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Xash3DArchive/mainui/menu_main.cpp

624 lines
20 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 "keydefs.h"
#include "menu_btnsbmp_table.h"
#include "menu_strings.h"
#define ART_MINIMIZE_N "gfx/shell/min_n"
#define ART_MINIMIZE_F "gfx/shell/min_f"
#define ART_MINIMIZE_D "gfx/shell/min_d"
#define ART_CLOSEBTN_N "gfx/shell/cls_n"
#define ART_CLOSEBTN_F "gfx/shell/cls_f"
#define ART_CLOSEBTN_D "gfx/shell/cls_d"
#define ID_BACKGROUND 0
#define ID_CONSOLE 1
#define ID_RESUME 2
#define ID_NEWGAME 3
#define ID_HAZARDCOURSE 4
#define ID_CONFIGURATION 5
#define ID_SAVERESTORE 6
#define ID_MULTIPLAYER 7
#define ID_CUSTOMGAME 8
#define ID_PREVIEWS 9
#define ID_QUIT 10
#define ID_QUIT_BUTTON 11
#define ID_MINIMIZE 12
#define ID_MSGBOX 13
#define ID_MSGTEXT 14
#define ID_YES 130
#define ID_NO 131
typedef struct
{
menuFramework_s menu;
menuBitmap_s background;
menuPicButton_s console;
menuPicButton_s resumeGame;
menuPicButton_s newGame;
menuPicButton_s hazardCourse;
menuPicButton_s configuration;
menuPicButton_s saveRestore;
menuPicButton_s multiPlayer;
menuPicButton_s customGame;
menuPicButton_s previews;
menuPicButton_s quit;
menuBitmap_s minimizeBtn;
menuBitmap_s quitButton;
// quit dialog
menuAction_s msgBox;
menuAction_s quitMessage;
menuAction_s dlgMessage1;
menuPicButton_s yes;
menuPicButton_s no;
} uiMain_t;
static uiMain_t uiMain;
/*
=================
UI_MsgBox_Ownerdraw
=================
*/
static void UI_MsgBox_Ownerdraw( void *self )
{
menuCommon_s *item = (menuCommon_s *)self;
UI_FillRect( item->x, item->y, item->width, item->height, uiPromptBgColor );
}
/*
=================
UI_Background_Ownerdraw
=================
*/
static void UI_Background_Ownerdraw( void *self )
{
menuCommon_s *item = (menuCommon_s *)self;
// map has background
if( CVAR_GET_FLOAT( "sv_background" )) return;
UI_DrawBackground_Callback( self );
if (uiStatic.m_fHaveSteamBackground || uiStatic.m_fDisableLogo)
return; // no logos for steam background
if( GetLogoLength() <= 0.05f || GetLogoWidth() <= 32 )
return; // don't draw stub logo (GoldSrc rules)
float logoWidth, logoHeight, logoPosY;
float scaleX, scaleY;
scaleX = ScreenWidth / 640.0f;
scaleY = ScreenHeight / 480.0f;
logoWidth = GetLogoWidth() * scaleX;
logoHeight = GetLogoHeight() * scaleY;
logoPosY = 70 * scaleY; // 70 it's empirically determined value (magic number)
DRAW_LOGO( "logo.avi", 0, logoPosY, logoWidth, logoHeight );
}
static void UI_QuitDialog( void )
{
// toggle main menu between active\inactive
// show\hide quit dialog
uiMain.console.generic.flags ^= QMF_INACTIVE;
uiMain.resumeGame.generic.flags ^= QMF_INACTIVE;
uiMain.newGame.generic.flags ^= QMF_INACTIVE;
uiMain.hazardCourse.generic.flags ^= QMF_INACTIVE;
uiMain.saveRestore.generic.flags ^= QMF_INACTIVE;
uiMain.configuration.generic.flags ^= QMF_INACTIVE;
uiMain.multiPlayer.generic.flags ^= QMF_INACTIVE;
uiMain.customGame.generic.flags ^= QMF_INACTIVE;
uiMain.previews.generic.flags ^= QMF_INACTIVE;
uiMain.quit.generic.flags ^= QMF_INACTIVE;
uiMain.minimizeBtn.generic.flags ^= QMF_INACTIVE;
uiMain.quitButton.generic.flags ^= QMF_INACTIVE;
