mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-27 12:35:52 +01:00
294 lines
6.4 KiB
C++
294 lines
6.4 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#include "StdH.h"
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#include <Engine/Build.h>
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#include "MenuStuff.h"
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#define RADIOTRANS(str) ("ETRS" str)
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extern CTString astrNoYes[] = {
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RADIOTRANS("No"),
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RADIOTRANS("Yes"),
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};
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extern CTString astrComputerInvoke[] = {
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RADIOTRANS("Use"),
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RADIOTRANS("Double-click use"),
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};
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extern CTString astrWeapon[] = {
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RADIOTRANS("Only if new"),
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RADIOTRANS("Never"),
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RADIOTRANS("Always"),
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RADIOTRANS("Only if stronger"),
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};
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extern PIX apixWidths[][2] = {
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320, 240,
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400, 300,
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512, 384,
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640, 240,
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640, 480,
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720, 540,
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800, 300,
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800, 600,
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960, 720,
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1024, 384,
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1024, 768,
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1152, 864,
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1280, 480,
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1280, 960,
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1600, 600,
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1600, 1200,
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1920, 720,
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1920, 1440,
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2048, 786,
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2048, 1536,
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};
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extern CTString astrCrosshair[] = {
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"",
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"Textures\\Interface\\Crosshairs\\Crosshair1.tex",
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"Textures\\Interface\\Crosshairs\\Crosshair2.tex",
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"Textures\\Interface\\Crosshairs\\Crosshair3.tex",
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"Textures\\Interface\\Crosshairs\\Crosshair4.tex",
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"Textures\\Interface\\Crosshairs\\Crosshair5.tex",
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"Textures\\Interface\\Crosshairs\\Crosshair6.tex",
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"Textures\\Interface\\Crosshairs\\Crosshair7.tex",
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};
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extern CTString astrMaxPlayersRadioTexts[] = {
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RADIOTRANS("2"),
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RADIOTRANS("3"),
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RADIOTRANS("4"),
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RADIOTRANS("5"),
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RADIOTRANS("6"),
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RADIOTRANS("7"),
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RADIOTRANS("8"),
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RADIOTRANS("9"),
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RADIOTRANS("10"),
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RADIOTRANS("11"),
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RADIOTRANS("12"),
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RADIOTRANS("13"),
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RADIOTRANS("14"),
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RADIOTRANS("15"),
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RADIOTRANS("16"),
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};
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// here, we just reserve space for up to 16 different game types
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// actual names are added later
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extern CTString astrGameTypeRadioTexts[] = {
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"", "", "", "", "",
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"", "", "", "", "",
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"", "", "", "", "",
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"", "", "", "", "",
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};
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extern INDEX ctGameTypeRadioTexts = 1;
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extern CTString astrDifficultyRadioTexts[] = {
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RADIOTRANS("Tourist"),
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RADIOTRANS("Easy"),
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RADIOTRANS("Normal"),
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RADIOTRANS("Hard"),
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RADIOTRANS("Serious"),
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RADIOTRANS("Mental"),
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};
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extern CTString astrSplitScreenRadioTexts[] = {
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RADIOTRANS("1"),
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RADIOTRANS("2 - split screen"),
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RADIOTRANS("3 - split screen"),
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RADIOTRANS("4 - split screen"),
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};
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extern CTString astrDisplayPrefsRadioTexts[] = {
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RADIOTRANS("Speed"),
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RADIOTRANS("Normal"),
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RADIOTRANS("Quality"),
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RADIOTRANS("Custom"),
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};
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extern CTString astrDisplayAPIRadioTexts[] = {
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RADIOTRANS("OpenGL"),
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RADIOTRANS("Direct3D"),
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};
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extern CTString astrBitsPerPixelRadioTexts[] = {
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RADIOTRANS("Desktop"),
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RADIOTRANS("16 BPP"),
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RADIOTRANS("32 BPP"),
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};
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extern CTString astrFrequencyRadioTexts[] = {
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RADIOTRANS("No sound"),
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RADIOTRANS("11kHz"),
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RADIOTRANS("22kHz"),
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RADIOTRANS("44kHz"),
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};
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extern CTString astrSoundAPIRadioTexts[] = {
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RADIOTRANS("WaveOut"),
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RADIOTRANS("DirectSound"),
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RADIOTRANS("EAX"),
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};
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ULONG GetSpawnFlagsForGameType(INDEX iGameType)
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{
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if (iGameType == -1) return SPF_SINGLEPLAYER;
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// get function that will provide us the flags
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CShellSymbol *pss = _pShell->GetSymbol("GetSpawnFlagsForGameTypeSS", /*bDeclaredOnly=*/ TRUE);
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// if none
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if (pss == NULL) {
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// error
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ASSERT(FALSE);
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return 0;
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}
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ULONG(*pFunc)(INDEX) = (ULONG(*)(INDEX))pss->ss_pvValue;
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return pFunc(iGameType);
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}
