コード例 #1
0
ファイル: f_finale.c プロジェクト: BruceJawn/flash-doom
static void InitializeFade(boolean fadeIn)
{
	unsigned i;

	Palette = Z_Malloc(768*sizeof(fixed_t), PU_STATIC, 0);
	PaletteDelta = Z_Malloc(768*sizeof(fixed_t), PU_STATIC, 0);
	RealPalette = Z_Malloc(768*sizeof(byte), PU_STATIC, 0);

	if(fadeIn)
	{
		memset(RealPalette, 0, 768*sizeof(byte));
		for(i = 0; i < 768; i++)
		{
			Palette[i] = 0;
			PaletteDelta[i] = FixedDiv((*((byte *)W_CacheLumpName("playpal", 
				PU_CACHE)+i))<<FRACBITS, 70*FRACUNIT);
		}
	}
	else
	{
		for(i = 0; i < 768; i++)
		{
			RealPalette[i] = *((byte *)W_CacheLumpName("playpal", PU_CACHE)+i);
			Palette[i] = RealPalette[i]<<FRACBITS;
			PaletteDelta[i] = FixedDiv(Palette[i], -70*FRACUNIT);
		}
	}
	I_SetPalette(RealPalette);
}
コード例 #2
0
ファイル: f_finale.c プロジェクト: carstene1ns/hheretic
static void F_InitUnderWater(void)
{
# ifdef _WATCOMC_
	memset((byte *)0xa0000, 0, SCREENWIDTH * SCREENHEIGHT);	/* pcscreen */
# endif /* DOS */
	I_SetPalette((byte *)W_CacheLumpName("E2PAL", PU_CACHE));
}
コード例 #3
0
void MN_DrawInfo(void)
{
    I_SetPalette(W_CacheLumpName("PLAYPAL", PU_CACHE));
    V_DrawRawScreen(W_CacheLumpNum(W_GetNumForName("TITLE") + InfoType,
                                   PU_CACHE));
//      V_DrawPatch(0, 0, W_CacheLumpNum(W_GetNumForName("TITLE")+InfoType,
//              PU_CACHE));
}
コード例 #4
0
ファイル: MN_MENU.C プロジェクト: OpenSourcedGames/Heretic
void MN_DrawInfo(void)
{
	I_SetPalette(W_CacheLumpName("PLAYPAL", PU_CACHE));
	memcpy(screen, (byte *)W_CacheLumpNum(W_GetNumForName("TITLE")+InfoType,
		PU_CACHE), SCREENWIDTH*SCREENHEIGHT);
//      V_DrawPatch(0, 0, W_CacheLumpNum(W_GetNumForName("TITLE")+InfoType,
//              PU_CACHE));
}
コード例 #5
0
ファイル: f_finale.c プロジェクト: BruceJawn/flash-doom
static void FadePic(void)
{
	unsigned i;

	for(i = 0; i < 768; i++)
	{
		Palette[i] += PaletteDelta[i];
		RealPalette[i] = Palette[i]>>FRACBITS;
	}
	I_SetPalette(RealPalette);
}
コード例 #6
0
ファイル: IN_LUDE.C プロジェクト: BruceJawn/flash-doom
void IN_Start(void)
{
	I_SetPalette(W_CacheLumpName("PLAYPAL", PU_CACHE));
	IN_LoadPics();
	IN_InitStats();
	intermission = true;
	interstate = -1;
	skipintermission = false;
	intertime = 0;
	oldintertime = 0;
	AM_Stop();
	S_StartSong(mus_intr, true);
}
コード例 #7
0
ファイル: in_lude.c プロジェクト: MP2E/chocolate-doom
void IN_Start(void)
{
    int i;
    I_SetPalette(W_CacheLumpName("PLAYPAL", PU_CACHE));
    InitStats();
    LoadPics();
    intermission = true;
    interstate = 0;
    skipintermission = false;
    intertime = 0;
    AM_Stop();
    for (i = 0; i < MAXPLAYERS; i++)
    {
        players[i].messageTics = 0;
        players[i].message[0] = 0;
    }
    SN_StopAllSequences();
}
コード例 #8
0
ファイル: d_main.c プロジェクト: jm--/seL4Doom
void D_Display (void)
{
    static  boolean		viewactivestate = false;
    static  boolean		menuactivestate = false;
    static  boolean		inhelpscreensstate = false;
    static  boolean		fullscreen = false;
    static  gamestate_t		oldgamestate = -1;
    static  int			borderdrawcount;
    int				nowtime;
    int				tics;
    int				wipestart;
    int				y;
    boolean			done;
    boolean			wipe;
    boolean			redrawsbar;

    if (nodrawers)
	return;                    // for comparative timing / profiling
		
    redrawsbar = false;
    
    // change the view size if needed
    if (setsizeneeded)
    {
	R_ExecuteSetViewSize ();
	oldgamestate = -1;                      // force background redraw
	borderdrawcount = 3;
    }

    // save the current screen if about to wipe
    if (gamestate != wipegamestate)
    {
	wipe = true;
	wipe_StartScreen(0, 0, SCREENWIDTH, SCREENHEIGHT);
    }
    else
	wipe = false;

    if (gamestate == GS_LEVEL && gametic)
	HU_Erase();
    
    // do buffered drawing
    switch (gamestate)
    {
      case GS_LEVEL:
	if (!gametic)
	    break;
	if (automapactive)
	    AM_Drawer ();
	if (wipe || (viewheight != 200 && fullscreen) )
	    redrawsbar = true;
	if (inhelpscreensstate && !inhelpscreens)
	    redrawsbar = true;              // just put away the help screen
	ST_Drawer (viewheight == 200, redrawsbar );
	fullscreen = viewheight == 200;
	break;

      case GS_INTERMISSION:
	WI_Drawer ();
	break;

      case GS_FINALE:
	F_Drawer ();
	break;

      case GS_DEMOSCREEN:
	D_PageDrawer ();
	break;
    }
    
    // draw buffered stuff to screen
    I_UpdateNoBlit ();
    
    // draw the view directly
    if (gamestate == GS_LEVEL && !automapactive && gametic)
	R_RenderPlayerView (&players[displayplayer]);

    if (gamestate == GS_LEVEL && gametic)
	HU_Drawer ();
    
    // clean up border stuff
    if (gamestate != oldgamestate && gamestate != GS_LEVEL)
	I_SetPalette (W_CacheLumpName ("PLAYPAL",PU_CACHE));

    // see if the border needs to be initially drawn
    if (gamestate == GS_LEVEL && oldgamestate != GS_LEVEL)
    {
	viewactivestate = false;        // view was not active
	R_FillBackScreen ();    // draw the pattern into the back screen
    }

    // see if the border needs to be updated to the screen
    if (gamestate == GS_LEVEL && !automapactive && scaledviewwidth != 320)
    {
	if (menuactive || menuactivestate || !viewactivestate)
	    borderdrawcount = 3;
	if (borderdrawcount)
	{
	    R_DrawViewBorder ();    // erase old menu stuff
	    borderdrawcount--;
	}

    }

    menuactivestate = menuactive;
    viewactivestate = viewactive;
    inhelpscreensstate = inhelpscreens;
    oldgamestate = wipegamestate = gamestate;
    
    // draw pause pic
    if (paused)
    {
	if (automapactive)
	    y = 4;
	else
	    y = viewwindowy+4;
	V_DrawPatchDirect(viewwindowx+(scaledviewwidth-68)/2,
			  y,0,W_CacheLumpName ("M_PAUSE", PU_CACHE));
    }


