SRB2/src/m_menu.h

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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 2011-2016 by Matthew "Kaito Sinclaire" Walsh.
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// Copyright (C) 1999-2020 by Sonic Team Junior.
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//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file m_menu.h
/// \brief Menu widget stuff, selection and such
#ifndef __X_MENU__
#define __X_MENU__
#include "doomstat.h" // for NUMGAMETYPES
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#include "d_event.h"
#include "command.h"
#include "r_skins.h" // for SKINNAMESIZE
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#include "f_finale.h" // for ttmode_enum
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// Compatibility with old-style named NiGHTS replay files.
#define OLDNREPLAYNAME
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//
// MENUS
//
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// If menu hierarchies go deeper, change this up to 5.
// Zero-based, inclusive.
#define NUMMENULEVELS 3
#define MENUBITS 6
// Menu IDs sectioned by numeric places to signify hierarchy
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/**
* IF YOU MODIFY THIS, MODIFY MENUTYPES_LIST[] IN dehacked.c TO MATCH.
*/
typedef enum
{
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MN_NONE,
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MN_MAIN,
// Single Player
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MN_SP_MAIN,
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MN_SP_LOAD,
MN_SP_PLAYER,
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MN_SP_LEVELSELECT,
MN_SP_LEVELSTATS,
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MN_SP_TIMEATTACK,
MN_SP_TIMEATTACK_LEVELSELECT,
MN_SP_GUESTREPLAY,
MN_SP_REPLAY,
MN_SP_GHOST,
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MN_SP_NIGHTSATTACK,
MN_SP_NIGHTS_LEVELSELECT,
MN_SP_NIGHTS_GUESTREPLAY,
MN_SP_NIGHTS_REPLAY,
MN_SP_NIGHTS_GHOST,
Introducing Marathon Run. (I was going to call it Marathon Mode, but NiGHTS Mode being right next to it on the menu looked terrible.) Basically a dedicated Record Attack-like experience for speedrunning the game as a continuous chunk rather than ILs. Has several quality of life features. Benefits include: * An unambiguous real-time bar across the bottom of the screen, always displaying the current time, ticking up until you reach the ending. * Disable the console (pausing is still allowed, but the timer will still increment). * Automatically skip intermissions as if you're holding down the spin button. * Show centiseconds on HUD automatically, like record attack. * "Live Event Backups" - a category of run fit for major events like GDQ, where recovery from crashes or chokes makes for better entertainment. Essentially a modified SP savefile, down to using the same basic functions, but has its own filename and tweaked internal layout. * "spmarathon_start" MainCfg block parameter and "marathonnext" mapheader parameter, allowing for a customised flow (makes this fit for purpose for an eventual SUGOI port). * Disabling inter-level custom cutscenes by default with a menu option to toggle this (won't show up if the mod doesn't *have* any custom cutscenes), although either way ending cutscenes (vanilla or custom) remain intact since is time is called before them. * Won't show up if you have a mod that consists of only one level (determined by spmarathon_start's nextlevel; this won't trip if you manually set its marathonnext). * Unconditional gratitude on the evaluation screen, instead of a negging "Try again..." if you didn't get all the emeralds (which you may not have been aiming for). * Gorgeous new menu (no new assets required, unless you wanna give it a header later). Changes which were required for the above but affect other areas of the game include: * "useBlackRock" MainCFG block parameter, which can be used to disable the presence of the Black Rock or Egg Rock in both the Evaluation screen and the Marathon Run menu (for total conversions with different stories). * Disabling Continues in NiGHTS mode, to match the most common singleplayer experience post 2.2.4's release (is reverted if useContinues is set to true). * Hiding the exitmove "powerup" outside of multiplayer. (Okay, this isn't really related, I just saw this bug in action a lot while doing test runs and got annoyed enough to fix it here.) * The ability to use V_DrawPromptBack (in hardcode only at the moment, but) to draw in terms of pixels rather than rows of text, by providing negative instead of positive inputs). * A refactoring of redundant game saves smattered across the ending, credits, and evaluation - in addition to saving the game slightly earlier. * Minor m_menu.c touchups and refactorings here and there. Built using feedback from the official server's #speedruns channel, among other places.
