diff options
Diffstat (limited to 'code/q3_ui/ui_spreset.c')
-rwxr-xr-x | code/q3_ui/ui_spreset.c | 388 |
1 files changed, 194 insertions, 194 deletions
diff --git a/code/q3_ui/ui_spreset.c b/code/q3_ui/ui_spreset.c index 0dc3634..a262cc2 100755 --- a/code/q3_ui/ui_spreset.c +++ b/code/q3_ui/ui_spreset.c @@ -1,194 +1,194 @@ -/*
-===========================================================================
-Copyright (C) 1999-2005 Id Software, Inc.
-
-This file is part of Quake III Arena source code.
-
-Quake III Arena source code 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.
-
-Quake III Arena source code 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 Foobar; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-===========================================================================
-*/
-/*
-=======================================================================
-
-RESET MENU
-
-=======================================================================
-*/
-
-#include "ui_local.h"
-
-
-#define ART_FRAME "menu/art/cut_frame"
-
-#define ID_NO 100
-#define ID_YES 101
-
-typedef struct
-{
- menuframework_s menu;
- menutext_s no;
- menutext_s yes;
- int slashX;
-} resetMenu_t;
-
-static resetMenu_t s_reset;
-
-
-/*
-=================
-Reset_MenuEvent
-=================
-*/
-void Reset_MenuEvent(void* ptr, int event) {
- if( event != QM_ACTIVATED ) {
- return;
- }
-
- UI_PopMenu();
-
- if( ((menucommon_s*)ptr)->id == ID_NO ) {
- return;
- }
-
- // reset the game, pop the level menu and restart it so it updates
- UI_NewGame();
- trap_Cvar_SetValue( "ui_spSelection", 0 );
- UI_PopMenu();
- UI_SPLevelMenu();
-}
-
-
-/*
-=================
-Reset_MenuKey
-=================
-*/
-static sfxHandle_t Reset_MenuKey( int key ) {
- switch ( key ) {
- case K_KP_LEFTARROW:
- case K_LEFTARROW:
- case K_KP_RIGHTARROW:
- case K_RIGHTARROW:
- key = K_TAB;
- break;
-
- case 'n':
- case 'N':
- Reset_MenuEvent( &s_reset.no, QM_ACTIVATED );
- break;
-
- case 'y':
- case 'Y':
- Reset_MenuEvent( &s_reset.yes, QM_ACTIVATED );
- break;
- }
-
- return Menu_DefaultKey( &s_reset.menu, key );
-}
-
-
-/*
-=================
-Reset_MenuDraw
-=================
-*/
-static void Reset_MenuDraw( void ) {
- UI_DrawNamedPic( 142, 118, 359, 256, ART_FRAME );
- UI_DrawProportionalString( 320, 194 + 10, "RESET GAME?", UI_CENTER|UI_INVERSE, color_red );
- UI_DrawProportionalString( s_reset.slashX, 265, "/", UI_LEFT|UI_INVERSE, color_red );
- Menu_Draw( &s_reset.menu );
-
- UI_DrawProportionalString( SCREEN_WIDTH/2, 356 + PROP_HEIGHT * 0, "WARNING: This resets all of the", UI_CENTER|UI_SMALLFONT, color_yellow );
- UI_DrawProportionalString( SCREEN_WIDTH/2, 356 + PROP_HEIGHT * 1, "single player game variables.", UI_CENTER|UI_SMALLFONT, color_yellow );
- UI_DrawProportionalString( SCREEN_WIDTH/2, 356 + PROP_HEIGHT * 2, "Do this only if you want to", UI_CENTER|UI_SMALLFONT, color_yellow );
- UI_DrawProportionalString( SCREEN_WIDTH/2, 356 + PROP_HEIGHT * 3, "start over from the beginning.", UI_CENTER|UI_SMALLFONT, color_yellow );