    // menus go directly to the screen
    M_Drawer ();          // menu is drawn even on top of everything
    NetUpdate ();         // send out any new accumulation


    // normal update
    if (!wipe)
    {
	I_FinishUpdate ();              // page flip or blit buffer
	return;
    }
    
    // wipe update
    wipe_EndScreen(0, 0, SCREENWIDTH, SCREENHEIGHT);

    wipestart = I_GetTime () - 1;

    do
    {
	do
	{
	    nowtime = I_GetTime ();
	    tics = nowtime - wipestart;
	} while (!tics);
	wipestart = nowtime;
	done = wipe_ScreenWipe(wipe_Melt
			       , 0, 0, SCREENWIDTH, SCREENHEIGHT, tics);
	I_UpdateNoBlit ();
	M_Drawer ();                            // menu is drawn even on top of wipes
	I_FinishUpdate ();                      // page flip or blit buffer
    } while (!done);
}
コード例 #9
0
ファイル: i_video.c プロジェクト: gstark31897/chocolate-doom
void I_InitGraphics(void)
{
    SDL_Event dummy;
    byte *doompal;
    char *env;

    // Pass through the XSCREENSAVER_WINDOW environment variable to 
    // SDL_WINDOWID, to embed the SDL window into the Xscreensaver
    // window.

    env = getenv("XSCREENSAVER_WINDOW");

    if (env != NULL)
    {
        char winenv[30];
        int winid;

        sscanf(env, "0x%x", &winid);
        M_snprintf(winenv, sizeof(winenv), "SDL_WINDOWID=%i", winid);

        putenv(winenv);
    }

    SetSDLVideoDriver();
    SetWindowPositionVars();

    if (SDL_Init(SDL_INIT_VIDEO) < 0) 
    {
        I_Error("Failed to initialize video: %s", SDL_GetError());
    }

    // Set up title and icon.  Windows cares about the ordering; this
    // has to be done before the call to SDL_SetVideoMode.

    I_InitWindowTitle();
    I_InitWindowIcon();

    // Warning to OS X users... though they might never see it :(
#ifdef __MACOSX__
    if (fullscreen)
    {
        printf("Some old versions of OS X might crash in fullscreen mode.\n"
               "If this happens to you, switch back to windowed mode.\n");
    }
#endif

    //
    // Enter into graphics mode.
    //
    // When in screensaver mode, run full screen and auto detect
    // screen dimensions (don't change video mode)
    //

    if (screensaver_mode)
    {
        SetVideoMode(NULL, 0, 0);
    }
    else
    {
        int w, h;

        if (autoadjust_video_settings)
        {
            I_AutoAdjustSettings();
        }

        w = screen_width;
        h = screen_height;

        screen_mode = I_FindScreenMode(w, h);

        if (screen_mode == NULL)
        {
            I_Error("I_InitGraphics: Unable to find a screen mode small "
                    "enough for %ix%i", w, h);
        }

        if (w != screen_mode->width || h != screen_mode->height)
        {
            printf("I_InitGraphics: %s (%ix%i within %ix%i)\n",
                   WindowBoxType(screen_mode, w, h),
                   screen_mode->width, screen_mode->height, w, h);
        }

        SetVideoMode(screen_mode, w, h);
    }

    // Start with a clear black screen
    // (screen will be flipped after we set the palette)

    SDL_FillRect(screenbuffer, NULL, 0);

    // Set the palette

    doompal = W_CacheLumpName(DEH_String("PLAYPAL"), PU_CACHE);
    I_SetPalette(doompal);
    SDL_SetColors(screenbuffer, palette, 0, 256);

    CreateCursors();

    UpdateFocus();
    UpdateGrab();

    // On some systems, it takes a second or so for the screen to settle
    // after changing modes.  We include the option to add a delay when
    // setting the screen mode, so that the game doesn't start immediately
    // with the player unable to see anything.

    if (fullscreen && !screensaver_mode)
    {
        SDL_Delay(startup_delay);
    }

    // Check if we have a native surface we can use
    // If we have to lock the screen, draw to a buffer and copy
    // Likewise if the screen pitch is not the same as the width
    // If we have to multiply, drawing is done to a separate 320x200 buf

    native_surface = screen == screenbuffer
                  && !SDL_MUSTLOCK(screen)
                  && screen_mode == &mode_scale_1x
                  && screen->pitch == SCREENWIDTH
                  && aspect_ratio_correct;

    // If not, allocate a buffer and copy from that buffer to the
    // screen when we do an update

    if (native_surface)
    {
	I_VideoBuffer = (unsigned char *) screen->pixels;

        I_VideoBuffer += (screen->h - SCREENHEIGHT) / 2;
    }
    else
    {
	I_VideoBuffer = (unsigned char *) Z_Malloc (SCREENWIDTH * SCREENHEIGHT, 
                                                    PU_STATIC, NULL);
    }

    V_RestoreBuffer();

    // Clear the screen to black.

    memset(I_VideoBuffer, 0, SCREENWIDTH * SCREENHEIGHT);

    // We need SDL to give us translated versions of keys as well

    SDL_EnableUNICODE(1);

    // Repeat key presses - this is what Vanilla Doom does
    // Not sure about repeat rate - probably dependent on which DOS
    // driver is used.  This is good enough though.

    SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);

    // clear out any events waiting at the start and center the mouse
  
    while (SDL_PollEvent(&dummy));

    initialized = true;

    // Call I_ShutdownGraphics on quit

    I_AtExit(I_ShutdownGraphics, true);
}
コード例 #10
0
ファイル: d_main.c プロジェクト: japeq/nios-doom
void D_Display(fixed_t frac)
{
	static boolean automapstate = false;
	static boolean menuactivestate = false;
	static boolean inhelpscreensstate = false;
	static boolean oldviewheight = 0;
	int y;

	switch (gamestate) {
	case GS_LEVEL:
		if (!gametic)
			break;
		if (HU_Erase() ||
		    (inhelpscreensstate && !inhelpscreens) ||
		    (automapstate && !automapactive) ||
		    (menuactivestate && !menuactive) ||
		    (viewheight != oldviewheight) ||
		    gamestate != GS_LEVEL) {
			if (!automapactive)
				R_FillScreenBorder();
			ST_Drawer(viewheight == 200, true);
		} else {
			ST_Drawer(viewheight == 200, false);
		}

		if (automapactive)
			AM_Drawer();
		else
			R_RenderPlayerView(&players[displayplayer], frac);

		HU_Drawer();
		break;

	case GS_INTERMISSION:
		WI_Drawer();
		break;

	case GS_FINALE:
		F_Drawer();
		break;

	case GS_DEMOSCREEN:
		D_PageDrawer();
		break;
	}

	// clean up border stuff
	if (gamestate != oldgamestate && gamestate != GS_LEVEL)
		I_SetPalette(W_CacheLumpName("PLAYPAL", PU_CACHE));

	oldviewheight = viewheight;
	menuactivestate = menuactive;
	automapstate = automapactive;
	inhelpscreensstate = inhelpscreens;

	// draw pause pic
	if (paused) {
		if (automapactive)
			y = 4;
		else
			y = viewwindowy + 4;
		V_DrawPatchDirect(viewwindowx + (scaledviewwidth - 68) / 2,
				  y, 0, W_CacheLumpName("M_PAUSE", PU_CACHE));
	}
}
コード例 #11
0
boolean MN_Responder(event_t * event)
{
    int charTyped;
    int key;
    int i;
    MenuItem_t *item;
    extern boolean automapactive;
    extern void D_StartTitle(void);
    extern void G_CheckDemoStatus(void);
    char *textBuffer;

