forked from FWGS/Paranoia2
390 lines
13 KiB
C++
390 lines
13 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 "keydefs.h"
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#include "menu_btnsbmp_table.h"
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#define ART_BANNER "gfx/shell/head_custom"
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#define ID_BACKGROUND 0
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#define ID_BANNER 1
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#define ID_ACTIVATE 2
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#define ID_DONE 3
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#define ID_GOTOSITE 4
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#define ID_MODLIST 5
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#define ID_TABLEHINT 6
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#define ID_MSGBOX 7
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#define ID_MSGTEXT 8
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#define ID_YES 130
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#define ID_NO 131
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#define MAX_MODS 512 // engine limit
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#define TYPE_LENGTH 16
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#define NAME_SPACE 4
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#define NAME_LENGTH 32+TYPE_LENGTH
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#define VER_LENGTH 6+NAME_LENGTH
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#define SIZE_LENGTH 10+VER_LENGTH
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typedef struct
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{
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char modsDir[MAX_MODS][64];
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char modsWebSites[MAX_MODS][256];
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char modsDescription[MAX_MODS][256];
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char *modsDescriptionPtr[MAX_MODS];
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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 load;
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menuPicButton_s go2url;
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menuPicButton_s done;
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// prompt dialog
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menuAction_s msgBox;
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menuAction_s promptMessage;
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menuPicButton_s yes;
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menuPicButton_s no;
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menuScrollList_s modList;
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menuAction_s hintMessage;
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char hintText[MAX_HINT_TEXT];
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} uiCustomGame_t;
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static uiCustomGame_t uiCustomGame;
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/*
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=================
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UI_MsgBox_Ownerdraw
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=================
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*/
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static void UI_MsgBox_Ownerdraw( void *self )
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{
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menuCommon_s *item = (menuCommon_s *)self;
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UI_FillRect( item->x, item->y, item->width, item->height, uiPromptBgColor );
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}
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static void UI_EndGameDialog( void )
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{
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// toggle main menu between active\inactive
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// show\hide delete dialog
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uiCustomGame.load.generic.flags ^= QMF_INACTIVE;
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uiCustomGame.go2url.generic.flags ^= QMF_INACTIVE;
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uiCustomGame.done.generic.flags ^= QMF_INACTIVE;
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uiCustomGame.modList.generic.flags ^= QMF_INACTIVE;
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uiCustomGame.msgBox.generic.flags ^= QMF_HIDDEN;
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uiCustomGame.promptMessage.generic.flags ^= QMF_HIDDEN;
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uiCustomGame.no.generic.flags ^= QMF_HIDDEN;
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uiCustomGame.yes.generic.flags ^= QMF_HIDDEN;
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}
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/*
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=================
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UI_LoadGame_KeyFunc
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=================
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*/
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static const char *UI_CustomGame_KeyFunc( int key, int down )
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{
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if( down && key == K_ESCAPE && uiCustomGame.load.generic.flags & QMF_INACTIVE )
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{
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UI_EndGameDialog();
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return uiSoundNull;
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}
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return UI_DefaultKey( &uiCustomGame.menu, key, down );
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}
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/*
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=================
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UI_CustomGame_GetModList
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=================
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*/
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static void UI_CustomGame_GetModList( void )
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{
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int numGames;
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GAMEINFO **games;
