This repository has been archived on 2022-06-27. You can view files and clone it, but cannot push or open issues or pull requests.
Xash3DArchive/gameui/menu_main.cpp

588 lines
19 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"
#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_PLAYRECORD 7
#define ID_MULTIPLAYER 8
#define ID_CUSTOMGAME 9
#define ID_CREDITS 10
#define ID_QUIT 11
#define ID_QUIT_BUTTON 12
#define ID_MINIMIZE 13
#define ID_MSGBOX 14
#define ID_MSGTEXT 15
#define ID_YES 16
#define ID_NO 17
typedef struct
{
menuFramework_s menu;
menuBitmap_s background;
menuAction_s console;
menuAction_s resumeGame;
menuAction_s newGame;
menuAction_s hazardCourse;
menuAction_s configuration;
menuAction_s saveRestore;
menuAction_s playRecord;
menuAction_s multiPlayer;
menuAction_s customGame;
menuAction_s credits;
menuAction_s quit;
menuBitmap_s minimizeBtn;
menuBitmap_s quitButton;
// quit dialog
menuAction_s msgBox;
menuAction_s quitMessage;
menuAction_s dlgMessage1;
menuAction_s dlgMessage2;
menuAction_s yes;
menuAction_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 );
}
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.playRecord.generic.flags ^= QMF_INACTIVE;
uiMain.configuration.generic.flags ^= QMF_INACTIVE;
uiMain.multiPlayer.generic.flags ^= QMF_INACTIVE;
uiMain.customGame.generic.flags ^= QMF_INACTIVE;
uiMain.credits.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.playRecord.generic.flags ^= QMF_INACTIVE;
uiMain.configuration.generic.flags ^= QMF_INACTIVE;
uiMain.multiPlayer.generic.flags ^= QMF_INACTIVE;
uiMain.customGame.generic.flags ^= QMF_INACTIVE;
uiMain.credits.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.dlgMessage2.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() ? 130 : 180;
UI_ScaleCoords( NULL, &uiMain.console.generic.y, NULL, NULL );
}
}
/*
=================
UI_Main_HazardCourse
=================
*/
static void UI_Main_HazardCourse( void )
{
CVAR_SET_FLOAT( "skill", 0.0f );
CVAR_SET_FLOAT( "deathmatch", 0.0f );
CVAR_SET_FLOAT( "gamerules", 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 );
HOST_NEWGAME( gMenu.m_gameinfo.trainmap );
}
/*
=================
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_PLAYRECORD:
if( CL_IsActive( ) && !gpGlobals->demoplayback )
UI_PlayRec_Menu();
else UI_PlayDemo_Menu();
break;
case ID_CUSTOMGAME:
UI_CustomGame_Menu();
break;
case ID_CREDITS:
UI_Credits_Menu();
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 )
{
memset( &uiMain, 0, sizeof( uiMain_t ));
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.console.generic.id = ID_CONSOLE;
uiMain.console.generic.type = QMTYPE_ACTION;
uiMain.console.generic.name = "Console";
uiMain.console.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW;
uiMain.console.generic.x = 72;
uiMain.console.generic.y = CL_IsActive() ? 130 : 180;
uiMain.console.generic.callback = UI_Main_Callback;
uiMain.resumeGame.generic.id = ID_RESUME;
uiMain.resumeGame.generic.type = QMTYPE_ACTION;
uiMain.resumeGame.generic.name = "Resume game";
uiMain.resumeGame.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
uiMain.resumeGame.generic.statusText = "Return to game.";
uiMain.resumeGame.generic.x = 72;
uiMain.resumeGame.generic.y = 180;
uiMain.resumeGame.generic.callback = UI_Main_Callback;
uiMain.newGame.generic.id = ID_NEWGAME;
uiMain.newGame.generic.type = QMTYPE_ACTION;
uiMain.newGame.generic.name = "New game";
uiMain.newGame.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
