Beispiel #1
0
GameLoopResult GameLoopWaitForAnyKeyOrButtonFunc(void *data)
{
	GameLoopWaitForAnyKeyOrButtonData *wData = data;
	int cmds[MAX_LOCAL_PLAYERS];
	memset(cmds, 0, sizeof cmds);
	GetPlayerCmds(&gEventHandlers, &cmds);
	for (int i = 0; i < MAX_LOCAL_PLAYERS; i++)
	{
		if (cmds[i] & (CMD_BUTTON1 | CMD_BUTTON2))
		{
			// Interpret anything other than CMD_BUTTON1 as cancel
			return WaitResult(wData, cmds[i] & CMD_BUTTON1);
		}
	}

	// Check menu commands
	const int menuCmd = GetMenuCmd(&gEventHandlers);
	if (menuCmd & (CMD_BUTTON1 | CMD_BUTTON2))
	{
		// Interpret anything other than CMD_BUTTON1 as cancel
		return WaitResult(wData, menuCmd & CMD_BUTTON1);
	}

	// Check if anyone pressed escape
	if (EventIsEscape(&gEventHandlers, cmds, menuCmd))
	{
		return WaitResult(wData, false);
	}

	return UPDATE_RESULT_OK;
}
Beispiel #2
0
void MenuLoop(MenuSystem *menu)
{
	assert(menu->numExitTypes > 0);
	for (;; SDL_Delay(10))
	{
		// Input
		InputPoll(menu->joysticks, menu->keyboard);
		// Update
		if (menu->current->type == MENU_TYPE_KEYS &&
			menu->current->u.normal.changeKeyMenu != NULL)
		{
			MenuProcessChangeKey(menu->current);
		}
		else
		{
			int cmd = GetMenuCmd();
			menu->current = MenuProcessCmd(menu->current, cmd);
		}
		if (MenuHasExitType(menu, menu->current->type))
		{
			break;
		}
		// Draw
		if (menu->bkg != NULL)
		{
			memcpy(
				GetDstScreen(),
				menu->bkg,
				GraphicsGetMemSize(&gGraphicsDevice.cachedConfig));
		}
		ShowControls();
		MenuDisplay(menu);
		CopyToScreen();
	}
}
Beispiel #3
0
void MenuLoop(MenuSystem *menu)
{
	assert(menu->numExitTypes > 0);
	for (;; SDL_Delay(10))
	{
		MusicSetPlaying(&gSoundDevice, SDL_GetAppState() & SDL_APPINPUTFOCUS);
		// Input
		InputPoll(menu->inputDevices, SDL_GetTicks());
		// Update
		if (menu->current->type == MENU_TYPE_KEYS &&
			menu->current->u.normal.changeKeyMenu != NULL)
		{
			MenuProcessChangeKey(menu->current);
		}
		else
		{
			int cmd = GetMenuCmd(gPlayerDatas);
			MenuProcessCmd(menu, cmd);
		}
		if (MenuIsExit(menu))
		{
			break;
		}
		// Draw
		GraphicsBlitBkg(menu->graphics);
		ShowControls();
		MenuDisplay(menu);
		BlitFlip(menu->graphics, &gConfig.Graphics);
	}
}
Beispiel #4
0
int MainMenu(void *bkg)
{
	int cmd, prev = 0;
	int mode;

	PaletteAdjust();

	mode = MODE_MAIN;

	while (mode != MODE_QUIT && mode != MODE_PLAY) {
		memcpy(GetDstScreen(), bkg, SCREEN_MEMSIZE);
		ShowControls();

		if (mode == MODE_MAIN)
			ShowCredits();

		GetMenuCmd(&cmd);

		if (cmd == prev)
			cmd = 0;
		else
			prev = cmd;

		mode = MakeSelection(mode, cmd);
		
		CopyToScreen();