    // In testcontrols mode, none of the function keys should do anything
    // - the only key is escape to quit.

    if (testcontrols)
    {
        if (event->type == ev_quit
         || (event->type == ev_keydown
          && (event->data1 == key_menu_activate
           || event->data1 == key_menu_quit)))
        {
            I_Quit();
            return true;
        }

        return false;
    }

    // "close" button pressed on window?
    if (event->type == ev_quit)
    {
        // First click on close = bring up quit confirm message.
        // Second click = confirm quit.

        if (!MenuActive && askforquit && typeofask == 1)
        {
            G_CheckDemoStatus();
            I_Quit();
        }
        else
        {
            SCQuitGame(0);
            S_StartSound(NULL, sfx_chat);
        }
        return true;
    }

    // Allow the menu to be activated from a joystick button if a button
    // is bound for joybmenu.
    if (event->type == ev_joystick)
    {
        if (joybmenu >= 0 && (event->data1 & (1 << joybmenu)) != 0)
        {
            MN_ActivateMenu();
            return true;
        }
    }

    if (event->type != ev_keydown)
    {
        return false;
    }

    key = event->data1;
    charTyped = event->data2;

    if (InfoType)
    {
        if (gamemode == shareware)
        {
            InfoType = (InfoType + 1) % 5;
        }
        else
        {
            InfoType = (InfoType + 1) % 4;
        }
        if (key == KEY_ESCAPE)
        {
            InfoType = 0;
        }
        if (!InfoType)
        {
            paused = false;
            MN_DeactivateMenu();
            SB_state = -1;      //refresh the statbar
            BorderNeedRefresh = true;
        }
        S_StartSound(NULL, sfx_dorcls);
        return (true);          //make the info screen eat the keypress
    }

    if ((ravpic && key == KEY_F1) ||
        (key != 0 && key == key_menu_screenshot))
    {
        G_ScreenShot();
        return (true);
    }

    if (askforquit)
    {
        if (key == key_menu_confirm)
        {
            switch (typeofask)
            {
                case 1:
                    G_CheckDemoStatus();
                    I_Quit();
                    return false;

                case 2:
                    players[consoleplayer].messageTics = 0;
                    //set the msg to be cleared
                    players[consoleplayer].message = NULL;
                    paused = false;
                    I_SetPalette(W_CacheLumpName
                                 ("PLAYPAL", PU_CACHE));
                    D_StartTitle();     // go to intro/demo mode.
                    break;

                case 3:
                    P_SetMessage(&players[consoleplayer],
                                 "QUICKSAVING....", false);
                    FileMenuKeySteal = true;
                    SCSaveGame(quicksave - 1);
                    BorderNeedRefresh = true;
                    break;

                case 4:
                    P_SetMessage(&players[consoleplayer],
                                 "QUICKLOADING....", false);
                    SCLoadGame(quickload - 1);
                    BorderNeedRefresh = true;
                    break;

                default:
                    break;
            }

            askforquit = false;
            typeofask = 0;

            return true;
        }
        else if (key == key_menu_abort || key == KEY_ESCAPE)
        {
            players[consoleplayer].messageTics = 1;  //set the msg to be cleared
            askforquit = false;
            typeofask = 0;
            paused = false;
            UpdateState |= I_FULLSCRN;
            BorderNeedRefresh = true;
            return true;
        }

        return false;           // don't let the keys filter thru
    }

    if (!MenuActive && !chatmodeon)
    {
        if (key == key_menu_decscreen)
        {
            if (automapactive)
            {               // Don't screen size in automap
                return (false);
            }
            SCScreenSize(LEFT_DIR);
            S_StartSound(NULL, sfx_keyup);
            BorderNeedRefresh = true;
            UpdateState |= I_FULLSCRN;
            return (true);
        }
        else if (key == key_menu_incscreen)
        {
            if (automapactive)
            {               // Don't screen size in automap
                return (false);
            }
            SCScreenSize(RIGHT_DIR);
            S_StartSound(NULL, sfx_keyup);
            BorderNeedRefresh = true;
            UpdateState |= I_FULLSCRN;
            return (true);
        }
        else if (key == key_menu_help)           // F1
        {
            SCInfo(0);      // start up info screens
            MenuActive = true;
            return (true);
        }
        else if (key == key_menu_save)           // F2 (save game)
        {
            if (gamestate == GS_LEVEL && !demoplayback)
            {
                MenuActive = true;
                FileMenuKeySteal = false;
                MenuTime = 0;
                CurrentMenu = &SaveMenu;
                CurrentItPos = CurrentMenu->oldItPos;
                if (!netgame && !demoplayback)
                {
                    paused = true;
                }
                S_StartSound(NULL, sfx_dorcls);
                slottextloaded = false;     //reload the slot text, when needed
            }
            return true;
        }
        else if (key == key_menu_load)           // F3 (load game)
        {
            if (SCNetCheck(2))
            {
                MenuActive = true;
                FileMenuKeySteal = false;
                MenuTime = 0;
                CurrentMenu = &LoadMenu;
                CurrentItPos = CurrentMenu->oldItPos;
                if (!netgame && !demoplayback)
                {
                    paused = true;
                }
                S_StartSound(NULL, sfx_dorcls);
                slottextloaded = false;     //reload the slot text, when needed
            }
            return true;
        }
        else if (key == key_menu_volume)         // F4 (volume)
        {
            MenuActive = true;
            FileMenuKeySteal = false;
            MenuTime = 0;
            CurrentMenu = &Options2Menu;
            CurrentItPos = CurrentMenu->oldItPos;
            if (!netgame && !demoplayback)
            {
                paused = true;
            }
            S_StartSound(NULL, sfx_dorcls);
            slottextloaded = false; //reload the slot text, when needed
            return true;
        }
        else if (key == key_menu_detail)          // F5 (detail)
        {
            // F5 isn't used in Heretic. (detail level)
            return true;
        }
        else if (key == key_menu_qsave)           // F6 (quicksave)
        {
            if (gamestate == GS_LEVEL && !demoplayback)
            {
                if (!quicksave || quicksave == -1)
                {
                    MenuActive = true;
                    FileMenuKeySteal = false;
                    MenuTime = 0;
                    CurrentMenu = &SaveMenu;
                    CurrentItPos = CurrentMenu->oldItPos;
                    if (!netgame && !demoplayback)
                    {
                        paused = true;
                    }
                    S_StartSound(NULL, sfx_dorcls);
                    slottextloaded = false; //reload the slot text, when needed
                    quicksave = -1;
                    P_SetMessage(&players[consoleplayer],
                                 "CHOOSE A QUICKSAVE SLOT", true);
                }
                else
                {
                    askforquit = true;
                    typeofask = 3;
                    if (!netgame && !demoplayback)
                    {
                        paused = true;
                    }
                    S_StartSound(NULL, sfx_chat);
                }
            }
            return true;
        }
        else if (key == key_menu_endgame)         // F7 (end game)
        {
            if (gamestate == GS_LEVEL && !demoplayback)
            {
                S_StartSound(NULL, sfx_chat);
                SCEndGame(0);
            }
            return true;
        }
        else if (key == key_menu_messages)        // F8 (toggle messages)
        {
            SCMessages(0);
            return true;
        }
        else if (key == key_menu_qload)           // F9 (quickload)
        {
            if (!quickload || quickload == -1)
            {
                MenuActive = true;
                FileMenuKeySteal = false;
                MenuTime = 0;
                CurrentMenu = &LoadMenu;
                CurrentItPos = CurrentMenu->oldItPos;
                if (!netgame && !demoplayback)
                {
                    paused = true;
                }
                S_StartSound(NULL, sfx_dorcls);
                slottextloaded = false;     //reload the slot text, when needed
                quickload = -1;
                P_SetMessage(&players[consoleplayer],
                             "CHOOSE A QUICKLOAD SLOT", true);
            }
            else
            {
                askforquit = true;
                if (!netgame && !demoplayback)
                {
                    paused = true;
                }
                typeofask = 4;
                S_StartSound(NULL, sfx_chat);
            }
            return true;
        }
        else if (key == key_menu_quit)            // F10 (quit)
        {
            if (gamestate == GS_LEVEL)
            {
                SCQuitGame(0);
                S_StartSound(NULL, sfx_chat);
            }
            return true;
        }
        else if (key == key_menu_gamma)           // F11 (gamma correction)
        {
            usegamma++;
            if (usegamma > 4)
            {
                usegamma = 0;
            }
            I_SetPalette((byte *) W_CacheLumpName("PLAYPAL", PU_CACHE));
            return true;
        }