-}
-
-
-/*
-=================
-Reset_Cache
-=================
-*/
-void Reset_Cache( void ) {
- trap_R_RegisterShaderNoMip( ART_FRAME );
-}
-
-
-/*
-=================
-UI_ResetMenu
-=================
-*/
-void UI_ResetMenu(void) {
- uiClientState_t cstate;
- int n1, n2, n3;
- int l1, l2, l3;
-
- // zero set all our globals
- memset( &s_reset, 0, sizeof(s_reset) );
-
- Reset_Cache();
-
- n1 = UI_ProportionalStringWidth( "YES/NO" );
- n2 = UI_ProportionalStringWidth( "YES" ) + PROP_GAP_WIDTH;
- n3 = UI_ProportionalStringWidth( "/" ) + PROP_GAP_WIDTH;
- l1 = 320 - ( n1 / 2 );
- l2 = l1 + n2;
- l3 = l2 + n3;
- s_reset.slashX = l2;
-
- s_reset.menu.draw = Reset_MenuDraw;
- s_reset.menu.key = Reset_MenuKey;
- s_reset.menu.wrapAround = qtrue;
-
- trap_GetClientState( &cstate );
-
- if ( cstate.connState >= CA_CONNECTED ) {
- // float on top of running game
- s_reset.menu.fullscreen = qfalse;
- }
- else {
- // game not running
- s_reset.menu.fullscreen = qtrue;
- }
-
- s_reset.yes.generic.type = MTYPE_PTEXT;
- s_reset.yes.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS;
- s_reset.yes.generic.callback = Reset_MenuEvent;
- s_reset.yes.generic.id = ID_YES;
- s_reset.yes.generic.x = l1;
- s_reset.yes.generic.y = 264;
- s_reset.yes.string = "YES";
- s_reset.yes.color = color_red;
- s_reset.yes.style = UI_LEFT;
-
- s_reset.no.generic.type = MTYPE_PTEXT;
- s_reset.no.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS;
- s_reset.no.generic.callback = Reset_MenuEvent;
- s_reset.no.generic.id = ID_NO;
- s_reset.no.generic.x = l3;
- s_reset.no.generic.y = 264;
- s_reset.no.string = "NO";
- s_reset.no.color = color_red;
- s_reset.no.style = UI_LEFT;
-
- Menu_AddItem( &s_reset.menu, &s_reset.yes );
- Menu_AddItem( &s_reset.menu, &s_reset.no );
-
- UI_PushMenu( &s_reset.menu );
-
- Menu_SetCursorToItem( &s_reset.menu, &s_reset.no );
-}
+/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Foobar; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +/* +======================================================================= + +RESET MENU + +======================================================================= +*/ + +#include "ui_local.h" + + +#define ART_FRAME "menu/art/cut_frame" + +#define ID_NO 100 +#define ID_YES 101 + +typedef struct +{ + menuframework_s menu; + menutext_s no; + menutext_s yes; + int slashX; +} resetMenu_t; + +static resetMenu_t s_reset; + + +/* +================= +Reset_MenuEvent +================= +*/ +void Reset_MenuEvent(void* ptr, int event) { + if( event != QM_ACTIVATED ) { + return; + } + + UI_PopMenu(); + + if( ((menucommon_s*)ptr)->id == ID_NO ) { + return; + } + + // reset the game, pop the level menu and restart it so it updates + UI_NewGame(); + trap_Cvar_SetValue( "ui_spSelection", 0 ); + UI_PopMenu(); + UI_SPLevelMenu(); +} + + +/* +================= +Reset_MenuKey +================= +*/ +static sfxHandle_t Reset_MenuKey( int key ) { + switch ( key ) { + case K_KP_LEFTARROW: + case K_LEFTARROW: + case K_KP_RIGHTARROW: + case K_RIGHTARROW: + key = K_TAB; + break; + + case 'n': + case 'N': + Reset_MenuEvent( &s_reset.no, QM_ACTIVATED ); + break; + + case 'y': + case 'Y': + Reset_MenuEvent( &s_reset.yes, QM_ACTIVATED ); + break; + } + + return Menu_DefaultKey( &s_reset.menu, key ); +} + + +/* +================= +Reset_MenuDraw +================= +*/ +static void Reset_MenuDraw( void ) { + UI_DrawNamedPic( 142, 118, 359, 256, ART_FRAME ); + UI_DrawProportionalString( 320, 194 + 10, "RESET GAME?", UI_CENTER|UI_INVERSE, color_red ); + UI_DrawProportionalString( s_reset.slashX, 265, "/", UI_LEFT|UI_INVERSE, color_red ); + Menu_Draw( &s_reset.menu ); + + UI_DrawProportionalString( SCREEN_WIDTH/2, 356 + PROP_HEIGHT * 0, "WARNING: This resets all of the", UI_CENTER|UI_SMALLFONT, color_yellow ); + UI_DrawProportionalString( SCREEN_WIDTH/2, 356 + PROP_HEIGHT * 1, "single player game variables.", UI_CENTER|UI_SMALLFONT, color_yellow ); + UI_DrawProportionalString( SCREEN_WIDTH/2, 356 + PROP_HEIGHT * 2, "Do this only if you want to", UI_CENTER|UI_SMALLFONT, color_yellow ); + UI_DrawProportionalString( SCREEN_WIDTH/2, 356 + PROP_HEIGHT * 3, "start over from the beginning.", UI_CENTER|UI_SMALLFONT, color_yellow ); +} + + +/* +================= +Reset_Cache +================= +*/ +void Reset_Cache( void ) { + trap_R_RegisterShaderNoMip( ART_FRAME ); +} + + +/* +================= +UI_ResetMenu +================= +*/ +void UI_ResetMenu(void) { + uiClientState_t cstate; + int n1, n2, n3; + int l1, l2, l3; + + // zero set all our globals + memset( &s_reset, 0, sizeof(s_reset) ); + + Reset_Cache(); + + n1 = UI_ProportionalStringWidth( "YES/NO" ); + n2 = UI_ProportionalStringWidth( "YES" ) + PROP_GAP_WIDTH; + n3 = UI_ProportionalStringWidth( "/" ) + PROP_GAP_WIDTH; + l1 = 320 - ( n1 / 2 ); + l2 = l1 + n2; + l3 = l2 + n3; + s_reset.slashX = l2; + + s_reset.menu.draw = Reset_MenuDraw; + s_reset.menu.key = Reset_MenuKey; + s_reset.menu.wrapAround = qtrue; + + trap_GetClientState( &cstate ); + + if ( cstate.connState >= CA_CONNECTED ) { + // float on top of running game + s_reset.menu.fullscreen = qfalse; + } + else { + // game not running + s_reset.menu.fullscreen = qtrue; + } + + s_reset.yes.generic.type = MTYPE_PTEXT; + s_reset.yes.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS; + s_reset.yes.generic.callback = Reset_MenuEvent; + s_reset.yes.generic.id = ID_YES; + s_reset.yes.generic.x = l1; + s_reset.yes.generic.y = 264; + s_reset.yes.string = "YES"; + s_reset.yes.color = color_red; + s_reset.yes.style = UI_LEFT; + + s_reset.no.generic.type = MTYPE_PTEXT; + s_reset.no.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS; + s_reset.no.generic.callback = Reset_MenuEvent; + s_reset.no.generic.id = ID_NO; + s_reset.no.generic.x = l3; + s_reset.no.generic.y = 264; + s_reset.no.string = "NO"; + s_reset.no.color = color_red; + s_reset.no.style = UI_LEFT; + + Menu_AddItem( &s_reset.menu, &s_reset.yes ); + Menu_AddItem( &s_reset.menu, &s_reset.no ); + + UI_PushMenu( &s_reset.menu ); + + Menu_SetCursorToItem( &s_reset.menu, &s_reset.no ); +} |