/* Copyright (c) 2002-2012 Croteam Ltd. This program is free software; you can redistribute it and/or modify it under the terms of version 2 of the GNU General Public License as published by the Free Software Foundation 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "SeriousSam/StdH.h" #include #include "MenuStuff.h" #define RADIOTRANS(str) ("ETRS" str) CTString astrNoYes[] = { RADIOTRANS("No"), RADIOTRANS("Yes"), }; CTString astrComputerInvoke[] = { RADIOTRANS("Use"), RADIOTRANS("Double-click use"), }; CTString astrWeapon[] = { RADIOTRANS("Only if new"), RADIOTRANS("Never"), RADIOTRANS("Always"), RADIOTRANS("Only if stronger"), }; PIX apixWidths[][2] = { 320, 240, 400, 300, 512, 384, 640, 240, 640, 480, 720, 540, 800, 300, 800, 600, 960, 720, 1024, 384, 1024, 768, 1152, 864, 1280, 480, 1280, 960, 1600, 600, 1600, 1200, 1920, 720, 1920, 1440, 2048, 786, 2048, 1536, }; 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", }; 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 CTString astrGameTypeRadioTexts[] = { "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", }; INDEX ctGameTypeRadioTexts = 1; CTString astrDifficultyRadioTexts[] = { RADIOTRANS("Tourist"), RADIOTRANS("Easy"), RADIOTRANS("Normal"), RADIOTRANS("Hard"), RADIOTRANS("Serious"), RADIOTRANS("Mental"), }; CTString astrSplitScreenRadioTexts[] = { RADIOTRANS("1"), RADIOTRANS("2 - split screen"), RADIOTRANS("3 - split screen"), RADIOTRANS("4 - split screen"), }; CTString astrDisplayPrefsRadioTexts[] = { RADIOTRANS("Speed"), RADIOTRANS("Normal"), RADIOTRANS("Quality"), RADIOTRANS("Custom"), }; CTString astrDisplayAPIRadioTexts[] = { RADIOTRANS("OpenGL"), #ifdef SE1_D3D RADIOTRANS("Direct3D"), #endif }; CTString astrBitsPerPixelRadioTexts[] = { RADIOTRANS("Desktop"), RADIOTRANS("16 BPP"), RADIOTRANS("32 BPP"), }; CTString astrFrequencyRadioTexts[] = { RADIOTRANS("No sound"), RADIOTRANS("11kHz"), RADIOTRANS("22kHz"), RADIOTRANS("44kHz"), }; CTString astrSoundAPIRadioTexts[] = { #ifdef PLATFORM_WIN32 RADIOTRANS("WaveOut"), RADIOTRANS("DirectSound"), RADIOTRANS("EAX"), #else RADIOTRANS("Simple Directmedia Layer"), #endif }; 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); } // initialize game type strings table void InitGameTypes(void) { // get function that will provide us the info about gametype CShellSymbol *pss = _pShell->GetSymbol("GetGameTypeNameSS", /*bDeclaredOnly=*/ TRUE); // if none if (pss == NULL) { // error astrGameTypeRadioTexts[0] = "<\?\?\?>"; ctGameTypeRadioTexts = 1; return; } // for each mode for (ctGameTypeRadioTexts = 0; ctGameTypeRadioTextsss_pvValue; CTString strMode = pFunc(ctGameTypeRadioTexts); // if no mode modes if (strMode == "") { // stop break; } // add that mode astrGameTypeRadioTexts[ctGameTypeRadioTexts] = strMode; } } int qsort_CompareFileInfos_NameUp(const void *elem1, const void *elem2) { const CFileInfo &fi1 = **(CFileInfo **)elem1; const CFileInfo &fi2 = **(CFileInfo **)elem2; return strcmp(fi1.fi_strName, fi2.fi_strName); } int qsort_CompareFileInfos_NameDn(const void *elem1, const void *elem2) { const CFileInfo &fi1 = **(CFileInfo **)elem1; const CFileInfo &fi2 = **(CFileInfo **)elem2; return -strcmp(fi1.fi_strName, fi2.fi_strName); } int qsort_CompareFileInfos_FileUp(const void *elem1, const void *elem2) { const CFileInfo &fi1 = **(CFileInfo **)elem1; const CFileInfo &fi2 = **(CFileInfo **)elem2; return strcmp(fi1.fi_fnFile, fi2.fi_fnFile); } int qsort_CompareFileInfos_FileDn(const void *elem1, const void *elem2) { const CFileInfo &fi1 = **(CFileInfo **)elem1; const CFileInfo &fi2 = **(CFileInfo **)elem2; return -strcmp(fi1.fi_fnFile, fi2.fi_fnFile); } INDEX APIToSwitch(enum GfxAPIType gat) { switch (gat) { case GAT_OGL: return 0; #ifdef SE1_D3D case GAT_D3D: return 1; #endif // SE1_D3D default: ASSERT(FALSE); return 0; } } enum GfxAPIType SwitchToAPI(INDEX i) { switch (i) { case 0: return GAT_OGL; #ifdef SE1_D3D case 1: return GAT_D3D; #endif // SE1_D3D default: ASSERT(FALSE); return GAT_OGL; } } INDEX DepthToSwitch(enum DisplayDepth dd) { switch (dd) { case DD_DEFAULT: return 0; case DD_16BIT: return 1; case DD_32BIT: return 2; default: ASSERT(FALSE); return 0; } } enum DisplayDepth SwitchToDepth(INDEX i) { switch (i) { case 0: return DD_DEFAULT; case 1: return DD_16BIT; case 2: return DD_32BIT; default: ASSERT(FALSE); return DD_DEFAULT; } } // controls that are currently customized CTFileName _fnmControlsToCustomize = CTString(""); void ControlsMenuOn() { _pGame->SavePlayersAndControls(); try { _pGame->gm_ctrlControlsExtra->Load_t(_fnmControlsToCustomize); } catch (char *strError) { WarningMessage(strError); } } void ControlsMenuOff() { try { if (_pGame->gm_ctrlControlsExtra->ctrl_lhButtonActions.Count()>0) { _pGame->gm_ctrlControlsExtra->Save_t(_fnmControlsToCustomize); } } catch (char *strError) { FatalError(strError); } _pGame->gm_ctrlControlsExtra->DeleteAllButtonActions(); _pGame->LoadPlayersAndControls(); }