    }

    if (!MenuActive)
    {
        if (key == key_menu_activate || gamestate == GS_DEMOSCREEN || demoplayback)
        {
            MN_ActivateMenu();
            return (true);
        }
        return (false);
    }
    if (!FileMenuKeySteal)
    {
        item = &CurrentMenu->items[CurrentItPos];

        if (key == key_menu_down)            // Next menu item
        {
            do
            {
                if (CurrentItPos + 1 > CurrentMenu->itemCount - 1)
                {
                    CurrentItPos = 0;
                }
                else
                {
                    CurrentItPos++;
                }
            }
            while (CurrentMenu->items[CurrentItPos].type == ITT_EMPTY);
            S_StartSound(NULL, sfx_switch);
            return (true);
        }
        else if (key == key_menu_up)         // Previous menu item
        {
            do
            {
                if (CurrentItPos == 0)
                {
                    CurrentItPos = CurrentMenu->itemCount - 1;
                }
                else
                {
                    CurrentItPos--;
                }
            }
            while (CurrentMenu->items[CurrentItPos].type == ITT_EMPTY);
            S_StartSound(NULL, sfx_switch);
            return (true);
        }
        else if (key == key_menu_left)       // Slider left
        {
            if (item->type == ITT_LRFUNC && item->func != NULL)
            {
                item->func(LEFT_DIR);
                S_StartSound(NULL, sfx_keyup);
            }
            return (true);
        }
        else if (key == key_menu_right)      // Slider right
        {
            if (item->type == ITT_LRFUNC && item->func != NULL)
            {
                item->func(RIGHT_DIR);
                S_StartSound(NULL, sfx_keyup);
            }
            return (true);
        }
        else if (key == key_menu_forward)    // Activate item (enter)
        {
            if (item->type == ITT_SETMENU)
            {
                SetMenu(item->menu);
            }
            else if (item->func != NULL)
            {
                CurrentMenu->oldItPos = CurrentItPos;
                if (item->type == ITT_LRFUNC)
                {
                    item->func(RIGHT_DIR);
                }
                else if (item->type == ITT_EFUNC)
                {
                    if (item->func(item->option))
                    {
                        if (item->menu != MENU_NONE)
                        {
                            SetMenu(item->menu);
                        }
                    }
                }
            }
            S_StartSound(NULL, sfx_dorcls);
            return (true);
        }
        else if (key == key_menu_activate)     // Toggle menu
        {
            MN_DeactivateMenu();
            return (true);
        }
        else if (key == key_menu_back)         // Go back to previous menu
        {
            S_StartSound(NULL, sfx_switch);
            if (CurrentMenu->prevMenu == MENU_NONE)
            {
                MN_DeactivateMenu();
            }
            else
            {
                SetMenu(CurrentMenu->prevMenu);
            }
            return (true);
        }
        else if (charTyped != 0)
        {
            // Jump to menu item based on first letter:

            for (i = 0; i < CurrentMenu->itemCount; i++)
            {
                if (CurrentMenu->items[i].text)
                {
                    if (toupper(charTyped)
                        == toupper(DEH_String(CurrentMenu->items[i].text)[0]))
                    {
                        CurrentItPos = i;
                        return (true);
                    }
                }
            }
        }

        return (false);
    }
    else
    {                           // Editing file names
#ifndef USE_VIRTUALKEYBOARD
        textBuffer = &SlotText[currentSlot][slotptr];
        if (key == KEY_BACKSPACE)
        {
            if (slotptr)
            {
                *textBuffer-- = 0;
                *textBuffer = ASCII_CURSOR;
                slotptr--;
            }
            return (true);
        }
        if (key == KEY_ESCAPE)
        {
            memset(SlotText[currentSlot], 0, SLOTTEXTLEN + 2);
            M_StringCopy(SlotText[currentSlot], oldSlotText,
                         sizeof(SlotText[currentSlot]));
            SlotStatus[currentSlot]--;
            MN_DeactivateMenu();
            return (true);
        }
        if (key == KEY_ENTER)
        {
            SlotText[currentSlot][slotptr] = 0; // clear the cursor
            item = &CurrentMenu->items[CurrentItPos];
            CurrentMenu->oldItPos = CurrentItPos;
            if (item->type == ITT_EFUNC)
            {
                item->func(item->option);
                if (item->menu != MENU_NONE)
                {
                    SetMenu(item->menu);
                }
            }
            return (true);
        }
        if (slotptr < SLOTTEXTLEN && key != KEY_BACKSPACE)
        {
            if (isalpha(charTyped))
            {
                *textBuffer++ = toupper(charTyped);
                *textBuffer = ASCII_CURSOR;
                slotptr++;
                return (true);
            }
            if (isdigit(charTyped) || charTyped == ' '
              || charTyped == ',' || charTyped == '.' || charTyped == '-'
              || charTyped == '!')
            {
                *textBuffer++ = charTyped;
                *textBuffer = ASCII_CURSOR;
                slotptr++;
                return (true);
            }
        }
#else
        if (key == KEY_BBUTTON)
        {
            memset(SlotText[currentSlot], 0, SLOTTEXTLEN + 2);
            M_StringCopy(SlotText[currentSlot], oldSlotText,
                         sizeof(SlotText[currentSlot]));
            SlotStatus[currentSlot]--;
            MN_DeactivateMenu();
            return (true);
        }
        if (key == KEY_ABUTTON)
        {
            SlotText[currentSlot][slotptr] = 0; // clear the cursor
            item = &CurrentMenu->items[CurrentItPos];
            CurrentMenu->oldItPos = CurrentItPos;
            if (item->type == ITT_EFUNC)
            {
                item->func(item->option);
                if (item->menu != MENU_NONE)
                {
                    SetMenu(item->menu);
                }
            }
            return (true);
        }
#endif
        return (true);
    }
    return (false);
}
コード例 #12
0
ファイル: d_main.c プロジェクト: gamebytes/doomretro
void D_Display(void)
{
    static boolean     viewactivestate = false;
    static boolean     menuactivestate = false;
    static boolean     pausedstate = false;
    static gamestate_t oldgamestate = (gamestate_t)(-1);
    static int         borderdrawcount;
    int                nowtime;
    int                tics;
    int                wipestart;
    boolean            done;

