示例#1
0
/*
=================
UI_SetActiveMenu -
	this should be the ONLY way the menu system is brought up

=================
*/
void UI_SetActiveMenu( const char* menuname,const char *menuID )
{
	// this should be the ONLY way the menu system is brought up (besides the UI_ConsoleCommand below)

	if (cls.state != CA_DISCONNECTED && !ui.SG_GameAllowedToSaveHere(qtrue))	//don't check full sytem, only if incamera
	{
		return;
	}

	if ( !menuname ) {
		UI_ForceMenuOff();
		return;
	}

	//make sure force-speed and slowmodeath doesn't slow down menus - NOTE: they should reset the timescale when the game un-pauses
	Cvar_SetValue( "timescale", 1.0f );

	UI_Cursor_Show(qtrue);

	// enusure minumum menu data is cached
	Menu_Cache();

	if ( Q_stricmp (menuname, "mainMenu") == 0 )
	{
		UI_MainMenu();
		return;
	}

	if ( Q_stricmp (menuname, "ingame") == 0 )
	{
		ui.Cvar_Set( "cl_paused", "1" );
		UI_InGameMenu(menuID);
		return;
	}

	if ( Q_stricmp (menuname, "datapad") == 0 )
	{
		ui.Cvar_Set( "cl_paused", "1" );
		UI_DataPadMenu();
		return;
	}
#ifndef JK2_MODE
	if ( Q_stricmp (menuname, "missionfailed_menu") == 0 )
	{
		Menus_CloseAll();
		Menus_ActivateByName("missionfailed_menu");
		ui.Key_SetCatcher( KEYCATCH_UI );
		return;
	}
#endif
}
示例#2
0
qboolean UI_ConsoleCommand( void )
{
	char	*cmd;

	if (!ui.SG_GameAllowedToSaveHere(qtrue))	//only check if incamera
	{
		return qfalse;
	}

	cmd = UI_Argv( 0 );

	// ensure minimum menu data is available
	Menu_Cache();

	if ( Q_stricmp (cmd, "ui_cache") == 0 )
	{
		UI_Cache_f();
		return qtrue;
	}

	if ( Q_stricmp (cmd, "levelselect") == 0 )
	{
		UI_LoadMenu_f();
		return qtrue;
	}

	if ( Q_stricmp (cmd, "ui_teamOrders") == 0 )
	{
		UI_SaveMenu_f();
		return qtrue;
	}

	if ( Q_stricmp (cmd, "ui_report") == 0 )
	{
		UI_Report();
		return qtrue;
	}

#ifndef JK2_MODE
	if ( Q_stricmp (cmd, "ui_load") == 0 )
	{
		UI_Load();
		return qtrue;
	}
#endif

	return qfalse;
}