		SDL_Delay(10);
	}

	WaitForRelease();

	return mode == MODE_PLAY;
}
Beispiel #5
0
int NumPlayersSelection(
	int *numPlayers, campaign_mode_e mode,
	GraphicsDevice *graphics, InputDevices *input)
{
	MenuSystem ms;
	int i;
	int res = 0;
	MenuSystemInit(
		&ms, input, graphics,
		Vec2iZero(),
		Vec2iNew(
			graphics->cachedConfig.ResolutionWidth,
			graphics->cachedConfig.ResolutionHeight));
	ms.root = ms.current = MenuCreateNormal(
		"",
		"Select number of players",
		MENU_TYPE_NORMAL,
		0);
	for (i = 0; i < MAX_PLAYERS; i++)
	{
		if (mode == CAMPAIGN_MODE_DOGFIGHT && i == 0)
		{
			// At least two players for dogfights
			continue;
		}
		char buf[2];
		sprintf(buf, "%d", i + 1);
		MenuAddSubmenu(ms.current, MenuCreateReturn(buf, i + 1));
	}
	MenuAddExitType(&ms, MENU_TYPE_RETURN);

	for (;;)
	{
		int cmd;
		InputPoll(&gInputDevices, SDL_GetTicks());
		if (KeyIsPressed(&gInputDevices.keyboard, SDLK_ESCAPE))
		{
			res = 0;
			break;	// hack to allow exit
		}
		cmd = GetMenuCmd(gPlayerDatas);
		MenuProcessCmd(&ms, cmd);
		if (MenuIsExit(&ms))
		{
			*numPlayers = ms.current->u.returnCode;
			res = 1;
			break;
		}

		GraphicsBlitBkg(graphics);
		MenuDisplay(&ms);
		BlitFlip(graphics, &gConfig.Graphics);
		SDL_Delay(10);
	}

	MenuSystemTerminate(&ms);
	return res;
}
Beispiel #6
0
static GameLoopResult PlayerEquipUpdate(void *data)
{
	PlayerEquipData *pData = data;

	// Check if anyone pressed escape
	int cmds[MAX_LOCAL_PLAYERS];
	memset(cmds, 0, sizeof cmds);
	GetPlayerCmds(&gEventHandlers, &cmds);
	if (EventIsEscape(&gEventHandlers, cmds, GetMenuCmd(&gEventHandlers)))
	{
		pData->IsOK = false;
		return UPDATE_RESULT_EXIT;
	}

	// Update menus
	int idx = 0;
	for (int i = 0; i < (int)gPlayerDatas.size; i++, idx++)
	{
		const PlayerData *p = CArrayGet(&gPlayerDatas, i);
		if (!p->IsLocal)
		{
			idx--;
			continue;
		}
		if (!MenuIsExit(&pData->menus[idx].ms))
		{
			MenuProcessCmd(&pData->menus[idx].ms, cmds[idx]);
		}
		else if (p->weaponCount == 0)
		{
			// Check exit condition; must have selected at least one weapon
			// Otherwise reset the current menu
			pData->menus[idx].ms.current = pData->menus[idx].ms.root;
		}
	}

	bool isDone = true;
	for (int i = 0; i < GetNumPlayers(false, false, true); i++)
	{
		if (strcmp(pData->menus[i].ms.current->name, "(End)") != 0)
		{
			isDone = false;
		}
	}
	if (isDone)
	{
		pData->IsOK = true;
		return UPDATE_RESULT_EXIT;
	}

	return UPDATE_RESULT_DRAW;
}
Beispiel #7
0
static GameLoopResult MenuUpdate(void *data)
{
	MenuSystem *ms = data;
	if (ms->current->type == MENU_TYPE_KEYS &&
		ms->current->u.normal.changeKeyMenu != NULL)
	{
		MenuProcessChangeKey(ms->current);
	}
	else
	{
		const int cmd = GetMenuCmd(ms->handlers);
		if (cmd)
		{
			MenuProcessCmd(ms, cmd);
		}
	}
	// Check if anyone pressed escape, or we need a hard exit
	int cmds[MAX_LOCAL_PLAYERS];
	memset(cmds, 0, sizeof cmds);
	GetPlayerCmds(&gEventHandlers, &cmds);
	const bool aborted =
		ms->allowAborts &&
		EventIsEscape(&gEventHandlers, cmds, GetMenuCmd(&gEventHandlers));
	if (aborted || ms->handlers->HasQuit)
	{
		ms->hasAbort = true;
		return UPDATE_RESULT_EXIT;
	}
	if (MenuIsExit(ms))
	{
		return UPDATE_RESULT_EXIT;
	}
	if (ms->current->customPostUpdateFunc)
	{
		ms->current->customPostUpdateFunc(
			ms->current, ms->current->customPostUpdateData);
	}
	return UPDATE_RESULT_DRAW;
}
Beispiel #8
0
static GameLoopResult MissionBriefingUpdate(void *data)
{
	MissionBriefingData *mData = data;