    // change the view size if needed
    if (setsizeneeded)
    {
        R_ExecuteSetViewSize();
        oldgamestate = (gamestate_t)(-1);         // force background redraw
        borderdrawcount = 3;
    }

    // save the current screen if about to wipe
    if ((wipe = (gamestate != wipegamestate || forcewipe)))
    {
        wipe_StartScreen();
        if (forcewipe)
            forcewipe = false;
        else
            menuactive = false;
    }

    if (gamestate != GS_LEVEL)
    {
        if (gamestate != oldgamestate)
            I_SetPalette((byte *)W_CacheLumpName("PLAYPAL", PU_CACHE));

        switch (gamestate)
        {
            case GS_INTERMISSION:
                WI_Drawer();
                break;

            case GS_FINALE:
                F_Drawer();
                break;

            case GS_DEMOSCREEN:
                D_PageDrawer();
                break;
        }
    }
    else if (gametic)
    {
        HU_Erase();

        ST_Drawer(viewheight == SCREENHEIGHT, true);

        // draw the view directly
        R_RenderPlayerView(&players[displayplayer]);

        if (automapactive)
            AM_Drawer();

        // see if the border needs to be initially drawn
        if (oldgamestate != GS_LEVEL)
        {
            viewactivestate = false;    // view was not active
            R_FillBackScreen();         // draw the pattern into the back screen
        }

        // see if the border needs to be updated to the screen
        if (!automapactive)
        {
            if (scaledviewwidth != SCREENWIDTH)
            {
                if (menuactive || menuactivestate || !viewactivestate || paused || pausedstate || message_on)
                    borderdrawcount = 3;
                if (borderdrawcount)
                {
                    R_DrawViewBorder();     // erase old menu stuff
                    borderdrawcount--;
                }
            }
            if (graphicdetail == LOW)
                V_LowGraphicDetail(0, viewheight2);
        }
        HU_Drawer();
    }

    menuactivestate = menuactive;
    viewactivestate = viewactive;
    oldgamestate = wipegamestate = gamestate;

    // draw pause pic
    if ((pausedstate = paused))
    {
        M_DarkBackground();
        if (M_PAUSE)
        {
            patch_t     *patch = W_CacheLumpName("M_PAUSE", PU_CACHE);

            if (widescreen)
                V_DrawPatchWithShadow((ORIGINALWIDTH - patch->width) / 2,
                                      viewwindowy / 2 + (viewheight / 2 - patch->height) / 2,
                                      0, patch, false);
            else
                V_DrawPatchWithShadow((ORIGINALWIDTH - patch->width) / 2,
                                      (ORIGINALHEIGHT - patch->height) / 2,
                                      0, patch, false);
        }
        else
        {
            if (widescreen)
                M_DrawCenteredString(viewwindowy / 2 + (viewheight / 2 - 16) / 2, "Paused");
            else
                M_DrawCenteredString((ORIGINALHEIGHT - 16) / 2, "Paused");
        }
    }

    // menus go directly to the screen
    M_Drawer();                 // menu is drawn even on top of everything

    // normal update
    if (!wipe)
    {
        I_FinishUpdate();       // page flip or blit buffer
        return;
    }

    // wipe update
    wipe_EndScreen();

    wipestart = I_GetTime() - 1;

    do
    {
        do
        {
            nowtime = I_GetTime();
            tics = nowtime - wipestart;
            I_Sleep(1);
        }
        while (tics <= 0);

        wipestart = nowtime;
        done = wipe_ScreenWipe(tics);
        blurred = false;
        M_Drawer();             // menu is drawn even on top of wipes
        I_FinishUpdate();       // page flip or blit buffer
    }
    while (!done);
}
コード例 #13
0
ファイル: d_main.c プロジェクト: M-Code/chocolate-doom
void D_Display (void)
{
    static  boolean             viewactivestate = false;
    static  boolean             menuactivestate = false;
    static  boolean             inhelpscreensstate = false;
    static  boolean             popupactivestate = false; // [STRIFE]
    static  boolean             fullscreen = false;
    static  gamestate_t         oldgamestate = -1;
    static  int                 borderdrawcount;
    int                         nowtime;
    int                         tics;
    int                         wipestart;
    int                         y;
    boolean                     done;
    boolean                     wipe;
    boolean                     redrawsbar;

    if (nodrawers)
        return;                    // for comparative timing / profiling

    redrawsbar = false;
    
    // change the view size if needed
    if (setsizeneeded)
    {
        R_ExecuteSetViewSize ();
        oldgamestate = -1;                      // force background redraw
        borderdrawcount = 3;
    }

    // save the current screen if about to wipe
    if (gamestate != wipegamestate)
    {
        wipe = true;
        wipe_StartScreen(0, 0, SCREENWIDTH, SCREENHEIGHT);
    }
    else
        wipe = false;

    if (gamestate == GS_LEVEL && gametic)
        HU_Erase();

    // do buffered drawing
    switch (gamestate)
    {
    case GS_LEVEL:
        if (!gametic)
            break;
        if (automapactive)
            AM_Drawer ();
        if (wipe || (viewheight != 200 && fullscreen) )
            redrawsbar = true;
        // haleyjd 08/29/10: [STRIFE] Always redraw sbar if menu is/was active
        if (menuactivestate || (inhelpscreensstate && !inhelpscreens))
            redrawsbar = true;              // just put away the help screen
        ST_Drawer (viewheight == 200, redrawsbar );
        fullscreen = viewheight == 200;
        break;
      
     // haleyjd 08/23/2010: [STRIFE] No intermission
     /*
     case GS_INTERMISSION:
         WI_Drawer ();
         break;
     */

    case GS_FINALE:
        F_Drawer ();
        break;

    case GS_DEMOSCREEN:
        D_PageDrawer ();
        break;
    
    default:
        break;
    }
    
    // draw buffered stuff to screen
    I_UpdateNoBlit ();

    // draw the view directly
    if (gamestate == GS_LEVEL && !automapactive && gametic)
        R_RenderPlayerView (&players[displayplayer]);

    // clean up border stuff
    if (gamestate != oldgamestate && gamestate != GS_LEVEL)
        I_SetPalette (W_CacheLumpName (DEH_String("PLAYPAL"),PU_CACHE));

    // see if the border needs to be initially drawn
    if (gamestate == GS_LEVEL && oldgamestate != GS_LEVEL)
    {
        viewactivestate = false;        // view was not active
        R_FillBackScreen ();    // draw the pattern into the back screen
    }

    // see if the border needs to be updated to the screen
    if (gamestate == GS_LEVEL && !automapactive && scaledviewwidth != 320)
    {
        if (menuactive || menuactivestate || !viewactivestate)
        {
            borderdrawcount = 3;
            popupactivestate = false;
        }
        if (borderdrawcount)
        {
            R_DrawViewBorder ();    // erase old menu stuff
            borderdrawcount--;
        }

    }

    if (testcontrols)
    {
        // Box showing current mouse speed

        V_DrawMouseSpeedBox(testcontrols_mousespeed);
    }

    menuactivestate = menuactive;
    viewactivestate = viewactive;
    inhelpscreensstate = inhelpscreens;
    oldgamestate = wipegamestate = gamestate;

