Exemple #1
0
void ARX_MENU_Launch() {
	
	arxtime.pause();

	//Synchronize menu mixers with game mixers and switch between them
	ARX_SOUND_MixerSwitch(ARX_SOUND_MixerGame, ARX_SOUND_MixerMenu);

	ARX_SOUND_PlayMenuAmbiance(AMB_MENU);
	ARX_MENU_CLICKSOUND();

	ARXmenu.currentmode = AMCM_MAIN;
	ARX_Menu_Resources_Create();
}
Exemple #2
0
void ARX_MENU_Launch(bool allowResume) {
	
	REFUSE_GAME_RETURN = !allowResume;

	arxtime.pause();

	//Synchronize menu mixers with game mixers and switch between them
	ARX_SOUND_MixerSwitch(ARX_SOUND_MixerGame, ARX_SOUND_MixerMenu);

	ARX_SOUND_PlayMenuAmbiance(AMB_MENU);
	ARX_MENU_CLICKSOUND();

	ARXmenu.currentmode = AMCM_MAIN;
	ARX_Menu_Resources_Create();
	Menu2_Open();
}
Exemple #3
0
//-----------------------------------------------------------------------------
// ARX Menu Rendering Func
// returns false if no menu needs to be displayed
//-----------------------------------------------------------------------------
bool ARX_Menu_Render() {
	
	if(ARXmenu.currentmode == AMCM_OFF)
		return false;

	bool br = Menu2_Render();

	if(br)
		return br;

	if(ARXmenu.currentmode == AMCM_OFF)
		return false;

	if(GInput->getMouseButton(Mouse::Button_0)) {
		EERIEMouseButton = 1;
		LastMouseClick = 1;
	} else if(GInput->getMouseButton(Mouse::Button_1)) {
		EERIEMouseButton = 2;
		LastMouseClick = 2;
	} else {
		EERIEMouseButton = 0;
	}

	GRenderer->BeginScene();

	GRenderer->Clear(Renderer::ColorBuffer | Renderer::DepthBuffer);
	
	FLYING_OVER = 0;

	//-------------------------------------------------------------------------

	if(ARXmenu.currentmode == AMCM_NEWQUEST && ARXmenu.mda) {
		if(ITC.Get("questbook") == NULL) {
			ARX_Menu_Resources_Release(false);
			ARX_Menu_Resources_Create();
			
			// TODO this is also in Interface.cpp

			ITC.Set("playerbook", "graph/interface/book/character_sheet/char_sheet_book");
			ITC.Set("ic_casting", "graph/interface/book/character_sheet/buttons_carac/icone_casting");
			ITC.Set("ic_close_combat", "graph/interface/book/character_sheet/buttons_carac/icone_close_combat");
			ITC.Set("ic_constitution", "graph/interface/book/character_sheet/buttons_carac/icone_constit");
			ITC.Set("ic_defense", "graph/interface/book/character_sheet/buttons_carac/icone_defense");
			ITC.Set("ic_dexterity", "graph/interface/book/character_sheet/buttons_carac/icone_dext");
			ITC.Set("ic_etheral_link", "graph/interface/book/character_sheet/buttons_carac/icone_etheral_link");
			ITC.Set("ic_mind", "graph/interface/book/character_sheet/buttons_carac/icone_intel");
			ITC.Set("ic_intuition", "graph/interface/book/character_sheet/buttons_carac/icone_intuition");
			ITC.Set("ic_mecanism", "graph/interface/book/character_sheet/buttons_carac/icone_mecanism");
			ITC.Set("ic_object_knowledge", "graph/interface/book/character_sheet/buttons_carac/icone_obj_knowledge");
			ITC.Set("ic_projectile", "graph/interface/book/character_sheet/buttons_carac/icone_projectile");
			ITC.Set("ic_stealth", "graph/interface/book/character_sheet/buttons_carac/icone_stealth");
			ITC.Set("ic_strength", "graph/interface/book/character_sheet/buttons_carac/icone_strenght");