uiMain.msgBox.generic.flags ^= QMF_HIDDEN;
uiMain.quitMessage.generic.flags ^= QMF_HIDDEN;
uiMain.no.generic.flags ^= QMF_HIDDEN;
uiMain.yes.generic.flags ^= QMF_HIDDEN;
}
static void UI_PromptDialog( void )
{
// toggle main menu between active\inactive
// show\hide quit dialog
uiMain.console.generic.flags ^= QMF_INACTIVE;
uiMain.resumeGame.generic.flags ^= QMF_INACTIVE;
uiMain.newGame.generic.flags ^= QMF_INACTIVE;
uiMain.hazardCourse.generic.flags ^= QMF_INACTIVE;
uiMain.saveRestore.generic.flags ^= QMF_INACTIVE;
uiMain.configuration.generic.flags ^= QMF_INACTIVE;
uiMain.multiPlayer.generic.flags ^= QMF_INACTIVE;
uiMain.customGame.generic.flags ^= QMF_INACTIVE;
uiMain.previews.generic.flags ^= QMF_INACTIVE;
uiMain.quit.generic.flags ^= QMF_INACTIVE;
uiMain.minimizeBtn.generic.flags ^= QMF_INACTIVE;
uiMain.quitButton.generic.flags ^= QMF_INACTIVE;
uiMain.msgBox.generic.flags ^= QMF_HIDDEN;
uiMain.dlgMessage1.generic.flags ^= QMF_HIDDEN;
uiMain.no.generic.flags ^= QMF_HIDDEN;
uiMain.yes.generic.flags ^= QMF_HIDDEN;
}
/*
=================
UI_Main_KeyFunc
=================
*/
static const char *UI_Main_KeyFunc( int key, int down )
{
if( down && key == K_ESCAPE )
{
if ( CL_IsActive( ))
{
if(!( uiMain.dlgMessage1.generic.flags & QMF_HIDDEN ))
UI_PromptDialog();
else if(!( uiMain.quitMessage.generic.flags & QMF_HIDDEN ))
UI_QuitDialog();
else UI_CloseMenu();
}
else UI_QuitDialog();
return uiSoundNull;
}
return UI_DefaultKey( &uiMain.menu, key, down );
}
/*
=================
UI_Main_ActivateFunc
=================
*/
static void UI_Main_ActivateFunc( void )
{
if ( !CL_IsActive( ))
uiMain.resumeGame.generic.flags |= QMF_HIDDEN;
if( gpGlobals->developer )
{
uiMain.console.generic.y = CL_IsActive() ? 180 : 230;
UI_ScaleCoords( NULL, &uiMain.console.generic.y, NULL, NULL );
}
}
/*
=================
UI_Main_HazardCourse
=================
*/
static void UI_Main_HazardCourse( void )
{
if( CVAR_GET_FLOAT( "host_serverstate" ) && CVAR_GET_FLOAT( "maxplayers" ) > 1 )
HOST_ENDGAME( "end of the game" );
CVAR_SET_FLOAT( "skill", 1.0f );
CVAR_SET_FLOAT( "deathmatch", 0.0f );
CVAR_SET_FLOAT( "teamplay", 0.0f );
CVAR_SET_FLOAT( "pausable", 1.0f ); // singleplayer is always allowing pause
CVAR_SET_FLOAT( "coop", 0.0f );
CLIENT_COMMAND( FALSE, "hazardcourse\n" );
}
/*
=================
UI_Main_Callback
=================
*/
static void UI_Main_Callback( void *self, int event )
{
menuCommon_s *item = (menuCommon_s *)self;
switch( item->id )
{
case ID_QUIT_BUTTON:
if( event == QM_PRESSED )
((menuBitmap_s *)self)->focusPic = ART_CLOSEBTN_D;
else ((menuBitmap_s *)self)->focusPic = ART_CLOSEBTN_F;
break;
case ID_MINIMIZE:
if( event == QM_PRESSED )
((menuBitmap_s *)self)->focusPic = ART_MINIMIZE_D;
else ((menuBitmap_s *)self)->focusPic = ART_MINIMIZE_F;
break;
}
if( event != QM_ACTIVATED )
return;
switch( item->id )
{
case ID_CONSOLE:
UI_SetActiveMenu( FALSE );
KEY_SetDest( KEY_CONSOLE );
break;
case ID_RESUME:
UI_CloseMenu();
break;
case ID_NEWGAME:
UI_NewGame_Menu();
break;
case ID_HAZARDCOURSE:
if( CL_IsActive( ))
UI_PromptDialog();
else UI_Main_HazardCourse();
break;
case ID_MULTIPLAYER:
UI_MultiPlayer_Menu();
break;
