1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194
|
/*
===========================================================================
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 Quake III Arena source code; 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 );
}
|