			ITC.Set("questbook", "graph/interface/book/questbook");
			ITC.Set("ptexspellbook", "graph/interface/book/spellbook");
			ITC.Set("bookmark_char", "graph/interface/book/bookmark_char");
			ITC.Set("bookmark_magic", "graph/interface/book/bookmark_magic");
			ITC.Set("bookmark_map", "graph/interface/book/bookmark_map");
			ITC.Set("bookmark_quest", "graph/interface/book/bookmark_quest");

			ITC.Set("accessible_1", "graph/interface/book/accessible/accessible_1");
			ITC.Set("accessible_2", "graph/interface/book/accessible/accessible_2");
			ITC.Set("accessible_3", "graph/interface/book/accessible/accessible_3");
			ITC.Set("accessible_4", "graph/interface/book/accessible/accessible_4");
			ITC.Set("accessible_5", "graph/interface/book/accessible/accessible_5");
			ITC.Set("accessible_6", "graph/interface/book/accessible/accessible_6");
			ITC.Set("accessible_7", "graph/interface/book/accessible/accessible_7");
			ITC.Set("accessible_8", "graph/interface/book/accessible/accessible_8");
			ITC.Set("accessible_9", "graph/interface/book/accessible/accessible_9");
			ITC.Set("accessible_10", "graph/interface/book/accessible/accessible_10");
			ITC.Set("current_1", "graph/interface/book/current_page/current_1");
			ITC.Set("current_2", "graph/interface/book/current_page/current_2");
			ITC.Set("current_3", "graph/interface/book/current_page/current_3");
			ITC.Set("current_4", "graph/interface/book/current_page/current_4");
			ITC.Set("current_5", "graph/interface/book/current_page/current_5");
			ITC.Set("current_6", "graph/interface/book/current_page/current_6");
			ITC.Set("current_7", "graph/interface/book/current_page/current_7");
			ITC.Set("current_8", "graph/interface/book/current_page/current_8");
			ITC.Set("current_9", "graph/interface/book/current_page/current_9");
			ITC.Set("current_10", "graph/interface/book/current_page/current_10");

			ITC.Set("ptexcursorredist", "graph/interface/cursors/add_points");

			ITC.Level = getLocalised("system_charsheet_player_lvl");
			ITC.Xp = getLocalised("system_charsheet_player_xp");

			ANIM_Set(&player.bookAnimation[0], herowaitbook);
			player.bookAnimation[0].flags |= EA_LOOP;

			ARXOldTimeMenu = ARXTimeMenu = arxtime.get_updated();
			ARXDiffTimeMenu = 0;
		}

		GRenderer->SetRenderState(Renderer::Fog, false);
		GRenderer->SetRenderState(Renderer::AlphaBlending, false);

		if(ARXmenu.mda->BookBackground != NULL) {
			GRenderer->SetRenderState(Renderer::AlphaBlending, false);
			GRenderer->SetRenderState(Renderer::Fog, false);
			GRenderer->SetRenderState(Renderer::DepthWrite, false);
			GRenderer->SetRenderState(Renderer::DepthTest, false);

			EERIEDrawBitmap2(0, 0, static_cast<float>(g_size.width()), static_cast<float>(g_size.height()), 0.9f, ARXmenu.mda->BookBackground, Color::white);
		}

		BOOKZOOM = 1;

		ARX_INTERFACE_ManageOpenedBook();


		if(ARXmenu.mda) {
			long DONE = 0;

			if(player.Skill_Redistribute == 0 && player.Attribute_Redistribute == 0)
				DONE = 1;

			float ox, oy;
			ox = Xratio;
			oy = Yratio;
			LASTBOOKBUTTON = BOOKBUTTON;
			BOOKBUTTON = EERIEMouseButton;
			Xratio = ox;
			Yratio = oy;

			if(!ARXmenu.mda->flyover[FLYING_OVER].empty() ) //=ARXmenu.mda->flyover[FLYING_OVER];
			{
				if(FLYING_OVER != OLD_FLYING_OVER) {

