예제 #1
0
void LoadGame_MenuInit( void )
{
	int i;

	memset(&s_loadgame_menu, 0, sizeof(s_loadgame_menu));
	s_loadgame_menu.x = viddef.width / 2 - 120;
	s_loadgame_menu.y = viddef.height / 2 - 58;
	s_loadgame_menu.nitems = 0;

	s_loadgame_menu.draw = LoadGame_MenuDraw;
	s_loadgame_menu.key = LoadGame_MenuKey;

	Create_Savestrings();

	for ( i = 0; i < MAX_SAVEGAMES; i++ )
	{
		s_loadgame_actions[i].generic.name			= m_savestrings[i];
		s_loadgame_actions[i].generic.flags			= QMF_LEFT_JUSTIFY;
		s_loadgame_actions[i].generic.localdata[0]	= i;
		s_loadgame_actions[i].generic.callback		= LoadGameCallback;

		s_loadgame_actions[i].generic.x = 0;
		s_loadgame_actions[i].generic.y = ( i ) * 10;
		if (i>0)	// separate from autosave
			s_loadgame_actions[i].generic.y += 10;

		s_loadgame_actions[i].generic.type = MTYPE_ACTION;

		Menu_AddItem( &s_loadgame_menu, &s_loadgame_actions[i] );
	}
}
예제 #2
0
void SaveGame_MenuInit( void )
{
	int i;

	memset(&s_savegame_menu, 0, sizeof(s_savegame_menu));
	s_savegame_menu.x = viddef.width / 2 - 120;
	s_savegame_menu.y = viddef.height / 2 - 58;
	s_savegame_menu.nitems = 0;

	s_savegame_menu.draw = SaveGame_MenuDraw;
	s_savegame_menu.key = SaveGame_MenuKey;

	Create_Savestrings();

	// don't include the autosave slot
	for ( i = 0; i < MAX_SAVEGAMES-1; i++ )
	{
		s_savegame_actions[i].generic.name = m_savestrings[i+1];
		s_savegame_actions[i].generic.localdata[0] = i+1;
		s_savegame_actions[i].generic.flags = QMF_LEFT_JUSTIFY;
		s_savegame_actions[i].generic.callback = SaveGameCallback;

		s_savegame_actions[i].generic.x = 0;
		s_savegame_actions[i].generic.y = ( i ) * 10;

		s_savegame_actions[i].generic.type = MTYPE_ACTION;

		Menu_AddItem( &s_savegame_menu, &s_savegame_actions[i] );
	}
}
예제 #3
0
void M_Menu_SaveGame_f (void)
{
	if (!Com_ServerState())
		return;		// not playing a game

	SaveGame_MenuInit();
	M_PushMenu( &s_savegame_menu );
	Create_Savestrings ();
}
예제 #4
0
void M_Menu_SaveGame_f(void)
{
    if (!Com_ServerState())
    {
        return;                 // not playing a game
    }
    SaveGame_MenuInit();
    UI_PushMenu(SaveGame_MenuDraw, SaveGame_MenuKey);
    Create_Savestrings();
}
예제 #5
0
void LoadGame_MenuInit(void)
{
    int i;

    s_loadgame_menu.x      = SCREEN_WIDTH * 0.5 - 240;
    s_loadgame_menu.y      = SCREEN_HEIGHT * 0.5 - 58;
    s_loadgame_menu.nitems = 0;

    Create_Savestrings();

    for (i = 0; i < MAX_SAVEGAMES; i++)
    {
        s_loadgame_actions[i].generic.name         = m_savestrings[i];
        s_loadgame_actions[i].generic.flags        = QMF_LEFT_JUSTIFY;
        s_loadgame_actions[i].generic.localdata[0] = i;
        s_loadgame_actions[i].generic.callback     = LoadGameCallback;

        s_loadgame_actions[i].generic.x = 0;
        s_loadgame_actions[i].generic.y = (i) * MENU_LINE_SIZE;
        if (i > 0)              // separate from autosave
        {
            s_loadgame_actions[i].generic.y += 10;
        }

        s_loadgame_actions[i].generic.type = MTYPE_ACTION;

        Menu_AddItem(&s_loadgame_menu, &s_loadgame_actions[i]);
    }

    s_loadgame_back_action.generic.type     = MTYPE_ACTION;
    s_loadgame_back_action.generic.flags    = QMF_LEFT_JUSTIFY;
    s_loadgame_back_action.generic.x        = 0;
    s_loadgame_back_action.generic.y        = (MAX_SAVEGAMES + 3) * MENU_LINE_SIZE;
    s_loadgame_back_action.generic.name     = " back";
    s_loadgame_back_action.generic.callback = UI_BackMenu;

    Menu_AddItem(&s_loadgame_menu, &s_loadgame_back_action);

    InitSaveshots(true);      // register saveshots
}
예제 #6
0
void SaveGame_MenuInit(void)
{
    int i;

    s_savegame_menu.x      = SCREEN_WIDTH * 0.5 - 240;
    s_savegame_menu.y      = SCREEN_HEIGHT * 0.5 - 58;
    s_savegame_menu.nitems = 0;

    Create_Savestrings();

    // don't include the autosave slot
    for (i = 0; i < MAX_SAVEGAMES - 1; i++)
    {
        s_savegame_actions[i].generic.name         = m_savestrings[i + 1];
        s_savegame_actions[i].generic.localdata[0] = i + 1;
        s_savegame_actions[i].generic.flags        = QMF_LEFT_JUSTIFY;
        s_savegame_actions[i].generic.callback     = SaveGameCallback;

        s_savegame_actions[i].generic.x = 0;
        s_savegame_actions[i].generic.y = (i) * MENU_LINE_SIZE;

        s_savegame_actions[i].generic.type = MTYPE_ACTION;

        Menu_AddItem(&s_savegame_menu, &s_savegame_actions[i]);
    }
    s_savegame_back_action.generic.type     = MTYPE_ACTION;
    s_savegame_back_action.generic.flags    = QMF_LEFT_JUSTIFY;
    s_savegame_back_action.generic.x        = 0;
    s_savegame_back_action.generic.y        = (MAX_SAVEGAMES + 1) * MENU_LINE_SIZE;
    s_savegame_back_action.generic.name     = " back";
    s_savegame_back_action.generic.callback = UI_BackMenu;

    Menu_AddItem(&s_savegame_menu, &s_savegame_back_action);


    InitSaveshots(false);
}