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MN_SP_MARATHON,
// Multiplayer
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MN_MP_MAIN,
MN_MP_SPLITSCREEN, // SplitServer
MN_MP_SERVER,
MN_MP_CONNECT,
MN_MP_ROOM,
MN_MP_PLAYERSETUP, // MP_PlayerSetupDef shared with SPLITSCREEN if #defined NONET
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MN_MP_SERVER_OPTIONS,
// Options
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MN_OP_MAIN,
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MN_OP_P1CONTROLS,
MN_OP_CHANGECONTROLS, // OP_ChangeControlsDef shared with P2
MN_OP_P1MOUSE,
MN_OP_P1JOYSTICK,
MN_OP_JOYSTICKSET, // OP_JoystickSetDef shared with P2
MN_OP_P1CAMERA,
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MN_OP_P2CONTROLS,
MN_OP_P2MOUSE,
MN_OP_P2JOYSTICK,
MN_OP_P2CAMERA,
MN_OP_PLAYSTYLE,
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MN_OP_VIDEO,
MN_OP_VIDEOMODE,
MN_OP_COLOR,
MN_OP_OPENGL,
MN_OP_OPENGL_LIGHTING,
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MN_OP_SOUND,
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MN_OP_SERVER,
MN_OP_MONITORTOGGLE,
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MN_OP_DATA,
MN_OP_ADDONS,
MN_OP_SCREENSHOTS,
MN_OP_ERASEDATA,
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// Extras
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MN_SR_MAIN,
MN_SR_PANDORA,
MN_SR_LEVELSELECT,
MN_SR_UNLOCKCHECKLIST,
MN_SR_EMBLEMHINT,
MN_SR_PLAYER,
MN_SR_SOUNDTEST,
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// Addons (Part of MISC, but let's make it our own)
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MN_AD_MAIN,
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// MISC
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// MN_MESSAGE,
// MN_SPAUSE,
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// MN_MPAUSE,
// MN_SCRAMBLETEAM,
// MN_CHANGETEAM,
// MN_CHANGELEVEL,
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// MN_MAPAUSE,
// MN_HELP,
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MN_SPECIAL,
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NUMMENUTYPES,
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} menutype_t; // up to 63; MN_SPECIAL = 53
#define MTREE2(a,b) (a | (b<<MENUBITS))
#define MTREE3(a,b,c) MTREE2(a, MTREE2(b,c))
#define MTREE4(a,b,c,d) MTREE2(a, MTREE3(b,c,d))
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typedef struct
{
char bgname[8]; // name for background gfx lump; lays over titlemap if this is set
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SINT8 fadestrength; // darken background when displaying this menu, strength 0-31 or -1 for undefined
INT32 bgcolor; // fill color, overrides bg name. -1 means follow bg name rules.
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INT32 titlescrollxspeed; // background gfx scroll per menu; inherits global setting
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INT32 titlescrollyspeed; // y scroll
boolean bghide; // for titlemaps, hide the background.
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SINT8 hidetitlepics; // hide title gfx per menu; -1 means undefined, inherits global setting
ttmode_enum ttmode; // title wing animation mode; default TTMODE_OLD
UINT8 ttscale; // scale of title wing gfx (FRACUNIT / ttscale); -1 means undefined, inherits global setting
char ttname[9]; // lump name of title wing gfx. If name length is <= 6, engine will attempt to load numbered frames (TTNAMExx)
INT16 ttx; // X position of title wing
INT16 tty; // Y position of title wing
INT16 ttloop; // # frame to loop; -1 means dont loop
UINT16 tttics; // # of tics per frame
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char musname[7]; ///< Music track to play. "" for no music.