					float fRandom = rnd() * 2;

					int t = checked_range_cast<int>(fRandom);

					pTextManage->Clear();
					OLD_FLYING_OVER = FLYING_OVER;
					UNICODE_ARXDrawTextCenteredScroll(hFontInGame,
						(g_size.width() * 0.5f),
						12,
						(g_size.center().x) * 0.82f,
						ARXmenu.mda->flyover[FLYING_OVER],
						Color(232 + t, 204 + t, 143 + t),
						1000,
						0.01f,
						2);
				}
			} else {
				OLD_FLYING_OVER = -1;
			}
			
			float fPosX = 0;
			float fPosY = 313 * Yratio + (g_size.height() - 313 * Yratio) * 0.70f;

			float fSizeX = 100 * Xratio;
			float fSizeY = 100 * Yratio;

			Color color = Color::none;

			//---------------------------------------------------------------------
			// Button QUICK GENERATION
			fPosX = (g_size.width() - (513 * Xratio)) * 0.5f;

			if(MouseInRect(fPosX, fPosY, fPosX + fSizeX + 50, fPosY + fSizeY)) {
				SpecialCursor = CURSOR_INTERACTION_ON;
				FLYING_OVER = BUTTON_QUICK_GENERATION;

				if (EERIEMouseButton & 1) ;
				else if ((!(EERIEMouseButton & 1)) && (LastMouseClick & 1))
				{
					QUICK_MOD++;
					int iSkin = player.skin;
					ARX_MENU_CLICKSOUND();

					if(bQuickGenFirstClick) {
						ARX_PLAYER_MakeAverageHero();
						bQuickGenFirstClick = false;
					} else {
						ARX_PLAYER_QuickGeneration();
					}

					player.skin = checked_range_cast<char>(iSkin);
				}

				color = Color(255, 255, 255);
			}
			else
				color = Color(232, 204, 143);

			pTextManage->AddText(hFontMenu, ARXmenu.mda->str_button_quickgen, static_cast<long>(fPosX), static_cast<long>(fPosY), color);

			//---------------------------------------------------------------------
			// Button SKIN
			fPosX = g_size.width() * 0.5f;

			if(MouseInRect(fPosX, fPosY, fPosX + fSizeX, fPosY + fSizeY)) {
				SpecialCursor = CURSOR_INTERACTION_ON;
				FLYING_OVER = BUTTON_SKIN;

				if(!(EERIEMouseButton & 1) && (LastMouseClick & 1)) {
					SKIN_MOD++;
					BOOKZOOM = 1;
					ARX_MENU_CLICKSOUND();
					player.skin++;

					if(player.skin > 3)
						player.skin = 0;

					ARX_PLAYER_Restore_Skin();
				}

				color = Color(255, 255, 255);
			}
			else
				color = Color(232, 204, 143);

			pTextManage->AddText(hFontMenu, ARXmenu.mda->str_button_skin, static_cast<long>(fPosX), static_cast<long>(fPosY), color);

			//---------------------------------------------------------------------
			// Button DONE
			fPosX = g_size.width() - (g_size.width() - 513 * Xratio) * 0.5f - 40 * Xratio;

			if(MouseInRect(fPosX, fPosY, fPosX + fSizeX, fPosY + fSizeY)) {
				if(DONE)
					SpecialCursor = CURSOR_INTERACTION_ON;

				FLYING_OVER = BUTTON_DONE;

				if(DONE && !(EERIEMouseButton & 1) && (LastMouseClick & 1)) {
					if(SKIN_MOD == 8 && QUICK_MOD == 10) {
						SKIN_MOD = -2;
					} else if(SKIN_MOD == -1) {
						ARX_PLAYER_MakeSpHero();
						player.skin = 4;
						ARX_PLAYER_Restore_Skin();
						SKIN_MOD = 0;
						SP_HEAD = 1;
					} else {
						if(SP_HEAD) {
							player.skin = 4;
							ARX_PLAYER_Restore_Skin();
							SP_HEAD = 0;
						}