case ID_CONFIGURATION:
UI_Options_Menu();
break;
case ID_SAVERESTORE:
if( CL_IsActive( ))
UI_SaveLoad_Menu();
else UI_LoadGame_Menu();
break;
case ID_CUSTOMGAME:
UI_CustomGame_Menu();
break;
case ID_PREVIEWS:
SHELL_EXECUTE( MenuStrings[HINT_PREVIEWS_CMD], NULL, false );
break;
case ID_QUIT:
case ID_QUIT_BUTTON:
UI_QuitDialog();
break;
case ID_MINIMIZE:
CLIENT_COMMAND( FALSE, "minimize\n" );
break;
case ID_YES:
if( !( uiMain.quitMessage.generic.flags & QMF_HIDDEN ))
CLIENT_COMMAND( FALSE, "quit\n" );
else UI_Main_HazardCourse();
break;
case ID_NO:
if( !( uiMain.quitMessage.generic.flags & QMF_HIDDEN ))
UI_QuitDialog();
else UI_PromptDialog();
break;
}
}
/*
=================
UI_Main_Init
=================
*/
static void UI_Main_Init( void )
{
bool bTrainMap;
bool bCustomGame;
memset( &uiMain, 0, sizeof( uiMain_t ));
// training map is present and not equal to startmap
if( strlen( gMenu.m_gameinfo.trainmap ) && stricmp( gMenu.m_gameinfo.trainmap, gMenu.m_gameinfo.startmap ))
bTrainMap = true;
else bTrainMap = false;
if( CVAR_GET_FLOAT( "host_allow_changegame" ))
bCustomGame = true;
else bCustomGame = false;
// precache .avi file and get logo width and height
PRECACHE_LOGO( "logo.avi" );
uiMain.menu.vidInitFunc = UI_Main_Init;
uiMain.menu.keyFunc = UI_Main_KeyFunc;
uiMain.menu.activateFunc = UI_Main_ActivateFunc;
uiMain.background.generic.id = ID_BACKGROUND;
uiMain.background.generic.type = QMTYPE_BITMAP;
uiMain.background.generic.flags = QMF_INACTIVE;
uiMain.background.generic.x = 0;
uiMain.background.generic.y = 0;
uiMain.background.generic.width = 1024;
uiMain.background.generic.height = 768;
uiMain.background.pic = ART_BACKGROUND;
uiMain.background.generic.ownerdraw = UI_Background_Ownerdraw;
uiMain.console.generic.id = ID_CONSOLE;
uiMain.console.generic.type = QMTYPE_BM_BUTTON;
uiMain.console.generic.name = "Console";
uiMain.console.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW;
uiMain.console.generic.x = 72;
uiMain.console.generic.y = CL_IsActive() ? 180 : 230;
uiMain.console.generic.callback = UI_Main_Callback;
UI_UtilSetupPicButton( &uiMain.console, PC_CONSOLE );
uiMain.resumeGame.generic.id = ID_RESUME;
uiMain.resumeGame.generic.type = QMTYPE_BM_BUTTON;
uiMain.resumeGame.generic.name = "Resume game";
uiMain.resumeGame.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
uiMain.resumeGame.generic.statusText = MenuStrings[HINT_RESUME_GAME];
uiMain.resumeGame.generic.x = 72;
uiMain.resumeGame.generic.y = 230;
uiMain.resumeGame.generic.callback = UI_Main_Callback;
UI_UtilSetupPicButton( &uiMain.resumeGame, PC_RESUME_GAME );
uiMain.newGame.generic.id = ID_NEWGAME;
uiMain.newGame.generic.type = QMTYPE_BM_BUTTON;
uiMain.newGame.generic.name = "New game";
uiMain.newGame.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
uiMain.newGame.generic.statusText = MenuStrings[HINT_NEWGAME];
uiMain.newGame.generic.x = 72;
uiMain.newGame.generic.y = 280;
uiMain.newGame.generic.callback = UI_Main_Callback;
UI_UtilSetupPicButton( &uiMain.newGame, PC_NEW_GAME );
if ( gMenu.m_gameinfo.gamemode == GAME_MULTIPLAYER_ONLY || !strlen( gMenu.m_gameinfo.startmap ))
uiMain.newGame.generic.flags |= QMF_GRAYED;