	// Check for player input; if any then skip to the end of the briefing
	int cmds[MAX_LOCAL_PLAYERS];
	memset(cmds, 0, sizeof cmds);
	GetPlayerCmds(&gEventHandlers, &cmds);
	for (int i = 0; i < MAX_LOCAL_PLAYERS; i++)
	{
		if (AnyButton(cmds[i]))
		{
			// If the typewriter is still going, skip to end
			if (mData->TypewriterCount <= (int)strlen(mData->Description))
			{
				strcpy(mData->TypewriterBuf, mData->Description);
				mData->TypewriterCount = strlen(mData->Description);
				return UPDATE_RESULT_DRAW;
			}
			// Otherwise, exit out of loop
			return UPDATE_RESULT_EXIT;
		}
	}
	// Check if anyone pressed escape
	if (EventIsEscape(&gEventHandlers, cmds, GetMenuCmd(&gEventHandlers)))
	{
		mData->IsOK = false;
		return UPDATE_RESULT_EXIT;
	}

	// Update the typewriter effect
	if (mData->TypewriterCount <= (int)strlen(mData->Description))
	{
		mData->TypewriterBuf[mData->TypewriterCount] =
			mData->Description[mData->TypewriterCount];
		mData->TypewriterCount++;
		return UPDATE_RESULT_DRAW;
	}

	return UPDATE_RESULT_OK;
}
Beispiel #9
0
static GameLoopResult PlayerSelectionUpdate(void *data)
{
	PlayerSelectionData *pData = data;

	// Check if anyone pressed escape
	int cmds[MAX_LOCAL_PLAYERS];
	memset(cmds, 0, sizeof cmds);
	GetPlayerCmds(&gEventHandlers, &cmds);
	if (EventIsEscape(&gEventHandlers, cmds, GetMenuCmd(&gEventHandlers)))
	{
		pData->IsOK = false;
		return UPDATE_RESULT_EXIT;
	}

	// Menu input
	int idx = 0;
	for (int i = 0; i < (int)gPlayerDatas.size; i++, idx++)
	{
		const PlayerData *p = CArrayGet(&gPlayerDatas, i);
		if (!p->IsLocal)
		{
			idx--;
			continue;
		}
		if (p->inputDevice != INPUT_DEVICE_UNSET &&
			!MenuIsExit(&pData->menus[idx].ms) && cmds[idx])
		{
			MenuProcessCmd(&pData->menus[idx].ms, cmds[idx]);
		}
	}

	// Conditions for exit: at least one player has selected "Done",
	// and no other players, if any, are still selecting their player
	// The "players" with no input device are turned into AIs
	bool hasAtLeastOneInput = false;
	bool isDone = true;
	idx = 0;
	for (int i = 0; i < (int)gPlayerDatas.size; i++, idx++)
	{
		const PlayerData *p = CArrayGet(&gPlayerDatas, i);
		if (!p->IsLocal)
		{
			idx--;
			continue;
		}
		if (p->inputDevice != INPUT_DEVICE_UNSET)
		{
			hasAtLeastOneInput = true;
			if (strcmp(pData->menus[idx].ms.current->name, "Done") != 0)
			{
				isDone = false;
			}
		}
	}
	if (isDone && hasAtLeastOneInput)
	{
		return UPDATE_RESULT_EXIT;
	}

	AssignPlayerInputDevices(&gEventHandlers);

	return UPDATE_RESULT_DRAW;
}