Exemple #1
0
/*
=================
UI_PopMenu
=================
*/
void UI_PopMenu( void )
{
	UI_StartSound( uiSoundOut );

	uiStatic.menuDepth--;

	if( uiStatic.menuDepth < 0 )
		HOST_ERROR( "UI_PopMenu: menu stack underflow\n" );

	UI_PopPButtonStack();

	if( uiStatic.menuDepth )
	{
		uiStatic.menuActive = uiStatic.menuStack[uiStatic.menuDepth-1];
		uiStatic.firstDraw = true;
	}
	else if ( CL_IsActive( ))
	{
		UI_CloseMenu();
	}
	else
	{
		// never trying the close menu when client isn't connected
		KEY_SetDest( KEY_MENU );
		UI_Main_Menu();
	}

	if( uiStatic.m_fDemosPlayed && uiStatic.m_iOldMenuDepth == uiStatic.menuDepth )
	{
		CLIENT_COMMAND( FALSE, "demos\n" );
		uiStatic.m_fDemosPlayed = false;
		uiStatic.m_iOldMenuDepth = 0;
	}
}
/*
=================
UI_PopMenu
=================
*/
void UI_PopMenu( void )
{
	UI_StartSound( uiSoundOut );

	uiStatic.menuDepth--;

	if( uiStatic.menuDepth < 0 )
		HOST_ERROR( "UI_PopMenu: menu stack underflow\n" );

	UI_PopPButtonStack();

	if( uiStatic.menuDepth )
	{
		uiStatic.menuActive = uiStatic.menuStack[uiStatic.menuDepth-1];
		uiStatic.firstDraw = true;
	}
	else if ( CL_IsActive( ))
	{
		UI_CloseMenu();
	}
	else
	{
		// never trying the close menu when client isn't connected
		KEY_SetDest( KEY_MENU );
		UI_Main_Menu();
	}
}
Exemple #3
0
/*
=================
UI_CloseMenu
=================
*/
void UI_CloseMenu( void )
{
	uiStatic.menuActive = NULL;
	uiStatic.menuDepth = 0;
	uiStatic.visible = false;

	// clearing serverlist
	uiStatic.numServers = 0;
	memset( uiStatic.serverAddresses, 0, sizeof( uiStatic.serverAddresses ));
	memset( uiStatic.serverNames, 0, sizeof( uiStatic.serverNames ));

	UI_ClearButtonStack ();

//	KEY_ClearStates ();
	KEY_SetDest ( KEY_GAME );
}
Exemple #4
0
/*
=================
UI_PushMenu
=================
*/
void UI_PushMenu( menuFramework_s *menu )
{
	int		i;
	menuCommon_s	*item;

	// if this menu is already present, drop back to that level to avoid stacking menus by hotkeys
	for( i = 0; i < uiStatic.menuDepth; i++ )
	{
		if( uiStatic.menuStack[i] == menu )
		{
			uiStatic.menuDepth = i;
			break;
		}
	}

	if( i == uiStatic.menuDepth )
	{
		if( uiStatic.menuDepth >= UI_MAX_MENUDEPTH )
			HOST_ERROR( "UI_PushMenu: menu stack overflow\n" );
		uiStatic.menuStack[uiStatic.menuDepth++] = menu;
	}

	uiStatic.menuActive = menu;
	uiStatic.firstDraw = true;
	uiStatic.enterSound = gpGlobals->time + 0.15;	// make some delay
	uiStatic.visible = true;

	KEY_SetDest ( KEY_MENU );

	menu->cursor = 0;
	menu->cursorPrev = 0;

	// force first available item to have focus
	for( i = 0; i < menu->numItems; i++ )
	{
		item = (menuCommon_s *)menu->items[i];

		if( item->flags & (QMF_GRAYED|QMF_INACTIVE|QMF_HIDDEN|QMF_MOUSEONLY))
			continue;

		menu->cursorPrev = -1;
		UI_SetCursor( menu, i );
		break;
	}
}
Exemple #5
0
/*
=================
UI_SetActiveMenu
=================
*/
void UI_SetActiveMenu( int fActive )
{
	if( !uiStatic.initialized )
		return;

	// don't continue firing if we leave game
	KEY_ClearStates();
	uiStatic.framecount = 0;

	if( fActive )
	{
		KEY_SetDest( KEY_MENU );
		UI_Main_Menu();
	}
	else
	{
		UI_CloseMenu();
	}
}
/*
=================
UI_Main_Callback
=================
*/
static void UI_Main_Callback( void *self, int event )
{
	menuCommon_s	*item = (menuCommon_s *)self;

	switch( item->id )
	{
	case ID_QUIT_BUTTON:
		if( event == QM_PRESSED )
			((menuBitmap_s *)self)->focusPic = ART_CLOSEBTN_D;
		else ((menuBitmap_s *)self)->focusPic = ART_CLOSEBTN_F;
		break;
	case ID_MINIMIZE:
		if( event == QM_PRESSED )
			((menuBitmap_s *)self)->focusPic = ART_MINIMIZE_D;
		else ((menuBitmap_s *)self)->focusPic = ART_MINIMIZE_F;
		break;
	}

	if( event != QM_ACTIVATED )
		return;

	switch( item->id )
	{
	case ID_CONSOLE:
		UI_SetActiveMenu( FALSE );
		KEY_SetDest( KEY_CONSOLE );
		break;
	case ID_RESUME:
		UI_CloseMenu();
		break;
	case ID_NEWGAME:
		if( CL_IsActive( ))
			UI_PromptDialog();
		else UI_Main_NewGame();
		break;
	case ID_MULTIPLAYER:
		UI_MultiPlayer_Menu();
		break;
	case ID_CONFIGURATION:
		UI_Options_Menu();
		break;
	case ID_SAVERESTORE:
		if( CL_IsActive( ))
			UI_SaveLoad_Menu();
		else UI_LoadGame_Menu();
		break;
	case ID_CUSTOMGAME:
		UI_CustomGame_Menu();
		break;
	case ID_PREVIEWS:
		SHELL_EXECUTE( MenuStrings[HINT_PREVIEWS_CMD], NULL, false );
		break;
	case ID_QUIT:
	case ID_QUIT_BUTTON:
		UI_QuitDialog();
		break;
	case ID_MINIMIZE:
		CLIENT_COMMAND( FALSE, "minimize\n" );
		break;
	case ID_YES:
		if( !( uiMain.quitMessage.generic.flags & QMF_HIDDEN ))
			CLIENT_COMMAND( FALSE, "quit\n" );
		else UI_Main_NewGame();
		break;
	case ID_NO:
		if( !( uiMain.quitMessage.generic.flags & QMF_HIDDEN ))
			UI_QuitDialog();
		else UI_PromptDialog();
		break;
	}
}