uiMain.hazardCourse.generic.id = ID_HAZARDCOURSE;
uiMain.hazardCourse.generic.type = QMTYPE_BM_BUTTON;
uiMain.hazardCourse.generic.name = "Hazard course";
uiMain.hazardCourse.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
uiMain.hazardCourse.generic.statusText = MenuStrings[HINT_HAZARD_COURSE];
uiMain.hazardCourse.generic.x = 72;
uiMain.hazardCourse.generic.y = 330;
uiMain.hazardCourse.generic.callback = UI_Main_Callback;
UI_UtilSetupPicButton( &uiMain.hazardCourse, PC_HAZARD_COURSE );
uiMain.saveRestore.generic.id = ID_SAVERESTORE;
uiMain.saveRestore.generic.type = QMTYPE_BM_BUTTON;
uiMain.saveRestore.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
// server.dll needs for reading savefiles or startup newgame
if( !CheckGameDll( ))
{
uiMain.saveRestore.generic.flags |= QMF_GRAYED;
uiMain.hazardCourse.generic.flags |= QMF_GRAYED;
uiMain.newGame.generic.flags |= QMF_GRAYED;
}
if( CL_IsActive( ))
{
uiMain.saveRestore.generic.name = "Save\\Load Game";
uiMain.saveRestore.generic.statusText = MenuStrings[HINT_SAVELOADGAME];
UI_UtilSetupPicButton(&uiMain.saveRestore,PC_SAVE_LOAD_GAME);
}
else
{
uiMain.saveRestore.generic.name = "Load Game";
uiMain.saveRestore.generic.statusText = MenuStrings[HINT_LOADGAME];
uiMain.resumeGame.generic.flags |= QMF_HIDDEN;
UI_UtilSetupPicButton( &uiMain.saveRestore, PC_LOAD_GAME );
}
uiMain.saveRestore.generic.x = 72;
uiMain.saveRestore.generic.y = bTrainMap ? 380 : 330;
uiMain.saveRestore.generic.callback = UI_Main_Callback;
uiMain.configuration.generic.id = ID_CONFIGURATION;
uiMain.configuration.generic.type = QMTYPE_BM_BUTTON;
uiMain.configuration.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
uiMain.configuration.generic.name = "Configuration";
uiMain.configuration.generic.statusText = MenuStrings[HINT_CONFIGURATION];
uiMain.configuration.generic.x = 72;
uiMain.configuration.generic.y = bTrainMap ? 430 : 380;
uiMain.configuration.generic.callback = UI_Main_Callback;
UI_UtilSetupPicButton( &uiMain.configuration, PC_CONFIG );
uiMain.multiPlayer.generic.id = ID_MULTIPLAYER;
uiMain.multiPlayer.generic.type = QMTYPE_BM_BUTTON;
uiMain.multiPlayer.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
uiMain.multiPlayer.generic.name = "Multiplayer";
uiMain.multiPlayer.generic.statusText = MenuStrings[HINT_MULTIPLAYER];
uiMain.multiPlayer.generic.x = 72;
uiMain.multiPlayer.generic.y = bTrainMap ? 480 : 430;
uiMain.multiPlayer.generic.callback = UI_Main_Callback;
UI_UtilSetupPicButton( &uiMain.multiPlayer, PC_MULTIPLAYER );
if ( gMenu.m_gameinfo.gamemode == GAME_SINGLEPLAYER_ONLY )
uiMain.multiPlayer.generic.flags |= QMF_GRAYED;
if ( gMenu.m_gameinfo.gamemode == GAME_MULTIPLAYER_ONLY )
{
uiMain.saveRestore.generic.flags |= QMF_GRAYED;
uiMain.hazardCourse.generic.flags |= QMF_GRAYED;
}
uiMain.customGame.generic.id = ID_CUSTOMGAME;
uiMain.customGame.generic.type = QMTYPE_BM_BUTTON;
uiMain.customGame.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
uiMain.customGame.generic.name = "Custom Game";
uiMain.customGame.generic.statusText = MenuStrings[HINT_CUSTOM_GAME];
uiMain.customGame.generic.x = 72;
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 );
}