UINT16 mustrack; ///< Subsong to play. Only really relevant for music modules and specific formats supported by GME. 0 to ignore.
boolean muslooping; ///< Loop the music
boolean musstop; ///< Don't play any music
boolean musignore; ///< Let the current music keep playing
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boolean enterbubble; // run all entrance line execs after common ancestor and up to child. If false, only run the child's exec
boolean exitbubble; // run all exit line execs from child and up to before common ancestor. If false, only run the child's exec
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INT32 entertag; // line exec to run on menu enter, if titlemap
INT32 exittag; // line exec to run on menu exit, if titlemap
INT16 enterwipe; // wipe type to run on menu enter, -1 means default
INT16 exitwipe; // wipe type to run on menu exit, -1 means default
} menupres_t;
extern menupres_t menupres[NUMMENUTYPES];
extern UINT32 prevMenuId;
extern UINT32 activeMenuId;
void M_InitMenuPresTables(void);
UINT8 M_GetYoungestChildMenu(void);
void M_ChangeMenuMusic(const char *defaultmusname, boolean defaultmuslooping);
void M_SetMenuCurBackground(const char *defaultname);
void M_SetMenuCurFadeValue(UINT8 defaultvalue);
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void M_SetMenuCurTitlePics(void);
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// Called by main loop,
// saves config file and calls I_Quit when user exits.
// Even when the menu is not displayed,
// this can resize the view and change game parameters.
// Does all the real work of the menu interaction.
boolean M_Responder(event_t *ev);
// Called by main loop, only used for menu (skull cursor) animation.
void M_Ticker(void);
// Called by main loop, draws the menus directly into the screen buffer.
void M_Drawer(void);
// Called by D_SRB2Main, loads the config file.
void M_Init(void);
// Called by D_SRB2Main also, sets up the playermenu and description tables.
void M_InitCharacterTables(void);
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// Called by intro code to force menu up upon a keypress,
// does nothing if menu is already up.
void M_StartControlPanel(void);
// Called upon end of a mode attack run
void M_EndModeAttackRun(void);
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// Called on new server add, or other reasons
void M_SortServerList(void);
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// Draws a box with a texture inside as background for messages
void M_DrawTextBox(INT32 x, INT32 y, INT32 width, INT32 boxlines);
// the function to show a message box typing with the string inside
// string must be static (not in the stack)
// routine is a function taking a INT32 in parameter
typedef enum
{
MM_NOTHING = 0, // is just displayed until the user do someting
MM_YESNO, // routine is called with only 'y' or 'n' in param
MM_EVENTHANDLER // the same of above but without 'y' or 'n' restriction
// and routine is void routine(event_t *) (ex: set control)
} menumessagetype_t;
void M_StartMessage(const char *string, void *routine, menumessagetype_t itemtype);
// Called by linux_x/i_video_xshm.c
void M_QuitResponse(INT32 ch);
// Determines whether to show a level in the list (platter version does not need to be exposed)
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boolean M_CanShowLevelInList(INT32 mapnum, INT32 gt);
// flags for items in the menu
// menu handle (what we do when key is pressed
#define IT_TYPE 15 // (1+2+4+8)
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#define IT_CALL 0 // call the function
#define IT_SPACE 1 // no handling
