Serious-Engine/Sources/SeriousSam/MenuStuff.cpp

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/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
#include "StdH.h"
#include <Engine/Build.h>
#include "MenuStuff.h"
#define RADIOTRANS(str) ("ETRS" str)
extern CTString astrNoYes[] = {
RADIOTRANS("No"),
RADIOTRANS("Yes"),
};
extern CTString astrComputerInvoke[] = {
RADIOTRANS("Use"),
RADIOTRANS("Double-click use"),
};
extern CTString astrWeapon[] = {
RADIOTRANS("Only if new"),
RADIOTRANS("Never"),
RADIOTRANS("Always"),
RADIOTRANS("Only if stronger"),
};
extern CTString astrCrosshair[] = {
"",
"Textures\\Interface\\Crosshairs\\Crosshair1.tex",
"Textures\\Interface\\Crosshairs\\Crosshair2.tex",
"Textures\\Interface\\Crosshairs\\Crosshair3.tex",
"Textures\\Interface\\Crosshairs\\Crosshair4.tex",
"Textures\\Interface\\Crosshairs\\Crosshair5.tex",
"Textures\\Interface\\Crosshairs\\Crosshair6.tex",
"Textures\\Interface\\Crosshairs\\Crosshair7.tex",
};
extern CTString astrMaxPlayersRadioTexts[] = {
RADIOTRANS("2"),
RADIOTRANS("3"),
RADIOTRANS("4"),
RADIOTRANS("5"),
RADIOTRANS("6"),
RADIOTRANS("7"),
RADIOTRANS("8"),
RADIOTRANS("9"),
RADIOTRANS("10"),
RADIOTRANS("11"),
RADIOTRANS("12"),
RADIOTRANS("13"),
RADIOTRANS("14"),
RADIOTRANS("15"),
RADIOTRANS("16"),
};
// here, we just reserve space for up to 16 different game types
// actual names are added later
extern CTString astrGameTypeRadioTexts[] = {
"", "", "", "", "",
"", "", "", "", "",
"", "", "", "", "",
"", "", "", "", "",
};
extern INDEX ctGameTypeRadioTexts = 1;
extern CTString astrDifficultyRadioTexts[] = {
RADIOTRANS("Tourist"),
RADIOTRANS("Easy"),
RADIOTRANS("Normal"),
RADIOTRANS("Hard"),
RADIOTRANS("Serious"),
RADIOTRANS("Mental"),
};
extern CTString astrSplitScreenRadioTexts[] = {
RADIOTRANS("1"),
RADIOTRANS("2 - split screen"),
RADIOTRANS("3 - split screen"),
RADIOTRANS("4 - split screen"),
};
extern CTString astrDisplayPrefsRadioTexts[] = {
RADIOTRANS("Speed"),
RADIOTRANS("Normal"),
RADIOTRANS("Quality"),
RADIOTRANS("Custom"),
};
extern CTString astrDisplayAPIRadioTexts[] = {
RADIOTRANS("OpenGL"),
RADIOTRANS("Direct3D"),
};
extern CTString astrBitsPerPixelRadioTexts[] = {
RADIOTRANS("Desktop"),
RADIOTRANS("16 BPP"),
RADIOTRANS("32 BPP"),
};
extern CTString astrFrequencyRadioTexts[] = {
RADIOTRANS("No sound"),
RADIOTRANS("11kHz"),
RADIOTRANS("22kHz"),
RADIOTRANS("44kHz"),
};
extern CTString astrSoundAPIRadioTexts[] = {
RADIOTRANS("WaveOut"),
RADIOTRANS("DirectSound"),
RADIOTRANS("EAX"),
};
ULONG GetSpawnFlagsForGameType(INDEX iGameType)
{
if (iGameType == -1) return SPF_SINGLEPLAYER;
// get function that will provide us the flags
CShellSymbol *pss = _pShell->GetSymbol("GetSpawnFlagsForGameTypeSS", /*bDeclaredOnly=*/ TRUE);
// if none
if (pss == NULL) {
// error
ASSERT(FALSE);
return 0;
}
ULONG(*pFunc)(INDEX) = (ULONG(*)(INDEX))pss->ss_pvValue;
return pFunc(iGameType);
}
BOOL IsMenuEnabled(const CTString &strMenuName)
{
// get function that will provide us the flags
CShellSymbol *pss = _pShell->GetSymbol("IsMenuEnabledSS", /*bDeclaredOnly=*/ TRUE);
// if none
if (pss == NULL) {
// error
ASSERT(FALSE);
return TRUE;
}
BOOL(*pFunc)(const CTString &) = (BOOL(*)(const CTString &))pss->ss_pvValue;
return pFunc(strMenuName);
}