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games = GET_GAMES_LIST( &numGames );
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for( int i = 0; i < numGames; i++ )
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{
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strncpy( uiCustomGame.modsDir[i], games[i]->gamefolder, sizeof( uiCustomGame.modsDir[i] ));
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strncpy( uiCustomGame.modsWebSites[i], games[i]->game_url, sizeof( uiCustomGame.modsWebSites[i] ));
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if( strlen( games[i]->type ))
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StringConcat( uiCustomGame.modsDescription[i], games[i]->type, TYPE_LENGTH );
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StringConcat( uiCustomGame.modsDescription[i], uiEmptyString, TYPE_LENGTH );
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if( ColorStrlen( games[i]->title ) > 31 ) // NAME_LENGTH
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{
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StringConcat( uiCustomGame.modsDescription[i], games[i]->title, ( NAME_LENGTH - NAME_SPACE ));
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StringConcat( uiCustomGame.modsDescription[i], "...", NAME_LENGTH );
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}
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else StringConcat( uiCustomGame.modsDescription[i], games[i]->title, NAME_LENGTH );
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StringConcat( uiCustomGame.modsDescription[i], uiEmptyString, NAME_LENGTH );
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StringConcat( uiCustomGame.modsDescription[i], games[i]->version, VER_LENGTH );
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StringConcat( uiCustomGame.modsDescription[i], uiEmptyString, VER_LENGTH );
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if( strlen( games[i]->size ))
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StringConcat( uiCustomGame.modsDescription[i], games[i]->size, SIZE_LENGTH );
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else StringConcat( uiCustomGame.modsDescription[i], "0.0 Mb", SIZE_LENGTH );
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StringConcat( uiCustomGame.modsDescription[i], uiEmptyString, SIZE_LENGTH );
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uiCustomGame.modsDescriptionPtr[i] = uiCustomGame.modsDescription[i];
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if( !strcmp( gMenu.m_gameinfo.gamefolder, games[i]->gamefolder ))
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uiCustomGame.modList.curItem = i;
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}
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for( ; i < MAX_MODS; i++ )
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uiCustomGame.modsDescriptionPtr[i] = NULL;
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uiCustomGame.modList.itemNames = (const char **)uiCustomGame.modsDescriptionPtr;
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// see if the load button should be grayed
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if( !stricmp( gMenu.m_gameinfo.gamefolder, uiCustomGame.modsDir[uiCustomGame.modList.curItem] ))
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uiCustomGame.load.generic.flags |= QMF_GRAYED;
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if( strlen( uiCustomGame.modsWebSites[uiCustomGame.modList.curItem] ) == 0 )
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uiCustomGame.go2url.generic.flags |= QMF_GRAYED;
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}
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/*
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=================
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UI_CustomGame_Callback
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=================
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*/
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static void UI_CustomGame_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_CHANGED )
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{
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// aee if the load button should be grayed
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if( !stricmp( gMenu.m_gameinfo.gamefolder, uiCustomGame.modsDir[uiCustomGame.modList.curItem] ))
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uiCustomGame.load.generic.flags |= QMF_GRAYED;
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else uiCustomGame.load.generic.flags &= ~QMF_GRAYED;
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if( strlen( uiCustomGame.modsWebSites[uiCustomGame.modList.curItem] ) == 0 )
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uiCustomGame.go2url.generic.flags |= QMF_GRAYED;
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else uiCustomGame.go2url.generic.flags &= ~QMF_GRAYED;
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return;
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}
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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_DONE:
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UI_PopMenu();
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break;
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case ID_GOTOSITE:
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if( strlen( uiCustomGame.modsWebSites[uiCustomGame.modList.curItem] ))
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SHELL_EXECUTE( uiCustomGame.modsWebSites[uiCustomGame.modList.curItem], NULL, false );
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break;
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case ID_ACTIVATE:
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case ID_NO:
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if ( CL_IsActive( ))
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{
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UI_EndGameDialog();
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break; // don't fuck up the game
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}
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case ID_YES:
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// restart all engine systems with new game
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char cmd[128];
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sprintf( cmd, "game %s\n", uiCustomGame.modsDir[uiCustomGame.modList.curItem] );
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CLIENT_COMMAND( FALSE, cmd );
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UI_EndGameDialog();