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#define IT_ARROWS 2 // call function with 0 for left arrow and 1 for right arrow in param
#define IT_KEYHANDLER 4 // call with the key in param
#define IT_SUBMENU 6 // go to sub menu
#define IT_CVAR 8 // handle as a cvar
#define IT_PAIR 11 // no handling, define both sides of text
#define IT_MSGHANDLER 12 // same as key but with event and sometime can handle y/n key (special for message)
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#define IT_DISPLAY (48+64+128) // 16+32+64+128
#define IT_NOTHING 0 // space
#define IT_PATCH 16 // a patch or a string with big font
#define IT_STRING 32 // little string (spaced with 10)
#define IT_WHITESTRING 48 // little string in white
#define IT_DYBIGSPACE 64 // same as noting
#define IT_DYLITLSPACE (16+64) // little space
#define IT_STRING2 (32+64) // a simple string
#define IT_GRAYPATCH (16+32+64) // grayed patch or big font string
#define IT_BIGSLIDER 128 // volume sound use this
#define IT_TRANSTEXT (16+128) // Transparent text
#define IT_TRANSTEXT2 (32+128) // used for control names
#define IT_HEADERTEXT (48+128) // Non-selectable header option, displays in yellow offset to the left a little
#define IT_QUESTIONMARKS (64+128) // Displays as question marks, used for secrets
#define IT_CENTER 256 // if IT_PATCH, center it on screen
//consvar specific
#define IT_CVARTYPE (512+1024+2048)
#define IT_CV_NORMAL 0
#define IT_CV_SLIDER 512
#define IT_CV_STRING 1024
#define IT_CV_NOPRINT 1536
#define IT_CV_NOMOD 2048
#define IT_CV_INVISSLIDER 2560
#define IT_CV_INTEGERSTEP 4096 // if IT_CV_NORMAL and cvar is CV_FLOAT, modify it by 1 instead of 0.0625
#define IT_CV_FLOATSLIDER 4608 // IT_CV_SLIDER, value modified by 0.0625 instead of 1 (for CV_FLOAT cvars)
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//call/submenu specific
// There used to be a lot more here but ...
// A lot of them became redundant with the advent of the Pause menu, so they were removed
#define IT_CALLTYPE (512+1024)
#define IT_CALL_NORMAL 0
#define IT_CALL_NOTMODIFIED 512
// in INT16 for some common use
#define IT_BIGSPACE (IT_SPACE +IT_DYBIGSPACE)
#define IT_LITLSPACE (IT_SPACE +IT_DYLITLSPACE)
#define IT_CONTROL (IT_STRING2+IT_CALL)
#define IT_CVARMAX (IT_CVAR +IT_CV_NOMOD)
#define IT_DISABLED (IT_SPACE +IT_GRAYPATCH)
#define IT_GRAYEDOUT (IT_SPACE +IT_TRANSTEXT)
#define IT_GRAYEDOUT2 (IT_SPACE +IT_TRANSTEXT2)
#define IT_HEADER (IT_SPACE +IT_HEADERTEXT)
#define IT_SECRET (IT_SPACE +IT_QUESTIONMARKS)
#define MAXSTRINGLENGTH 32
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typedef union
{
struct menu_s *submenu; // IT_SUBMENU
consvar_t *cvar; // IT_CVAR
void (*routine)(INT32 choice); // IT_CALL, IT_KEYHANDLER, IT_ARROWS
} itemaction_t;
//
// MENU TYPEDEFS
//
typedef struct menuitem_s
{
// show IT_xxx
UINT16 status;
const char *patch;
const char *text; // used when FONTBxx lump is found
// FIXME: should be itemaction_t
void *itemaction;
// hotkey in menu or y of the item
UINT8 alphaKey;
} menuitem_t;
typedef struct menu_s
{
UINT32 menuid; // ID to encode menu type and hierarchy
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const char *menutitlepic;
INT16 numitems; // # of menu items
struct menu_s *prevMenu; // previous menu
menuitem_t *menuitems; // menu items
void (*drawroutine)(void); // draw routine
INT16 x, y; // x, y of menu
INT16 lastOn; // last item user was on in menu
boolean (*quitroutine)(void); // called before quit a menu return true if we can
} menu_t;
void M_SetupNextMenu(menu_t *menudef);
void M_ClearMenus(boolean callexitmenufunc);
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// Maybe this goes here????? Who knows.
