- moved out the Doom specific parts from menu.cpp and messagebox.cpp.

This commit is contained in:
Christoph Oelckers 2020-06-13 22:43:35 +02:00
commit 90befff479
16 changed files with 539 additions and 455 deletions

View file

@ -32,40 +32,34 @@
**
*/
#include "doomdef.h"
#include "doomstat.h"
#include "c_dispatch.h"
#include "d_gui.h"
#include "d_player.h"
#include "c_buttons.h"
#include "c_console.h"
#include "c_bind.h"
#include "p_tick.h"
#include "g_game.h"
#include "d_event.h"
#include "hu_stuff.h"
#include "gi.h"
#include "d_eventbase.h"
#include "g_input.h"
#include "gameconfigfile.h"
#include "configfile.h"
#include "gstrings.h"
#include "r_utility.h"
#include "menu/menu.h"
#include "menu.h"
#include "vm.h"
#include "events.h"
#include "v_video.h"
#include "i_system.h"
#include "c_buttons.h"
#include "types.h"
#include "texturemanager.h"
#include "v_draw.h"
#include "vm.h"
#include "gamestate.h"
#include "i_interface.h"
void M_StartControlPanel(bool makeSound, bool scaleoverride = false);
int DMenu::InMenu;
static ScaleOverrider *CurrentScaleOverrider;
extern int chatmodeon;
//
// Todo: Move these elsewhere
//
CVAR (Float, mouse_sensitivity, 1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, show_messages, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, show_obituaries, true, CVAR_ARCHIVE)
CVAR (Int, m_showinputgrid, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Bool, m_blockcontrollers, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
@ -73,21 +67,6 @@ CVAR (Float, snd_menuvolume, 0.6f, CVAR_ARCHIVE)
CVAR(Int, m_use_mouse, 2, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Int, m_show_backbutton, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CUSTOM_CVAR(Float, dimamount, -1.f, CVAR_ARCHIVE)
{
if (self < 0.f && self != -1.f)
{
self = -1.f;
}
else if (self > 1.f)
{
self = 1.f;
}
}
CVAR(Color, dimcolor, 0xffd700, CVAR_ARCHIVE)
static DMenu *GetCurrentMenu()
{
return CurrentMenu;
@ -108,9 +87,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(DMenu, MenuTime, GetMenuTime)
ACTION_RETURN_INT(MenuTime);
}
FNewGameStartup NewGameStartupInfo;
EMenuState menuactive;
bool M_DemoNoPlay;
FButtonStatus MenuButtons[NUM_MKEYS];
int MenuButtonTickers[NUM_MKEYS];
bool MenuButtonOrigin[NUM_MKEYS];
@ -122,8 +99,6 @@ int MenuTime;
extern PClass *DefaultListMenuClass;
extern PClass *DefaultOptionMenuClass;
extern bool hud_toggled;
void D_ToggleHud();
#define KEY_REPEAT_DELAY (TICRATE*5/12)
@ -355,11 +330,8 @@ bool DMenu::TranslateKeyboardEvents()
//
//=============================================================================
void M_StartControlPanel (bool makeSound, bool scaleoverride)
void M_DoStartControlPanel (bool scaleoverride)
{
if (hud_toggled)
D_ToggleHud();
// intro might call this repeatedly
if (CurrentMenu != nullptr)
return;
@ -372,14 +344,6 @@ void M_StartControlPanel (bool makeSound, bool scaleoverride)
C_HideConsole (); // [RH] Make sure console goes bye bye.
menuactive = MENU_On;
// Pause sound effects before we play the menu switch sound.
// That way, it won't be paused.
P_CheckTickerPaused ();
if (makeSound)
{
S_Sound (CHAN_VOICE, CHANF_UI, "menu/activate", snd_menuvolume, ATTN_NONE);
}
BackbuttonTime = 0;
BackbuttonAlpha = 0;
if (scaleoverride && !CurrentScaleOverrider) CurrentScaleOverrider = new ScaleOverrider(twod);
@ -421,123 +385,11 @@ DEFINE_ACTION_FUNCTION(DMenu, ActivateMenu)
//
//=============================================================================
EXTERN_CVAR(Int, cl_gfxlocalization)
bool M_SetSpecialMenu(FName menu, int param); // game specific checks
void M_SetMenu(FName menu, int param)
{
// some menus need some special treatment
switch (menu.GetIndex())
{
case NAME_Mainmenu:
if (gameinfo.gametype & GAME_DoomStrifeChex) // Raven's games always used text based menus
{
if (gameinfo.forcetextinmenus) // If text is forced, this overrides any check.
{
menu = NAME_MainmenuTextOnly;
}
else if (cl_gfxlocalization != 0 && !gameinfo.forcenogfxsubstitution)
{
// For these games we must check up-front if they get localized because in that case another template must be used.
DMenuDescriptor **desc = MenuDescriptors.CheckKey(NAME_Mainmenu);
if (desc != nullptr)
{
if ((*desc)->IsKindOf(RUNTIME_CLASS(DListMenuDescriptor)))
{
DListMenuDescriptor *ld = static_cast<DListMenuDescriptor*>(*desc);
if (ld->mFromEngine)
{
// This assumes that replacing one graphic will replace all of them.
// So this only checks the "New game" entry for localization capability.
FTextureID texid = TexMan.CheckForTexture("M_NGAME", ETextureType::MiscPatch);
if (!OkForLocalization(texid, "$MNU_NEWGAME"))
{
menu = NAME_MainmenuTextOnly;
}
}
}
}
}
}
break;
case NAME_Episodemenu:
// sent from the player class menu