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BOOL IsMenuEnabled(const CTString &strMenuName)
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{
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// get function that will provide us the flags
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CShellSymbol *pss = _pShell->GetSymbol("IsMenuEnabledSS", /*bDeclaredOnly=*/ TRUE);
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// if none
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if (pss == NULL) {
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// error
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ASSERT(FALSE);
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return TRUE;
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}
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BOOL(*pFunc)(const CTString &) = (BOOL(*)(const CTString &))pss->ss_pvValue;
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return pFunc(strMenuName);
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}
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// initialize game type strings table
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void InitGameTypes(void)
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{
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// get function that will provide us the info about gametype
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CShellSymbol *pss = _pShell->GetSymbol("GetGameTypeNameSS", /*bDeclaredOnly=*/ TRUE);
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// if none
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if (pss == NULL) {
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// error
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astrGameTypeRadioTexts[0] = "<???>";
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ctGameTypeRadioTexts = 1;
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return;
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}
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// for each mode
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for (ctGameTypeRadioTexts = 0; ctGameTypeRadioTexts<ARRAYCOUNT(astrGameTypeRadioTexts); ctGameTypeRadioTexts++) {
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// get the text
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CTString(*pFunc)(INDEX) = (CTString(*)(INDEX))pss->ss_pvValue;
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CTString strMode = pFunc(ctGameTypeRadioTexts);
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// if no mode modes
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if (strMode == "") {
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// stop
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break;
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}
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// add that mode
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astrGameTypeRadioTexts[ctGameTypeRadioTexts] = strMode;
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}
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}
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int qsort_CompareFileInfos_NameUp(const void *elem1, const void *elem2)
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{
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const CFileInfo &fi1 = **(CFileInfo **)elem1;
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const CFileInfo &fi2 = **(CFileInfo **)elem2;
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return strcmp(fi1.fi_strName, fi2.fi_strName);
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}
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int qsort_CompareFileInfos_NameDn(const void *elem1, const void *elem2)
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{
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const CFileInfo &fi1 = **(CFileInfo **)elem1;
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const CFileInfo &fi2 = **(CFileInfo **)elem2;
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return -strcmp(fi1.fi_strName, fi2.fi_strName);
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}
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int qsort_CompareFileInfos_FileUp(const void *elem1, const void *elem2)
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{
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const CFileInfo &fi1 = **(CFileInfo **)elem1;
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const CFileInfo &fi2 = **(CFileInfo **)elem2;
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return strcmp(fi1.fi_fnFile, fi2.fi_fnFile);
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}
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int qsort_CompareFileInfos_FileDn(const void *elem1, const void *elem2)
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{
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const CFileInfo &fi1 = **(CFileInfo **)elem1;
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const CFileInfo &fi2 = **(CFileInfo **)elem2;
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return -strcmp(fi1.fi_fnFile, fi2.fi_fnFile);
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}
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INDEX APIToSwitch(enum GfxAPIType gat)
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{
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switch (gat) {
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case GAT_OGL: return 0;
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#ifdef SE1_D3D
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case GAT_D3D: return 1;
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#endif // SE1_D3D
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default: ASSERT(FALSE); return 0;
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}
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}
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enum GfxAPIType SwitchToAPI(INDEX i)
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{
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switch (i) {
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case 0: return GAT_OGL;
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#ifdef SE1_D3D
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case 1: return GAT_D3D;
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#endif // SE1_D3D
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default: ASSERT(FALSE); return GAT_OGL;
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}
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}
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INDEX DepthToSwitch(enum DisplayDepth dd)
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{
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switch (dd) {
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case DD_DEFAULT: return 0;
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case DD_16BIT: return 1;
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case DD_32BIT: return 2;
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default: ASSERT(FALSE); return 0;
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}
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}
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enum DisplayDepth SwitchToDepth(INDEX i)
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{
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switch (i) {
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case 0: return DD_DEFAULT;
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case 1: return DD_16BIT;
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case 2: return DD_32BIT;
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default: ASSERT(FALSE); return DD_DEFAULT;
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}
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}
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// controls that are currently customized
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CTFileName _fnmControlsToCustomize = CTString("");
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void ControlsMenuOn()
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{
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_pGame->SavePlayersAndControls();
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try {
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_pGame->gm_ctrlControlsExtra.Load_t(_fnmControlsToCustomize);
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}
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catch (char *strError) {
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WarningMessage(strError);
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}
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}
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void ControlsMenuOff()
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{
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try {
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if (_pGame->gm_ctrlControlsExtra.ctrl_lhButtonActions.Count()>0) {
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_pGame->gm_ctrlControlsExtra.Save_t(_fnmControlsToCustomize);
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}
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}
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catch (char *strError) {
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FatalError(strError);
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}
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FORDELETELIST(CButtonAction, ba_lnNode, _pGame->gm_ctrlControlsExtra.ctrl_lhButtonActions, itAct) {
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delete &itAct.Current();
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}
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_pGame->LoadPlayersAndControls();
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} |