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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_CustomGame_Init
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=================
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*/
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static void UI_CustomGame_Init( void )
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{
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memset( &uiCustomGame, 0, sizeof( uiCustomGame_t ));
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uiCustomGame.menu.vidInitFunc = UI_CustomGame_Init;
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uiCustomGame.menu.keyFunc = UI_CustomGame_KeyFunc;
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StringConcat( uiCustomGame.hintText, "Type", TYPE_LENGTH );
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StringConcat( uiCustomGame.hintText, uiEmptyString, TYPE_LENGTH );
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StringConcat( uiCustomGame.hintText, "Name", NAME_LENGTH );
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StringConcat( uiCustomGame.hintText, uiEmptyString, NAME_LENGTH );
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StringConcat( uiCustomGame.hintText, "Version", VER_LENGTH );
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StringConcat( uiCustomGame.hintText, uiEmptyString, VER_LENGTH );
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StringConcat( uiCustomGame.hintText, "Size", SIZE_LENGTH );
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StringConcat( uiCustomGame.hintText, uiEmptyString, SIZE_LENGTH );
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uiCustomGame.background.generic.id = ID_BACKGROUND;
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uiCustomGame.background.generic.type = QMTYPE_BITMAP;
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uiCustomGame.background.generic.flags = QMF_INACTIVE;
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uiCustomGame.background.generic.x = 0;
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uiCustomGame.background.generic.y = 0;
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uiCustomGame.background.generic.width = 1024;
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uiCustomGame.background.generic.height = 768;
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uiCustomGame.background.pic = ART_BACKGROUND;
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uiCustomGame.banner.generic.id = ID_BANNER;
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uiCustomGame.banner.generic.type = QMTYPE_BITMAP;
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uiCustomGame.banner.generic.flags = QMF_INACTIVE|QMF_DRAW_ADDITIVE;
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uiCustomGame.banner.generic.x = UI_BANNER_POSX;
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uiCustomGame.banner.generic.y = UI_BANNER_POSY;
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uiCustomGame.banner.generic.width = UI_BANNER_WIDTH;
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uiCustomGame.banner.generic.height = UI_BANNER_HEIGHT;
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uiCustomGame.banner.pic = ART_BANNER;
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uiCustomGame.load.generic.id = ID_ACTIVATE;
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uiCustomGame.load.generic.type = QMTYPE_BM_BUTTON;
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uiCustomGame.load.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW;
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uiCustomGame.load.generic.x = 72;
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uiCustomGame.load.generic.y = 230;
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uiCustomGame.load.generic.name = "Activate";
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uiCustomGame.load.generic.statusText = "Activate selected custom game";
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uiCustomGame.load.generic.callback = UI_CustomGame_Callback;
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UI_UtilSetupPicButton( &uiCustomGame.load, PC_ACTIVATE );
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uiCustomGame.go2url.generic.id = ID_GOTOSITE;
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uiCustomGame.go2url.generic.type = QMTYPE_BM_BUTTON;
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uiCustomGame.go2url.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW;
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uiCustomGame.go2url.generic.x = 72;
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uiCustomGame.go2url.generic.y = 280;
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uiCustomGame.go2url.generic.name = "Visit web site";
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uiCustomGame.go2url.generic.statusText = "Visit the web site of game developrs";
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uiCustomGame.go2url.generic.callback = UI_CustomGame_Callback;
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UI_UtilSetupPicButton( &uiCustomGame.go2url, PC_VISIT_WEB_SITE );
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uiCustomGame.done.generic.id = ID_DONE;
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uiCustomGame.done.generic.type = QMTYPE_BM_BUTTON;
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uiCustomGame.done.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW;
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uiCustomGame.done.generic.x = 72;
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uiCustomGame.done.generic.y = 330;
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uiCustomGame.done.generic.name = "Done";
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uiCustomGame.done.generic.statusText = "Return to main menu";
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uiCustomGame.done.generic.callback = UI_CustomGame_Callback;
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UI_UtilSetupPicButton( &uiCustomGame.done, PC_DONE );
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uiCustomGame.hintMessage.generic.id = ID_TABLEHINT;
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uiCustomGame.hintMessage.generic.type = QMTYPE_ACTION;
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uiCustomGame.hintMessage.generic.flags = QMF_INACTIVE|QMF_SMALLFONT;
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uiCustomGame.hintMessage.generic.color = uiColorHelp;
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uiCustomGame.hintMessage.generic.name = uiCustomGame.hintText;
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uiCustomGame.hintMessage.generic.x = 360;