uiMain.newGame.generic.statusText = "Start a new game.";
uiMain.newGame.generic.x = 72;
uiMain.newGame.generic.y = 230;
uiMain.newGame.generic.callback = UI_Main_Callback;
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_ACTION;
uiMain.hazardCourse.generic.name = "Hazard course";
uiMain.hazardCourse.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
uiMain.hazardCourse.generic.statusText = "Learn how to play the game";
uiMain.hazardCourse.generic.x = 72;
uiMain.hazardCourse.generic.y = 280;
uiMain.hazardCourse.generic.callback = UI_Main_Callback;
if ( gMenu.m_gameinfo.gamemode == GAME_MULTIPLAYER_ONLY )
{
uiMain.playRecord.generic.id = ID_PLAYRECORD;
uiMain.playRecord.generic.type = QMTYPE_ACTION;
uiMain.playRecord.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
if ( CL_IsActive( ))
{
if ( !gpGlobals->demoplayback )
{
uiMain.playRecord.generic.name = "Play\\Rec Demo";
uiMain.playRecord.generic.statusText = "Play a demo, record the new demo.";
uiMain.resumeGame.generic.name = "Resume Game";
uiMain.resumeGame.generic.statusText = "Return to game.";
}
else
{
uiMain.playRecord.generic.name = "Play Demo";
uiMain.playRecord.generic.statusText = "Play a game demo.";
uiMain.resumeGame.generic.name = "Resume Demo";
uiMain.resumeGame.generic.statusText = "Return to demo.";
}
}
else
{
uiMain.playRecord.generic.name = "Play Demo";
uiMain.playRecord.generic.statusText = "Play a recorded game movie.";
uiMain.resumeGame.generic.name = "Resume Game";
uiMain.resumeGame.generic.statusText = "Return to game.";
uiMain.resumeGame.generic.flags |= QMF_HIDDEN;
}
uiMain.playRecord.generic.x = 72;
uiMain.playRecord.generic.y = strlen( gMenu.m_gameinfo.trainmap ) ? 330 : 280;
uiMain.playRecord.generic.callback = UI_Main_Callback;
}
else
{
uiMain.saveRestore.generic.id = ID_SAVERESTORE;
uiMain.saveRestore.generic.type = QMTYPE_ACTION;
uiMain.saveRestore.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
char libpath[128];
// server.dll needs for reading savefiles or startup newgame
UI_BuildPath( "server", libpath );
if( !FILE_EXISTS( libpath ))
{
uiMain.saveRestore.generic.flags |= QMF_GRAYED;
uiMain.newGame.generic.flags |= QMF_GRAYED;
}
if ( CL_IsActive( ))
{
uiMain.saveRestore.generic.name = "Save\\Load Game";
uiMain.saveRestore.generic.statusText = "Load a saved game, save the current game.";
}
else
{
uiMain.saveRestore.generic.name = "Load Game";
uiMain.saveRestore.generic.statusText = "Load a previously saved game.";
uiMain.resumeGame.generic.flags |= QMF_HIDDEN;
}
uiMain.saveRestore.generic.x = 72;
uiMain.saveRestore.generic.y = strlen( gMenu.m_gameinfo.trainmap ) ? 330 : 280;
uiMain.saveRestore.generic.callback = UI_Main_Callback;
}
uiMain.configuration.generic.id = ID_CONFIGURATION;
uiMain.configuration.generic.type = QMTYPE_ACTION;
uiMain.configuration.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
uiMain.configuration.generic.name = "Configuration";
uiMain.configuration.generic.statusText = "Change game settings, configure controls";
uiMain.configuration.generic.x = 72;
uiMain.configuration.generic.y = strlen( gMenu.m_gameinfo.trainmap ) ? 380 : 330;
uiMain.configuration.generic.callback = UI_Main_Callback;
uiMain.multiPlayer.generic.id = ID_MULTIPLAYER;
uiMain.multiPlayer.generic.type = QMTYPE_ACTION;
uiMain.multiPlayer.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
uiMain.multiPlayer.generic.name = "Multiplayer";
