/* 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 ); }