Paranoia2/mainui/menu_saveload.cpp
2020-08-31 19:50:41 +03:00

192 lines
5.4 KiB
C++

/*
Copyright (C) 1997-2001 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "extdll.h"
#include "basemenu.h"
#include "utils.h"
#include "menu_btnsbmp_table.h"
#define ART_BANNER "gfx/shell/head_saveload"
#define ID_BACKGROUND 0
#define ID_BANNER 1
#define ID_LOAD 2
#define ID_SAVE 3
#define ID_DONE 4
#define ID_MSGHINT 5
typedef struct
{
menuFramework_s menu;
menuBitmap_s background;
menuBitmap_s banner;
menuPicButton_s save;
menuPicButton_s load;
menuPicButton_s done;
menuAction_s hintMessage;
char hintText[MAX_HINT_TEXT];
} uiSaveLoad_t;
static uiSaveLoad_t uiSaveLoad;
/*
=================
UI_SaveLoad_Callback
=================
*/
static void UI_SaveLoad_Callback( void *self, int event )
{
menuCommon_s *item = (menuCommon_s *)self;
if( event != QM_ACTIVATED )
return;
switch( item->id )
{
case ID_LOAD:
UI_LoadGame_Menu();
break;
case ID_SAVE:
UI_SaveGame_Menu();
break;
case ID_DONE:
UI_PopMenu();
break;
}
}
/*
=================
UI_SaveLoad_Init
=================
*/
static void UI_SaveLoad_Init( void )
{
memset( &uiSaveLoad, 0, sizeof( uiSaveLoad_t ));
uiSaveLoad.menu.vidInitFunc = UI_SaveLoad_Init;
strcat( uiSaveLoad.hintText, "During play, you can quickly save your game by pressing " );
strcat( uiSaveLoad.hintText, KEY_KeynumToString( KEY_GetKey( "save quick" )));
strcat( uiSaveLoad.hintText, ".\nLoad this game again by pressing " );
strcat( uiSaveLoad.hintText, KEY_KeynumToString( KEY_GetKey( "load quick" )));
strcat( uiSaveLoad.hintText, ".\n" );
uiSaveLoad.background.generic.id = ID_BACKGROUND;
uiSaveLoad.background.generic.type = QMTYPE_BITMAP;
uiSaveLoad.background.generic.flags = QMF_INACTIVE;
uiSaveLoad.background.generic.x = 0;
uiSaveLoad.background.generic.y = 0;
uiSaveLoad.background.generic.width = 1024;
uiSaveLoad.background.generic.height = 768;
uiSaveLoad.background.pic = ART_BACKGROUND;
uiSaveLoad.banner.generic.id = ID_BANNER;
uiSaveLoad.banner.generic.type = QMTYPE_BITMAP;
uiSaveLoad.banner.generic.flags = QMF_INACTIVE|QMF_DRAW_ADDITIVE;
uiSaveLoad.banner.generic.x = UI_BANNER_POSX;
uiSaveLoad.banner.generic.y = UI_BANNER_POSY;
uiSaveLoad.banner.generic.width = UI_BANNER_WIDTH;
uiSaveLoad.banner.generic.height = UI_BANNER_HEIGHT;
uiSaveLoad.banner.pic = ART_BANNER;
uiSaveLoad.load.generic.id = ID_LOAD;
uiSaveLoad.load.generic.type = QMTYPE_BM_BUTTON;
uiSaveLoad.load.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
uiSaveLoad.load.generic.name = "Load game";
uiSaveLoad.load.generic.statusText = "Load a previously saved game";
uiSaveLoad.load.generic.x = 72;
uiSaveLoad.load.generic.y = 230;
uiSaveLoad.load.generic.callback = UI_SaveLoad_Callback;
UI_UtilSetupPicButton( &uiSaveLoad.load, PC_LOAD_GAME );
uiSaveLoad.save.generic.id = ID_SAVE;
uiSaveLoad.save.generic.type = QMTYPE_BM_BUTTON;
uiSaveLoad.save.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
uiSaveLoad.save.generic.name = "Save game";
uiSaveLoad.save.generic.statusText = "Save current game";
uiSaveLoad.save.generic.x = 72;
uiSaveLoad.save.generic.y = 280;
uiSaveLoad.save.generic.callback = UI_SaveLoad_Callback;
UI_UtilSetupPicButton( &uiSaveLoad.save, PC_SAVE_GAME );
uiSaveLoad.done.generic.id = ID_DONE;
uiSaveLoad.done.generic.type = QMTYPE_BM_BUTTON;
uiSaveLoad.done.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
uiSaveLoad.done.generic.name = "Done";
uiSaveLoad.done.generic.statusText = "Go back to the Main Menu";
uiSaveLoad.done.generic.x = 72;
uiSaveLoad.done.generic.y = 330;
uiSaveLoad.done.generic.callback = UI_SaveLoad_Callback;
UI_UtilSetupPicButton( &uiSaveLoad.done, PC_DONE );
uiSaveLoad.hintMessage.generic.id = ID_MSGHINT;
uiSaveLoad.hintMessage.generic.type = QMTYPE_ACTION;
uiSaveLoad.hintMessage.generic.flags = QMF_INACTIVE|QMF_SMALLFONT;
uiSaveLoad.hintMessage.generic.color = uiColorHelp;
uiSaveLoad.hintMessage.generic.name = uiSaveLoad.hintText;
uiSaveLoad.hintMessage.generic.x = 360;
uiSaveLoad.hintMessage.generic.y = 480;
UI_AddItem( &uiSaveLoad.menu, (void *)&uiSaveLoad.background );
UI_AddItem( &uiSaveLoad.menu, (void *)&uiSaveLoad.banner );
UI_AddItem( &uiSaveLoad.menu, (void *)&uiSaveLoad.load );
UI_AddItem( &uiSaveLoad.menu, (void *)&uiSaveLoad.save );
UI_AddItem( &uiSaveLoad.menu, (void *)&uiSaveLoad.done );
UI_AddItem( &uiSaveLoad.menu, (void *)&uiSaveLoad.hintMessage );
}
/*
=================
UI_SaveLoad_Precache
=================
*/
void UI_SaveLoad_Precache( void )
{
PIC_Load( ART_BACKGROUND );
PIC_Load( ART_BANNER );
}
/*
=================
UI_SaveLoad_Menu
=================
*/
void UI_SaveLoad_Menu( void )
{
if( gMenu.m_gameinfo.gamemode == GAME_MULTIPLAYER_ONLY )
{
// completely ignore save\load menus for multiplayer_only
return;
}
UI_SaveLoad_Precache();
UI_SaveLoad_Init();
UI_PushMenu( &uiSaveLoad.menu );
}