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uiCustomGame.hintMessage.generic.y = 225;
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uiCustomGame.modList.generic.id = ID_MODLIST;
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uiCustomGame.modList.generic.type = QMTYPE_SCROLLLIST;
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uiCustomGame.modList.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_SMALLFONT;
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uiCustomGame.modList.generic.x = 360;
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uiCustomGame.modList.generic.y = 255;
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uiCustomGame.modList.generic.width = 640;
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uiCustomGame.modList.generic.height = 440;
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uiCustomGame.modList.generic.callback = UI_CustomGame_Callback;
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uiCustomGame.msgBox.generic.id = ID_MSGBOX;
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uiCustomGame.msgBox.generic.type = QMTYPE_ACTION;
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uiCustomGame.msgBox.generic.flags = QMF_INACTIVE|QMF_HIDDEN;
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uiCustomGame.msgBox.generic.ownerdraw = UI_MsgBox_Ownerdraw; // just a fill rectangle
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uiCustomGame.msgBox.generic.x = 192;
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uiCustomGame.msgBox.generic.y = 256;
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uiCustomGame.msgBox.generic.width = 640;
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uiCustomGame.msgBox.generic.height = 256;
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uiCustomGame.promptMessage.generic.id = ID_MSGBOX;
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uiCustomGame.promptMessage.generic.type = QMTYPE_ACTION;
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uiCustomGame.promptMessage.generic.flags = QMF_INACTIVE|QMF_DROPSHADOW|QMF_HIDDEN;
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uiCustomGame.promptMessage.generic.name = "Leave current game?";
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uiCustomGame.promptMessage.generic.x = 315;
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uiCustomGame.promptMessage.generic.y = 280;
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uiCustomGame.yes.generic.id = ID_YES;
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uiCustomGame.yes.generic.type = QMTYPE_BM_BUTTON;
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uiCustomGame.yes.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_HIDDEN;
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uiCustomGame.yes.generic.name = "Ok";
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uiCustomGame.yes.generic.x = 380;
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uiCustomGame.yes.generic.y = 460;
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uiCustomGame.yes.generic.callback = UI_CustomGame_Callback;
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UI_UtilSetupPicButton( &uiCustomGame.yes, PC_OK );
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uiCustomGame.no.generic.id = ID_NO;
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uiCustomGame.no.generic.type = QMTYPE_BM_BUTTON;
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uiCustomGame.no.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|QMF_HIDDEN;
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uiCustomGame.no.generic.name = "Cancel";
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uiCustomGame.no.generic.x = 530;
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uiCustomGame.no.generic.y = 460;
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uiCustomGame.no.generic.callback = UI_CustomGame_Callback;
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UI_UtilSetupPicButton( &uiCustomGame.no, PC_CANCEL );
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UI_CustomGame_GetModList();
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UI_AddItem( &uiCustomGame.menu, (void *)&uiCustomGame.background );
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UI_AddItem( &uiCustomGame.menu, (void *)&uiCustomGame.banner );
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UI_AddItem( &uiCustomGame.menu, (void *)&uiCustomGame.load );
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UI_AddItem( &uiCustomGame.menu, (void *)&uiCustomGame.go2url );
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UI_AddItem( &uiCustomGame.menu, (void *)&uiCustomGame.done );
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UI_AddItem( &uiCustomGame.menu, (void *)&uiCustomGame.hintMessage );
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UI_AddItem( &uiCustomGame.menu, (void *)&uiCustomGame.modList );
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UI_AddItem( &uiCustomGame.menu, (void *)&uiCustomGame.msgBox );
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UI_AddItem( &uiCustomGame.menu, (void *)&uiCustomGame.promptMessage );
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UI_AddItem( &uiCustomGame.menu, (void *)&uiCustomGame.no );
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UI_AddItem( &uiCustomGame.menu, (void *)&uiCustomGame.yes );
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}
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/*
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=================
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UI_CustomGame_Precache
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=================
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*/
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void UI_CustomGame_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_CustomGame_Menu
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=================
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*/
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void UI_CustomGame_Menu( void )
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{
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// current instance is not support game change
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if( !CVAR_GET_FLOAT( "host_allow_changegame" ))
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return;
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UI_CustomGame_Precache();
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UI_CustomGame_Init();
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UI_PushMenu( &uiCustomGame.menu );
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} |