    // haleyjd 20120208: [STRIFE] Rogue moved this down to below border drawing
    if (gamestate == GS_LEVEL && gametic)
    {
        HU_Drawer ();
        if(ST_DrawExternal()) 
            popupactivestate = true;
        else if(popupactivestate)
        {
            popupactivestate = false;
            menuactivestate = 1;
        }
    }

    // draw pause pic
    if (paused)
    {
        if (automapactive)
            y = 4;
        else
            y = viewwindowy+4;
        V_DrawPatchDirect(viewwindowx + (scaledviewwidth - 68) / 2, y,
                          W_CacheLumpName (DEH_String("M_PAUSE"), PU_CACHE));
    }


    // menus go directly to the screen
    M_Drawer ();          // menu is drawn even on top of everything
    NetUpdate ();         // send out any new accumulation


    // normal update
    if (!wipe)
    {
        I_FinishUpdate ();              // page flip or blit buffer
        return;
    }
    
    // wipe update
    wipe_EndScreen(0, 0, SCREENWIDTH, SCREENHEIGHT);

    wipestart = I_GetTime () - 1;

    do
    {
        do
        {
            nowtime = I_GetTime ();
            tics = nowtime - wipestart;
            I_Sleep(1);
        } while (tics < 3); // haleyjd 08/23/2010: [STRIFE] Changed from == 0 to < 3

        // haleyjd 08/26/10: [STRIFE] Changed to use ColorXForm wipe.
        wipestart = nowtime;
        done = wipe_ScreenWipe(wipe_ColorXForm
                               , 0, 0, SCREENWIDTH, SCREENHEIGHT, tics);
        I_UpdateNoBlit ();
        M_Drawer ();                            // menu is drawn even on top of wipes
        I_FinishUpdate ();                      // page flip or blit buffer
    } while (!done);
}
コード例 #14
0
void I_InitGraphics(void)
{
    SDL_Event dummy;
    byte *doompal;
    int flags = 0;
    char *env;

    // Pass through the XSCREENSAVER_WINDOW environment variable to 
    // SDL_WINDOWID, to embed the SDL window into the Xscreensaver
    // window.

    env = getenv("XSCREENSAVER_WINDOW");

    if (env != NULL)
    {
        char winenv[30];
        int winid;

        sscanf(env, "0x%x", &winid);
        sprintf(winenv, "SDL_WINDOWID=%i", winid);

        putenv(winenv);
    }

    SetSDLVideoDriver();

    if (SDL_Init(SDL_INIT_VIDEO) < 0) 
    {
        I_Error("Failed to initialize video: %s", SDL_GetError());
    }

    // Check for command-line video-related parameters.

    CheckCommandLine();

    doompal = W_CacheLumpName (DEH_String("PLAYPAL"),PU_CACHE);

    if (screensaver_mode)
    {
        windowwidth = 0;
        windowheight = 0;
    }
    else
    {
        if (autoadjust_video_settings)
        {
            I_AutoAdjustSettings();
        }

        windowwidth = screen_width;
        windowheight = screen_height;

        screen_mode = I_FindScreenMode(windowwidth, windowheight);

        if (screen_mode == NULL)
        {
            I_Error("I_InitGraphics: Unable to find a screen mode small "
                    "enough for %ix%i", windowwidth, windowheight);
        }

        if (windowwidth != screen_mode->width
         || windowheight != screen_mode->height)
        {
            printf("I_InitGraphics: %s (%ix%i within %ix%i)\n",
                   WindowBoxType(screen_mode, windowwidth, windowheight),
                   screen_mode->width, screen_mode->height,
                   windowwidth, windowheight);
        }

        // Generate lookup tables before setting the video mode.

        if (screen_mode->InitMode != NULL)
        {
            screen_mode->InitMode(doompal);
        }
    }

    // Set up title and icon.  Windows cares about the ordering; this
    // has to be done before the call to SDL_SetVideoMode.

    I_SetWindowCaption();
#if !SDL_VERSION_ATLEAST(1, 3, 0)
    I_SetWindowIcon();
#endif

    // Set the video mode.

    flags |= SDL_SWSURFACE | SDL_HWPALETTE | SDL_DOUBLEBUF;

    if (fullscreen)
    {
        flags |= SDL_FULLSCREEN;
    }

    screen = SDL_SetVideoMode(windowwidth, windowheight, 8, flags);

    if (screen == NULL)
    {
        I_Error("Error setting video mode: %s\n", SDL_GetError());
    }

    // Start with a clear black screen
    // (screen will be flipped after we set the palette)

    if (SDL_LockSurface(screen) >= 0)
    {
        byte *screenpixels;
        int y;

        screenpixels = (byte *) screen->pixels;

        for (y=0; y<screen->h; ++y)
            memset(screenpixels + screen->pitch * y, 0, screen->w);

        SDL_UnlockSurface(screen);
    }

    // Set the palette

    I_SetPalette(doompal);
    SDL_SetColors(screen, palette, 0, 256);

    CreateCursors();

    UpdateFocus();
    UpdateGrab();

    // In screensaver mode, now find a screen_mode to use.

    if (screensaver_mode)
    {
        screen_mode = I_FindScreenMode(screen->w, screen->h);

        if (screen_mode == NULL)
        {
            I_Error("I_InitGraphics: Unable to find a screen mode small "
                    "enough for %ix%i", screen->w, screen->h);
        }

        // Generate lookup tables before setting the video mode.

        if (screen_mode->InitMode != NULL)
        {
            screen_mode->InitMode(doompal);
        }
    }
    
    // On some systems, it takes a second or so for the screen to settle
    // after changing modes.  We include the option to add a delay when
    // setting the screen mode, so that the game doesn't start immediately
    // with the player unable to see anything.

    if (fullscreen && !screensaver_mode)
    {
        SDL_Delay(startup_delay);
    }

    // Check if we have a native surface we can use
    // If we have to lock the screen, draw to a buffer and copy
    // Likewise if the screen pitch is not the same as the width
    // If we have to multiply, drawing is done to a separate 320x200 buf

    native_surface = !SDL_MUSTLOCK(screen) 
                  && screen_mode == &mode_scale_1x
                  && screen->pitch == SCREENWIDTH
                  && aspect_ratio_correct;

    // If not, allocate a buffer and copy from that buffer to the 
    // screen when we do an update

    if (native_surface)
    {
	screens[0] = (unsigned char *) screen->pixels;

        screens[0] += (screen->h - SCREENHEIGHT) / 2;
    }
    else
    {
	screens[0] = (unsigned char *) Z_Malloc (SCREENWIDTH * SCREENHEIGHT, 
                                                 PU_STATIC, NULL);
    }

    // "Loading from disk" icon

    LoadDiskImage();

    // Clear the screen to black.

    memset(screens[0], 0, SCREENWIDTH * SCREENHEIGHT);

    // We need SDL to give us translated versions of keys as well

    SDL_EnableUNICODE(1);

    // Repeat key presses - this is what Vanilla Doom does
    // Not sure about repeat rate - probably dependent on which DOS
    // driver is used.  This is good enough though.

    SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);

    // clear out any events waiting at the start and center the mouse
  
    while (SDL_PollEvent(&dummy));

    if (usemouse && !nomouse && (fullscreen || grabmouse))
    {
        CenterMouse();
    }

    initialized = true;
}
コード例 #15
0
ファイル: MN_MENU.C プロジェクト: OpenSourcedGames/Heretic
boolean MN_Responder(event_t *event)
{
	int key;
	int i;
	MenuItem_t *item;
	extern boolean automapactive;
	static boolean shiftdown;
	extern void D_StartTitle(void);
	extern void G_CheckDemoStatus(void);
	char *textBuffer;

	if(event->data1 == KEY_RSHIFT)
	{
		shiftdown = (event->type == ev_keydown);
	}
	if(event->type != ev_keydown)
	{
		return(false);
	}
	key = event->data1;
	if(InfoType)
	{
		if(shareware)
		{
			InfoType = (InfoType+1)%5;
		}
		else
		{
			InfoType = (InfoType+1)%4;
		}
		if(key == KEY_ESCAPE)
		{
			InfoType = 0;
		}
		if(!InfoType)
		{
			paused = false;
			MN_DeactivateMenu();
			SB_state = -1; //refresh the statbar
			BorderNeedRefresh = true;
		}
		S_StartSound(NULL, sfx_dorcls);
		return(true); //make the info screen eat the keypress
	}

	if(ravpic && key == KEY_F1)
	{
		G_ScreenShot();
		return(true);
	}

	if(askforquit)
	{
		switch(key)
		{
			case 'y':
				if(askforquit)
				{
					switch(typeofask)
					{
						case 1:
							G_CheckDemoStatus();
							I_Quit();
							break;
						case 2:
							players[consoleplayer].messageTics = 0;
								//set the msg to be cleared
							players[consoleplayer].message = NULL;
							typeofask = 0;
							askforquit = false;
							paused = false;
							I_SetPalette(W_CacheLumpName("PLAYPAL", PU_CACHE));
							D_StartTitle(); // go to intro/demo mode.
							break;
						case 3:
							P_SetMessage(&players[consoleplayer], "QUICKSAVING....", false);
							FileMenuKeySteal = true;
							SCSaveGame(quicksave-1);
							askforquit = false;
							typeofask = 0;
							BorderNeedRefresh = true;
							return true;
						case 4:
							P_SetMessage(&players[consoleplayer], "QUICKLOADING....", false);
							SCLoadGame(quickload-1);
							askforquit = false;
							typeofask = 0;
							BorderNeedRefresh = true;
							return true;
						default:
							return true; // eat the 'y' keypress
					}
				}
				return false;
			case 'n':
			case KEY_ESCAPE:
				if(askforquit)
				{
					players[consoleplayer].messageTics = 1; //set the msg to be cleared
					askforquit = false;
					typeofask = 0;
					paused = false;
					UpdateState |= I_FULLSCRN;
					BorderNeedRefresh = true;
					return true;
				}
				return false;
		}
		return false; // don't let the keys filter thru
	}
	if(MenuActive == false && !chatmodeon)
	{
		switch(key)
		{
			case KEY_MINUS:
				if(automapactive)
				{ // Don't screen size in automap
					return(false);
				}
				SCScreenSize(LEFT_DIR);
				S_StartSound(NULL, sfx_keyup);
				BorderNeedRefresh = true;
				UpdateState |= I_FULLSCRN;
				return(true);
			case KEY_EQUALS:
				if(automapactive)
				{ // Don't screen size in automap
					return(false);
				}
				SCScreenSize(RIGHT_DIR);
				S_StartSound(NULL, sfx_keyup);
				BorderNeedRefresh = true;
				UpdateState |= I_FULLSCRN;
				return(true);
#ifndef __NeXT__
			case KEY_F1: // help screen
				SCInfo(0); // start up info screens
				MenuActive = true;
				return(true);
			case KEY_F2: // save game
				if(gamestate == GS_LEVEL && !demoplayback)
				{
					MenuActive = true;
					FileMenuKeySteal = false;
					MenuTime = 0;
					CurrentMenu = &SaveMenu;
					CurrentItPos = CurrentMenu->oldItPos;
					if(!netgame && !demoplayback)
					{
						paused = true;
					}
					S_StartSound(NULL, sfx_dorcls);
					slottextloaded = false; //reload the slot text, when needed
				}
				return true;
			case KEY_F3: // load game
				if(SCNetCheck(2))
				{
					MenuActive = true;
					FileMenuKeySteal = false;
					MenuTime = 0;
					CurrentMenu = &LoadMenu;
					CurrentItPos = CurrentMenu->oldItPos;
					if(!netgame && !demoplayback)
					{
						paused = true;
					}
					S_StartSound(NULL, sfx_dorcls);
					slottextloaded = false; //reload the slot text, when needed
				}
				return true;
			case KEY_F4: // volume
				MenuActive = true;
				FileMenuKeySteal = false;
				MenuTime = 0;
				CurrentMenu = &Options2Menu;
				CurrentItPos = CurrentMenu->oldItPos;
				if(!netgame && !demoplayback)
				{
					paused = true;
				}
				S_StartSound(NULL, sfx_dorcls);
				slottextloaded = false; //reload the slot text, when needed
				return true;
			case KEY_F5: // F5 isn't used in Heretic. (detail level)
				return true;
			case KEY_F6: // quicksave
				if(gamestate == GS_LEVEL && !demoplayback)
				{
					if(!quicksave || quicksave == -1)
					{
						MenuActive = true;
						FileMenuKeySteal = false;
						MenuTime = 0;
						CurrentMenu = &SaveMenu;
						CurrentItPos = CurrentMenu->oldItPos;
						if(!netgame && !demoplayback)
						{
							paused = true;
						}
						S_StartSound(NULL, sfx_dorcls);
						slottextloaded = false; //reload the slot text, when needed
						quicksave = -1;
						P_SetMessage(&players[consoleplayer],
							"CHOOSE A QUICKSAVE SLOT", true);
					}
					else
					{
						askforquit = true;
						typeofask = 3;
						if(!netgame && !demoplayback)
						{
							paused = true;
						}
						S_StartSound(NULL, sfx_chat);
					}
				}
				return true;
			case KEY_F7: // endgame
				if(gamestate == GS_LEVEL && !demoplayback)
				{
					S_StartSound(NULL, sfx_chat);
					SCEndGame(0);
				}
				return true;
			case KEY_F8: // toggle messages
				SCMessages(0);
				return true;
			case KEY_F9: // quickload
				if(!quickload || quickload == -1)
				{
					MenuActive = true;
					FileMenuKeySteal = false;
					MenuTime = 0;
					CurrentMenu = &LoadMenu;
					CurrentItPos = CurrentMenu->oldItPos;
					if(!netgame && !demoplayback)
					{
						paused = true;
					}
					S_StartSound(NULL, sfx_dorcls);
					slottextloaded = false; //reload the slot text, when needed
					quickload = -1;
					P_SetMessage(&players[consoleplayer],
						"CHOOSE A QUICKLOAD SLOT", true);
				}
				else
				{
					askforquit = true;
					if(!netgame && !demoplayback)
					{
						paused = true;
					}
					typeofask = 4;
					S_StartSound(NULL, sfx_chat);
				}
				return true;
			case KEY_F10: // quit
				if(gamestate == GS_LEVEL)
				{
					SCQuitGame(0);
					S_StartSound(NULL, sfx_chat);
				}
				return true;
			case KEY_F11: // F11 - gamma mode correction
				usegamma++;
				if(usegamma > 4)
				{
					usegamma = 0;
				}
				I_SetPalette((byte *)W_CacheLumpName("PLAYPAL", PU_CACHE));
				return true;
#endif
		}