boolean M_MouseNeeded(void);
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extern menu_t *currentMenu;
extern menu_t MainDef;
extern menu_t SP_LoadDef;
// Call upon joystick hotplug
void M_SetupJoystickMenu(INT32 choice);
extern menu_t OP_JoystickSetDef;
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// Stuff for customizing the player select screen
typedef struct
{
boolean used;
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char notes[441];
char picname[8];
char skinname[SKINNAMESIZE*2+2]; // skin&skin\0
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patch_t *charpic;
UINT8 prev;
UINT8 next;
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// new character select
char displayname[SKINNAMESIZE+1];
SINT8 skinnum[2];
UINT16 oppositecolor;
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char nametag[8];
patch_t *namepic;
UINT16 tagtextcolor;
UINT16 tagoutlinecolor;
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} description_t;
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// level select platter
typedef struct
{
char header[22+5]; // mapheader_t lvltttl max length + " ZONE"
INT32 maplist[3];
char mapnames[3][17+1];
boolean mapavailable[4]; // mapavailable[3] == wide or not
} levelselectrow_t;
typedef struct
{
UINT8 numrows;
levelselectrow_t *rows;
} levelselect_t;
// experimental level select end
// descriptions for gametype select screen
typedef struct
{
UINT8 col[2];
char notes[441];
} gtdesc_t;
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extern gtdesc_t gametypedesc[NUMGAMETYPES];
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// mode descriptions for video mode menu
typedef struct
{
INT32 modenum; // video mode number in the vidmodes list
const char *desc; // XXXxYYY
UINT8 goodratio; // aspect correct if 1
} modedesc_t;
// savegame struct for save game menu
typedef struct
{
char levelname[32];
UINT8 skinnum;
UINT8 botskin;
UINT8 numemeralds;
UINT8 numgameovers;
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INT32 lives;
INT32 continuescore;
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INT32 gamemap;
} saveinfo_t;
extern description_t description[MAXSKINS];
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extern consvar_t cv_showfocuslost;
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extern consvar_t cv_newgametype, cv_nextmap, cv_chooseskin, cv_serversort;
extern CV_PossibleValue_t gametype_cons_t[];
extern INT16 startmap;
extern INT32 ultimate_selectable;
extern INT16 char_on, startchar;
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#define MAXSAVEGAMES 31
#define NOSAVESLOT 0 //slot where Play Without Saving appears
Introducing Marathon Run. (I was going to call it Marathon Mode, but NiGHTS Mode being right next to it on the menu looked terrible.) Basically a dedicated Record Attack-like experience for speedrunning the game as a continuous chunk rather than ILs. Has several quality of life features. Benefits include: * An unambiguous real-time bar across the bottom of the screen, always displaying the current time, ticking up until you reach the ending. * Disable the console (pausing is still allowed, but the timer will still increment). * Automatically skip intermissions as if you're holding down the spin button. * Show centiseconds on HUD automatically, like record attack. * "Live Event Backups" - a category of run fit for major events like GDQ, where recovery from crashes or chokes makes for better entertainment. Essentially a modified SP savefile, down to using the same basic functions, but has its own filename and tweaked internal layout. * "spmarathon_start" MainCfg block parameter and "marathonnext" mapheader parameter, allowing for a customised flow (makes this fit for purpose for an eventual SUGOI port). * Disabling inter-level custom cutscenes by default with a menu option to toggle this (won't show up if the mod doesn't *have* any custom cutscenes), although either way ending cutscenes (vanilla or custom) remain intact since is time is called before them. * Won't show up if you have a mod that consists of only one level (determined by spmarathon_start's nextlevel; this won't trip if you manually set its marathonnext). * Unconditional gratitude on the evaluation screen, instead of a negging "Try again..." if you didn't get all the emeralds (which you may not have been aiming for). * Gorgeous new menu (no new assets required, unless you wanna give it a header later). Changes which were required for the above but affect other areas of the game include: * "useBlackRock" MainCFG block parameter, which can be used to disable the presence of the Black Rock or Egg Rock in both the Evaluation screen and the Marathon Run menu (for total conversions with different stories). * Disabling Continues in NiGHTS mode, to match the most common singleplayer experience post 2.2.4's release (is reverted if useContinues is set to true). * Hiding the exitmove "powerup" outside of multiplayer. (Okay, this isn't really related, I just saw this bug in action a lot while doing test runs and got annoyed enough to fix it here.) * The ability to use V_DrawPromptBack (in hardcode only at the moment, but) to draw in terms of pixels rather than rows of text, by providing negative instead of positive inputs). * A refactoring of redundant game saves smattered across the ending, credits, and evaluation - in addition to saving the game slightly earlier. * Minor m_menu.c touchups and refactorings here and there. Built using feedback from the official server's #speedruns channel, among other places.
