMain.menu, (void *)&uiMain.minimizeBtn );
|
|
UI_AddItem( &uiMain.menu, (void *)&uiMain.quitButton );
|
|
UI_AddItem( &uiMain.menu, (void *)&uiMain.msgBox );
|
|
UI_AddItem( &uiMain.menu, (void *)&uiMain.quitMessage );
|
|
UI_AddItem( &uiMain.menu, (void *)&uiMain.dlgMessage1 );
|
|
UI_AddItem( &uiMain.menu, (void *)&uiMain.no );
|
|
UI_AddItem( &uiMain.menu, (void *)&uiMain.yes );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
UI_Main_Precache
|
|
=================
|
|
*/
|
|
void UI_Main_Precache( void )
|
|
{
|
|
PIC_Load( ART_BACKGROUND );
|
|
PIC_Load( ART_MINIMIZE_N );
|
|
PIC_Load( ART_MINIMIZE_F );
|
|
PIC_Load( ART_MINIMIZE_D );
|
|
PIC_Load( ART_CLOSEBTN_N );
|
|
PIC_Load( ART_CLOSEBTN_F );
|
|
PIC_Load( ART_CLOSEBTN_D );
|
|
|
|
// precache .avi file and get logo width and height
|
|
PRECACHE_LOGO( "logo.avi" );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
UI_Main_Menu
|
|
=================
|
|
*/
|
|
void UI_Main_Menu( void )
|
|
{
|
|
UI_Main_Precache();
|
|
UI_Main_Init();
|
|
|
|
UI_PushMenu( &uiMain.menu );
|
|
} |