	}

	if(MenuActive == false)
	{
		if(key == KEY_ESCAPE || gamestate == GS_DEMOSCREEN || demoplayback)
		{
			MN_ActivateMenu();
			return(true);
		}
		return(false);
	}
	if(!FileMenuKeySteal)
	{
		item = &CurrentMenu->items[CurrentItPos];
		switch(key)
		{
			case KEY_DOWNARROW:
				do
				{
					if(CurrentItPos+1 > CurrentMenu->itemCount-1)
					{
						CurrentItPos = 0;
					}
					else
					{
						CurrentItPos++;
					}
				} while(CurrentMenu->items[CurrentItPos].type == ITT_EMPTY);
				S_StartSound(NULL, sfx_switch);
				return(true);
				break;
			case KEY_UPARROW:
				do
				{
					if(CurrentItPos == 0)
					{
						CurrentItPos = CurrentMenu->itemCount-1;
					}
					else
					{
						CurrentItPos--;
					}
				} while(CurrentMenu->items[CurrentItPos].type == ITT_EMPTY);
				S_StartSound(NULL, sfx_switch);
				return(true);
				break;
			case KEY_LEFTARROW:
				if(item->type == ITT_LRFUNC && item->func != NULL)
				{
					item->func(LEFT_DIR);
					S_StartSound(NULL, sfx_keyup);
				}
				return(true);
				break;
			case KEY_RIGHTARROW:
				if(item->type == ITT_LRFUNC && item->func != NULL)
				{
					item->func(RIGHT_DIR);
					S_StartSound(NULL, sfx_keyup);
				}
				return(true);
				break;
			case KEY_ENTER:
				if(item->type == ITT_SETMENU)
				{
					SetMenu(item->menu);
				}
				else if(item->func != NULL)
				{
					CurrentMenu->oldItPos = CurrentItPos;
					if(item->type == ITT_LRFUNC)
					{
						item->func(RIGHT_DIR);
					}
					else if(item->type == ITT_EFUNC)
					{
						if(item->func(item->option))
						{
							if(item->menu != MENU_NONE)
							{
								SetMenu(item->menu);
							}
						}
					}
				}
				S_StartSound(NULL, sfx_dorcls);
				return(true);
				break;
			case KEY_ESCAPE:
				MN_DeactivateMenu();
				return(true);
			case KEY_BACKSPACE:
				S_StartSound(NULL, sfx_switch);
				if(CurrentMenu->prevMenu == MENU_NONE)
				{
					MN_DeactivateMenu();
				}
				else
				{
					SetMenu(CurrentMenu->prevMenu);
				}
				return(true);
			default:
				for(i = 0; i < CurrentMenu->itemCount; i++)
				{
					if(CurrentMenu->items[i].text)
					{
						if(toupper(key)
							== toupper(CurrentMenu->items[i].text[0]))
						{
							CurrentItPos = i;
							return(true);
						}
					}
				}
				break;
		}
		return(false);
	}
	else
	{ // Editing file names
		textBuffer = &SlotText[currentSlot][slotptr];
		if(key == KEY_BACKSPACE)
		{
			if(slotptr)
			{
				*textBuffer-- = 0;
				*textBuffer = ASCII_CURSOR;
				slotptr--;
			}
			return(true);
		}
		if(key == KEY_ESCAPE)
		{
			memset(SlotText[currentSlot], 0, SLOTTEXTLEN+2);
			strcpy(SlotText[currentSlot], oldSlotText);
			SlotStatus[currentSlot]--;
			MN_DeactivateMenu();
			return(true);
		}
		if(key == KEY_ENTER)
		{
			SlotText[currentSlot][slotptr] = 0; // clear the cursor
			item = &CurrentMenu->items[CurrentItPos];
			CurrentMenu->oldItPos = CurrentItPos;
			if(item->type == ITT_EFUNC)
			{
				item->func(item->option);
				if(item->menu != MENU_NONE)
				{
					SetMenu(item->menu);
				}
			}
			return(true);
		}
		if(slotptr < SLOTTEXTLEN && key != KEY_BACKSPACE)
		{
			if((key >= 'a' && key <= 'z'))
			{
				*textBuffer++ = key-32;
				*textBuffer = ASCII_CURSOR;
				slotptr++;
				return(true);
			}
			if(((key >= '0' && key <= '9') || key == ' '
				|| key == ',' || key == '.' || key == '-')
				&& !shiftdown)
			{
				*textBuffer++ = key;
				*textBuffer = ASCII_CURSOR;
				slotptr++;
				return(true);
			}
			if(shiftdown && key == '1')
			{
				*textBuffer++ = '!';
				*textBuffer = ASCII_CURSOR;
				slotptr++;
				return(true);
			}
		}
		return(true);
	}
	return(false);
}
コード例 #16
0
void I_InitGraphics(void)
{
    SDL_Event dummy;
    byte *doompal;
    char *env;

    // Pass through the XSCREENSAVER_WINDOW environment variable to 
    // SDL_WINDOWID, to embed the SDL window into the Xscreensaver
    // window.

    env = getenv("XSCREENSAVER_WINDOW");

    if (env != NULL)
    {
        char winenv[30];
        int winid;

        sscanf(env, "0x%x", &winid);
        M_snprintf(winenv, sizeof(winenv), "SDL_WINDOWID=%i", winid);

        putenv(winenv);
    }

    SetSDLVideoDriver();

    if (SDL_Init(SDL_INIT_VIDEO) < 0) 
    {
        I_Error("Failed to initialize video: %s", SDL_GetError());
    }

    // When in screensaver mode, run full screen and auto detect
    // screen dimensions (don't change video mode)
    if (screensaver_mode)
    {
        fullscreen = true;
    }

    if (aspect_ratio_correct == 1)
    {
        actualheight = SCREENHEIGHT_4_3;
    }
    else
    {
        actualheight = SCREENHEIGHT;
    }

    // Create the game window; this may switch graphic modes depending
    // on configuration.
    AdjustWindowSize();
    SetVideoMode();

    // Start with a clear black screen
    // (screen will be flipped after we set the palette)

    SDL_FillRect(screenbuffer, NULL, 0);

    // Set the palette

    doompal = W_CacheLumpName(DEH_String("PLAYPAL"), PU_CACHE);
    I_SetPalette(doompal);
    SDL_SetPaletteColors(screenbuffer->format->palette, palette, 0, 256);

    // SDL2-TODO UpdateFocus();
    UpdateGrab();

    // On some systems, it takes a second or so for the screen to settle
    // after changing modes.  We include the option to add a delay when
    // setting the screen mode, so that the game doesn't start immediately
    // with the player unable to see anything.

    if (fullscreen && !screensaver_mode)
    {
        SDL_Delay(startup_delay);
    }

    // The actual 320x200 canvas that we draw to. This is the pixel buffer of
    // the 8-bit paletted screen buffer that gets blit on an intermediate
    // 32-bit RGBA screen buffer that gets loaded into a texture that gets
    // finally rendered into our window or full screen in I_FinishUpdate().

    I_VideoBuffer = screenbuffer->pixels;
    V_RestoreBuffer();

    // Clear the screen to black.

    memset(I_VideoBuffer, 0, SCREENWIDTH * SCREENHEIGHT * sizeof(*I_VideoBuffer));

    // clear out any events waiting at the start and center the mouse
  
    while (SDL_PollEvent(&dummy));

    initialized = true;

    // Call I_ShutdownGraphics on quit

    I_AtExit(I_ShutdownGraphics, true);
}