NewGameStartupInfo.Skill = -1;
NewGameStartupInfo.Episode = -1;
NewGameStartupInfo.PlayerClass =
param == -1000? nullptr :
param == -1? "Random" : GetPrintableDisplayName(PlayerClasses[param].Type).GetChars();
M_StartupEpisodeMenu(&NewGameStartupInfo); // needs player class name from class menu (later)
break;
case NAME_Skillmenu:
// sent from the episode menu
if ((gameinfo.flags & GI_SHAREWARE) && param > 0)
{
// Only Doom and Heretic have multi-episode shareware versions.
M_StartMessage(GStrings("SWSTRING"), 1);
return;
}
NewGameStartupInfo.Episode = param;
M_StartupSkillMenu(&NewGameStartupInfo); // needs player class name from class menu (later)
break;
case NAME_StartgameConfirm:
{
// sent from the skill menu for a skill that needs to be confirmed
NewGameStartupInfo.Skill = param;
const char *msg = AllSkills[param].MustConfirmText;
if (*msg==0) msg = GStrings("NIGHTMARE");
M_StartMessage (msg, 0, NAME_StartgameConfirmed);
return;
}
case NAME_Startgame:
// sent either from skill menu or confirmation screen. Skill gets only set if sent from skill menu
// Now we can finally start the game. Ugh...
NewGameStartupInfo.Skill = param;
case NAME_StartgameConfirmed:
G_DeferedInitNew (&NewGameStartupInfo);
if (gamestate == GS_FULLCONSOLE)
{
gamestate = GS_HIDECONSOLE;
gameaction = ga_newgame;
}
M_ClearMenus ();
return;
case NAME_Savegamemenu:
if (!usergame || (players[consoleplayer].health <= 0 && !multiplayer) || gamestate != GS_LEVEL)
{
// cannot save outside the game.
M_StartMessage (GStrings("SAVEDEAD"), 1);
return;
}
case NAME_VideoModeMenu:
break;
case NAME_Quitmenu:
// The separate menu class no longer exists but the name still needs support for existing mods.
C_DoCommand("menu_quit");
return;
case NAME_EndGameMenu:
// The separate menu class no longer exists but the name still needs support for existing mods.
void ActivateEndGameMenu();
ActivateEndGameMenu();
return;
case NAME_Playermenu:
menu = NAME_NewPlayerMenu; // redirect the old player menu to the new one.
break;
}
// End of special checks
if (!M_SetSpecialMenu(menu, param)) return;
DMenuDescriptor **desc = MenuDescriptors.CheckKey(menu);
if (desc != nullptr)
@ -796,13 +648,6 @@ bool M_Responder (event_t *ev)
M_SetMenu(NAME_Mainmenu, -1);
return true;
}
// If devparm is set, pressing F1 always takes a screenshot no matter
// what it's bound to. (for those who don't bother to read the docs)
if (devparm && ev->data1 == KEY_F1)
{
G_ScreenShot(nullptr);
return true;
}
return false;
}
else if (ev->type == EV_GUI_Event && ev->subtype == EV_GUI_LButtonDown &&
@ -858,35 +703,6 @@ void M_Ticker (void)
}
}
//==========================================================================
//
// M_Dim
//
// Applies a colored overlay to the entire screen, with the opacity
// determined by the dimamount cvar.
//
//==========================================================================
static void M_Dim()
{
PalEntry dimmer;
float amount;
if (dimamount >= 0)
{
dimmer = PalEntry(dimcolor);
amount = dimamount;
}
else
{
dimmer = gameinfo.dimcolor;
amount = gameinfo.dimamount;
}
Dim(twod, dimmer, amount, 0, 0, twod->GetWidth(), twod->GetHeight());
}
//=============================================================================
//
//
@ -901,10 +717,10 @@ void M_Drawer (void)
if (CurrentMenu != nullptr && menuactive != MENU_Off)
{
if (!CurrentMenu->DontBlur) screen->BlurScene(gameinfo.bluramount);
if (!CurrentMenu->DontBlur) screen->BlurScene(0);
if (!CurrentMenu->DontDim)
{
M_Dim();
if (sysCallbacks && sysCallbacks->MenuDim) sysCallbacks->MenuDim();
}
CurrentMenu->CallDrawer();
}
@ -918,7 +734,6 @@ void M_Drawer (void)
void M_ClearMenus()
{
M_DemoNoPlay = false;
while (CurrentMenu != nullptr)
{
DMenu* parent = CurrentMenu->mParentMenu;
@ -1137,59 +952,12 @@ CCMD (prevmenu)
M_PreviousMenu();
}
//
// Toggle messages on/off
//
CCMD (togglemessages)
{
if (show_messages)
{
Printf (128, "%s\n", GStrings("MSGOFF"));
show_messages = false;
}
else
{
Printf (128, "%s\n", GStrings("MSGON"));
show_messages = true;
}
}
EXTERN_CVAR (Int, screenblocks)
CCMD (sizedown)
{
screenblocks = screenblocks - 1;
S_Sound (CHAN_VOICE, CHANF_UI, "menu/change", snd_menuvolume, ATTN_NONE);
}
CCMD (sizeup)
{
screenblocks = screenblocks + 1;
S_Sound (CHAN_VOICE, CHANF_UI, "menu/change", snd_menuvolume, ATTN_NONE);
}
CCMD(menuconsole)
{
M_ClearMenus();
C_ToggleConsole();
}
CCMD(reset2defaults)
{
C_SetDefaultBindings ();
C_SetCVarsToDefaults ();
R_SetViewSize (screenblocks);
}
CCMD(reset2saved)
{
GameConfig->DoGlobalSetup ();
GameConfig->DoGameSetup (gameinfo.ConfigName);
GameConfig->DoModSetup (gameinfo.ConfigName);
R_SetViewSize (screenblocks);
}
// This really should be in the script but we can't do scripted CCMDs yet.
CCMD(undocolorpic)
{