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#define MARATHONSLOT 420 // just has to be nonzero, but let's use one that'll show up as an obvious error if something goes wrong while not using our existing saves
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#define BwehHehHe() S_StartSound(NULL, sfx_bewar1+M_RandomKey(4)) // Bweh heh he
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void M_TutorialSaveControlResponse(INT32 ch);
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void M_ForceSaveSlotSelected(INT32 sslot);
void M_CheatActivationResponder(INT32 ch);
void M_ModeAttackRetry(INT32 choice);
// Level select updating
void Nextmap_OnChange(void);
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// Screenshot menu updating
void Moviemode_mode_Onchange(void);
void Screenshot_option_Onchange(void);
// Addons menu updating
void Addons_option_Onchange(void);
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// Moviemode menu updating
void Moviemode_option_Onchange(void);
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// Player Setup menu colors linked list
typedef struct menucolor_s {
struct menucolor_s *next;
struct menucolor_s *prev;
UINT16 color;
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} menucolor_t;
extern menucolor_t *menucolorhead, *menucolortail;
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void M_AddMenuColor(UINT16 color);
void M_MoveColorBefore(UINT16 color, UINT16 targ);
void M_MoveColorAfter(UINT16 color, UINT16 targ);
UINT16 M_GetColorBefore(UINT16 color);
UINT16 M_GetColorAfter(UINT16 color);
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void M_InitPlayerSetupColors(void);
void M_FreePlayerSetupColors(void);
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// These defines make it a little easier to make menus
#define DEFAULTMENUSTYLE(id, header, source, prev, x, y)\
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{\
id,\
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header,\
sizeof(source)/sizeof(menuitem_t),\
prev,\
source,\
M_DrawGenericMenu,\
x, y,\
0,\
NULL\
}
#define DEFAULTSCROLLMENUSTYLE(id, header, source, prev, x, y)\
{\
id,\
header,\
sizeof(source)/sizeof(menuitem_t),\
prev,\
source,\
M_DrawGenericScrollMenu,\
x, y,\
0,\
NULL\
}
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#define PAUSEMENUSTYLE(source, x, y)\
{\
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MN_SPECIAL,\
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NULL,\
sizeof(source)/sizeof(menuitem_t),\
NULL,\
source,\
M_DrawPauseMenu,\
x, y,\
0,\
NULL\
}
#define CENTERMENUSTYLE(id, header, source, prev, y)\
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{\
id,\
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header,\
sizeof(source)/sizeof(menuitem_t),\
prev,\
source,\
M_DrawCenteredMenu,\
BASEVIDWIDTH/2, y,\
0,\
NULL\
}
#define MAPPLATTERMENUSTYLE(id, header, source)\
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{\
id,\
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header,\
sizeof (source)/sizeof (menuitem_t),\
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&MainDef,\
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source,\
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M_DrawLevelPlatterMenu,\
0,0,\
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0,\
NULL\
}
#define CONTROLMENUSTYLE(id, source, prev)\
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{\
id,\
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"M_CONTRO",\
sizeof (source)/sizeof (menuitem_t),\
prev,\
source,\
M_DrawControl,\
24, 40,\
0,\
NULL\
}
#define IMAGEDEF(source)\
{\
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MN_SPECIAL,\
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NULL,\
sizeof (source)/sizeof (menuitem_t),\
NULL,\
source,\
M_DrawImageDef,\
0, 0,\
0,\
NULL\
}
#endif //__X_MENU__