uiMain.multiPlayer.generic.statusText = "Search for internet servers, configure character";
uiMain.multiPlayer.generic.x = 72;
uiMain.multiPlayer.generic.y = strlen( gMenu.m_gameinfo.trainmap ) ? 430 : 380;
uiMain.multiPlayer.generic.callback = UI_Main_Callback;
if ( gMenu.m_gameinfo.gamemode == GAME_SINGLEPLAYER_ONLY )
uiMain.multiPlayer.generic.flags |= QMF_GRAYED;
uiMain.customGame.generic.id = ID_CUSTOMGAME;
uiMain.customGame.generic.type = QMTYPE_ACTION;
uiMain.customGame.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
uiMain.customGame.generic.name = "Custom Game";
uiMain.customGame.generic.statusText = "Select a custom game";
uiMain.customGame.generic.x = 72;
uiMain.customGame.generic.y = strlen( gMenu.m_gameinfo.trainmap ) ? 480 : 430;
uiMain.customGame.generic.callback = UI_Main_Callback;
uiMain.credits.generic.id = ID_CREDITS;
uiMain.credits.generic.type = QMTYPE_ACTION;
uiMain.credits.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
uiMain.credits.generic.name = "About";
uiMain.credits.generic.statusText = "Game credits";
uiMain.credits.generic.x = 72;
uiMain.credits.generic.y = strlen( gMenu.m_gameinfo.trainmap ) ? 530 : 480;
uiMain.credits.generic.callback = UI_Main_Callback;
uiMain.quit.generic.id = ID_QUIT;
uiMain.quit.generic.type = QMTYPE_ACTION;
uiMain.quit.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_NOTIFY;
uiMain.quit.generic.name = "Quit";
uiMain.quit.generic.statusText = "Quit from game";
uiMain.quit.generic.x = 72;
uiMain.quit.generic.y = strlen( gMenu.m_gameinfo.trainmap ) ? 580 : 530;
uiMain.quit.generic.callback = UI_Main_Callback;
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;
uiMain.quitMessage.generic.name = "Are you sure you want to quit?";
uiMain.quitMessage.generic.x = 248;
uiMain.quitMessage.generic.y = 280;
uiMain.dlgMessage1.generic.id = ID_MSGTEXT;
uiMain.dlgMessage1.generic.type = QMTYPE_ACTION;
uiMain.dlgMessage1.generic.flags = QMF_INACTIVE|QMF_HIDDEN;
uiMain.dlgMessage1.generic.name = "Starting a Hazard Course will exit";
uiMain.dlgMessage1.generic.x = 212;
uiMain.dlgMessage1.generic.y = 280;
uiMain.dlgMessage2.generic.id = ID_MSGTEXT;
uiMain.dlgMessage2.generic.type = QMTYPE_ACTION;
uiMain.dlgMessage2.generic.flags = QMF_INACTIVE|QMF_HIDDEN;
uiMain.dlgMessage2.generic.name = "any current game, OK to exit?";
uiMain.dlgMessage2.generic.x = 256;
uiMain.dlgMessage2.generic.y = 310;
uiMain.yes.generic.id = ID_YES;
uiMain.yes.generic.type = QMTYPE_ACTION;
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;
uiMain.no.generic.id = ID_NO;
uiMain.no.generic.type = QMTYPE_ACTION;
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_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 ( strlen( gMenu.m_gameinfo.trainmap ))
UI_AddItem( &uiMain.menu, (void *)&uiMain.hazardCourse );
if ( gMenu.m_gameinfo.gamemode == GAME_MULTIPLAYER_ONLY )
UI_AddItem( &uiMain.menu, (void *)&uiMain.playRecord );
else UI_AddItem( &uiMain.menu, (void *)&uiMain.saveRestore );
UI_AddItem( &uiMain.menu, (void *)&uiMain.configuration );
UI_AddItem( &uiMain.menu, (void *)&uiMain.multiPlayer );
UI_AddItem( &uiMain.menu, (void *)&uiMain.customGame );
UI_AddItem( &uiMain.menu, (void *)&uiMain.credits );
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.dlgMessage2 );
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 );
}
/*
=================
UI_Main_Menu
=================
*/
void UI_Main_Menu( void )
{
UI_Main_Precache();
UI_Main_Init();
UI_PushMenu( &uiMain.menu );
}