						ARX_MENU_CLICKSOUND();

						bFadeInOut = true;		//fade out
						bFade = true;			//active le fade
						iFadeAction = AMCM_OFF;
					}
				} else {
					if(DONE)
						color = Color(255, 255, 255);
					else
						color = Color(192, 192, 192);
				}
			} else {
				if(DONE)
					color = Color(232, 204, 143);
				else
					color = Color(192, 192, 192);
			}

			if(SKIN_MOD < 0)
				color = Color(255, 0, 255);

			pTextManage->AddText(hFontMenu, ARXmenu.mda->str_button_done, static_cast<long>(fPosX), static_cast<long>(fPosY), color);
		}
	}

	DynLight[0].pos.x = 0.f + GInput->getMousePosAbs().x - (g_size.width() >> 1);
	DynLight[0].pos.y = 0.f + GInput->getMousePosAbs().y - (g_size.height() >> 1);

	if(pTextManage) {
		pTextManage->Update(framedelay);
		pTextManage->Render();
	}

	if(ARXmenu.currentmode != AMCM_CREDITS)
		ARX_INTERFACE_RenderCursor(1);

	if(ARXmenu.currentmode == AMCM_NEWQUEST) {
		if(ProcessFadeInOut(bFadeInOut, 0.1f)) {
			switch(iFadeAction) {
				case AMCM_OFF:
					arxtime.resume();
					ARX_MENU_NEW_QUEST_Clicked_QUIT();
					iFadeAction = -1;
					bFade = false;
					fFadeInOut = 0.f;

					if(pTextManage)
						pTextManage->Clear();

					break;
			}
		}
	}

	GRenderer->EndScene();
	return true;
}
Exemple #4
0
void ARX_Menu_Manage() {
	
	// looks for keys for each mode.
	switch (ARXmenu.currentmode)
	{
		case AMCM_OFF:
		{
			// Checks for ESC key
			if (GInput->isKeyPressedNowUnPressed(Keyboard::Key_Escape))
			{
				if (CINEMASCOPE)
				{
					if (!FADEDIR)	// Disabling ESC capture while fading in or out.
					{
						if (SendMsgToAllIO(SM_KEY_PRESSED,"")!=REFUSE)
						{
							REQUEST_SPEECH_SKIP=1;				
						}
					}
				} else {
					
					GRenderer->getSnapshot(savegame_thumbnail, 160, 100);

					arxtime.pause();
					ARXTimeMenu=ARXOldTimeMenu=arxtime.get_updated();
					ARX_MENU_Launch();
					bFadeInOut=false;	//fade out
					bFade=true;			//active le fade
					TRUE_PLAYER_MOUSELOOK_ON = false;

					ARX_PLAYER_PutPlayerInNormalStance(1);
				}
			}
		}
		break;
		case AMCM_NEWQUEST:
		{
			if (GInput->isKeyPressedNowUnPressed(Keyboard::Key_Escape)
					&&	! bFadeInOut // XS: Disabling ESC capture while fading in or out.
			   )
			{
				ARX_MENU_CLICKSOUND();
				ARXmenu.currentmode = AMCM_MAIN;
			}
		}
		break;
		case AMCM_MAIN:

			if (GInput->isKeyPressedNowUnPressed(Keyboard::Key_Escape))
			{
				if ((MENU_NoActiveWindow())  && (!REFUSE_GAME_RETURN))
				{
					arxtime.resume();
					ARX_MENU_Clicked_QUIT();
				}
			}

			break;
		case AMCM_CREDITS:

			if ((GInput->isKeyPressedNowUnPressed(Keyboard::Key_Escape))
					|| (GInput->isKeyPressedNowUnPressed(Keyboard::Key_Spacebar)))
			{
				ARX_MENU_CLICKSOUND();
				bFadeInOut = true;	//fade out
				bFade = true;			//active le fade
				iFadeAction = AMCM_MAIN;

				ARX_MENU_LaunchAmb(AMB_MENU);
			}

			break;
		default:
			break;
	}
}