forked from a1batross/Paranoia2_original
192 lines
5.4 KiB
C++
192 lines
5.4 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 "menu_btnsbmp_table.h"
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#define ART_BANNER "gfx/shell/head_saveload"
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#define ID_BACKGROUND 0
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#define ID_BANNER 1
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#define ID_LOAD 2
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#define ID_SAVE 3
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#define ID_DONE 4
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#define ID_MSGHINT 5
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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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menuBitmap_s banner;
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menuPicButton_s save;
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menuPicButton_s load;
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menuPicButton_s done;
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menuAction_s hintMessage;
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char hintText[MAX_HINT_TEXT];
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} uiSaveLoad_t;
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static uiSaveLoad_t uiSaveLoad;
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/*
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=================
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UI_SaveLoad_Callback
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=================
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*/
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static void UI_SaveLoad_Callback( void *self, int event )
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{
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menuCommon_s *item = (menuCommon_s *)self;
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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_LOAD:
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UI_LoadGame_Menu();
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break;
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case ID_SAVE:
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UI_SaveGame_Menu();
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break;
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case ID_DONE:
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UI_PopMenu();
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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_SaveLoad_Init
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=================
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*/
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static void UI_SaveLoad_Init( void )
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{
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memset( &uiSaveLoad, 0, sizeof( uiSaveLoad_t ));
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uiSaveLoad.menu.vidInitFunc = UI_SaveLoad_Init;
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strcat( uiSaveLoad.hintText, "During play, you can quickly save your game by pressing " );
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strcat( uiSaveLoad.hintText, KEY_KeynumToString( KEY_GetKey( "save quick" )));
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strcat( uiSaveLoad.hintText, ".\nLoad this game again by pressing " );
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strcat( uiSaveLoad.hintText, KEY_KeynumToString( KEY_GetKey( "load quick" )));
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strcat( uiSaveLoad.hintText, ".\n" );
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uiSaveLoad.background.generic.id = ID_BACKGROUND;
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uiSaveLoad.background.generic.type = QMTYPE_BITMAP;
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uiSaveLoad.background.generic.flags = QMF_INACTIVE;
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uiSaveLoad.background.generic.x = 0;
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uiSaveLoad.background.generic.y = 0;
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uiSaveLoad.background.generic.width = 1024;
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uiSaveLoad.background.generic.height = 768;
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uiSaveLoad.background.pic = ART_BACKGROUND;
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uiSaveLoad.banner.generic.id = ID_BANNER;
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uiSaveLoad.banner.generic.type = QMTYPE_BITMAP;
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uiSaveLoad.banner.generic.flags = QMF_INACTIVE|QMF_DRAW_ADDITIVE;
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uiSaveLoad.banner.generic.x = UI_BANNER_POSX;
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uiSaveLoad.banner.generic.y = UI_BANNER_POSY;
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uiSaveLoad.banner.generic.width = UI_BANNER_WIDTH;
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uiSaveLoad.banner.generic.height = UI_BANNER_HEIGHT;
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uiSaveLoad.banner.pic = ART_BANNER;
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uiSaveLoad.load.generic.id = ID_LOAD;
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uiSaveLoad.load.generic.type = QMTYPE_BM_BUTTON;
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uiSaveLoad.load.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
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uiSaveLoad.load.generic.name = "Load game";
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uiSaveLoad.load.generic.statusText = "Load a previously saved game";
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uiSaveLoad.load.generic.x = 72;
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uiSaveLoad.load.generic.y = 230;
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uiSaveLoad.load.generic.callback = UI_SaveLoad_Callback;
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UI_UtilSetupPicButton( &uiSaveLoad.load, PC_LOAD_GAME );
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uiSaveLoad.save.generic.id = ID_SAVE;
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uiSaveLoad.save.generic.type = QMTYPE_BM_BUTTON;
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uiSaveLoad.save.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
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uiSaveLoad.save.generic.name = "Save game";
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uiSaveLoad.save.generic.statusText = "Save current game";
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uiSaveLoad.save.generic.x = 72;
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uiSaveLoad.save.generic.y = 280;
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uiSaveLoad.save.generic.callback = UI_SaveLoad_Callback;
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UI_UtilSetupPicButton( &uiSaveLoad.save, PC_SAVE_GAME );
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uiSaveLoad.done.generic.id = ID_DONE;
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uiSaveLoad.done.generic.type = QMTYPE_BM_BUTTON;
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uiSaveLoad.done.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
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uiSaveLoad.done.generic.name = "Done";
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uiSaveLoad.done.generic.statusText = "Go back to the Main Menu";
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uiSaveLoad.done.generic.x = 72;
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uiSaveLoad.done.generic.y = 330;
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uiSaveLoad.done.generic.callback = UI_SaveLoad_Callback;
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UI_UtilSetupPicButton( &uiSaveLoad.done, PC_DONE );
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uiSaveLoad.hintMessage.generic.id = ID_MSGHINT;
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uiSaveLoad.hintMessage.generic.type = QMTYPE_ACTION;
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uiSaveLoad.hintMessage.generic.flags = QMF_INACTIVE|QMF_SMALLFONT;
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uiSaveLoad.hintMessage.generic.color = uiColorHelp;
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uiSaveLoad.hintMessage.generic.name = uiSaveLoad.hintText;
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uiSaveLoad.hintMessage.generic.x = 360;
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uiSaveLoad.hintMessage.generic.y = 480;
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UI_AddItem( &uiSaveLoad.menu, (void *)&uiSaveLoad.background );
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UI_AddItem( &uiSaveLoad.menu, (void *)&uiSaveLoad.banner );
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UI_AddItem( &uiSaveLoad.menu, (void *)&uiSaveLoad.load );
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UI_AddItem( &uiSaveLoad.menu, (void *)&uiSaveLoad.save );
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UI_AddItem( &uiSaveLoad.menu, (void *)&uiSaveLoad.done );
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UI_AddItem( &uiSaveLoad.menu, (void *)&uiSaveLoad.hintMessage );
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}
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/*
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=================
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UI_SaveLoad_Precache
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=================
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*/
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void UI_SaveLoad_Precache( void )
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{
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PIC_Load( ART_BACKGROUND );
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PIC_Load( ART_BANNER );
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}
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/*
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=================
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UI_SaveLoad_Menu
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=================
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*/
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void UI_SaveLoad_Menu( void )
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{
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if( gMenu.m_gameinfo.gamemode == GAME_MULTIPLAYER_ONLY )
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{
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// completely ignore save\load menus for multiplayer_only
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return;
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}
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UI_SaveLoad_Precache();
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UI_SaveLoad_Init();
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UI_PushMenu( &uiSaveLoad.menu );
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} |