Files
source/MainMenuScreen.cpp
T
Wanne e64d5a2fa6 MERGED source code from development trunk revision 4545 up to latest current revision 4882
Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP
A detailed list of all the features (changes) is visible in the history log of the development trunk:

INFO: The source code for the official 2011 release (4870) has been branched here:
https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011

This commit contains the following features:

*** Externalized Vehicles ***
o Now with this feature we can add/remove vehicles
o New XML File: TableData\Vehicles.xml
o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer()
o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9)

*** Up to 255 save slots ***
- There is a "Next" and "Prev" button where you can scroll through the save slots
- It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot
- Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form

*** New Feature: Externalized emails from Emails.edt to XML***
o This feature can be enabled/disabled in the Source:
--> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files
o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml
o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder
o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml

*** Externalized Hidden Towns (Tixa, Orta) ***
o Now it is possible to add new hidden towns (locations)
o See file: TableData/Map/Cities.xml
o New variable in TableData/Map/Cities.xml
- hiddenTown:   0 = show on strategy map, 1 = Hide on strategy map
- townIcon:     1 = on, 0 = off (This is the icon you see on the strategy map)
- szIconFile:   The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti)
- iconPosition: The x,y position of the icon on the strategy map

*** Encyclopedia and Briefing Room, reachable from the laptop ***
o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA
o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo
o Added Example usage of the Briefing Room
- Extract it in your JA2 1.13 folder and use the latest development executable
- The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button
- See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png"

*** Improved interrupt system (IIS) ***
o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787
o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM)
o A few more settings for the interrupt system in ja2_options.ini
o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini

*** Walking and sidestepping with weapon raised ***
o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED
o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY
o The following feature apply when you walk/sidestep with weapon raised:
-> limited angle of view, but you can see more farther when the weapon has a scope
-> better change for interrupts if you see an enemy
-> less APs and BPs when shooting, because the weapon is already raised
-> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini

*** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) ***
o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen
o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad

*** Added UB-1.13 source code ***
o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113
o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h"
o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini"
o There are 2 new XML files
- Layout\LayoutMainMenu.xml
- MapAction\ActionItems.xml
o There are 2 new LUA-Script files
- Scripts\ExplosionControl.lua
- Scripts\InterfaceDialogue.lua

*** Hide enemy health text / enemy hit count ***
o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT
o both new settings only have effect in a singleplayer game
o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-01-18 11:19:01 +00:00

804 lines
24 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "JA2 All.h"
#include "Encrypted File.h"
#else
#include "sgp.h"
#include "screenids.h"
#include "Timer Control.h"
#include "sys globals.h"
#include "fade screen.h"
#include "sysutil.h"
#include "vobject_blitters.h"
#include "MercTextBox.h"
#include "wcheck.h"
#include "cursors.h"
#include "font control.h"
#include "mainmenuscreen.h"
#include "cursor control.h"
#include "render dirty.h"
#include "music control.h"
#include "GameSettings.h"
#include "GameScreen.h"
#include "SaveLoadScreen.h"
#include "SaveLoadGame.h"
#include "Options Screen.h"
#include "English.h"
#include "Gameloop.h"
#include "Game Init.h"
#include "Utilities.h"
#include "WordWrap.h"
#include "Font Control.h"
#include "text.h"
#include "Multi Language Graphic Utils.h"
#include "Encrypted File.h"
#include "ja2 splash.h"
#include "GameVersion.h"
#endif
#include "mercs.h"
#include "gamesettings.h"
#include "connect.h"
#include "strategic.h"
#include "strategic movement.h"
#include "overhead.h"
#include "init.h"
#include "xml.h"
#include <vfs/Core/vfs.h>
#include <vfs/Core/vfs_profile.h>
#ifdef JA2UB
#include "ub_config.h"
#endif
#define MAINMENU_TEXT_FILE "LoadScreens\\MainMenu.edt"
#define MAINMENU_RECORD_SIZE 80 * 2
// MENU ITEMS
enum
{
NEW_GAME,
NEW_MP_GAME,
LOAD_GAME,
PREFERENCES,
CREDITS,
QUIT,
NUM_MENU_ITEMS
};
UINT32 MAINMENU_Y;
UINT32 MAINMENU_X;
UINT32 MAINMENU_Y_SPACE;
INT32 iMenuImages[ NUM_MENU_ITEMS ];
INT32 iMenuButtons[ NUM_MENU_ITEMS ];
UINT16 gusMainMenuButtonWidths[ NUM_MENU_ITEMS ];
MOUSE_REGION gBackRegion;
INT8 gbHandledMainMenu = 0;
BOOLEAN fInitialRender = FALSE;
BOOLEAN gfMainMenuScreenEntry = FALSE;
BOOLEAN gfMainMenuScreenExit = FALSE;
UINT32 guiMainMenuExitScreen = MAINMENU_SCREEN;
extern BOOLEAN gfLoadGameUponEntry;
void ExitMainMenu( );
void MenuButtonCallback(GUI_BUTTON *btn, INT32 reason);
void HandleMainMenuInput();
void HandleMainMenuScreen();
void DisplayAssignmentText();
void ClearMainMenu();
void HandleHelpScreenInput();
void SelectMainMenuBackGroundRegionCallBack(MOUSE_REGION * pRegion, INT32 iReason );
void SetMainMenuExitScreen( UINT32 uiNewScreen );
void CreateDestroyBackGroundMouseMask( BOOLEAN fCreate );
BOOLEAN CreateDestroyMainMenuButtons( BOOLEAN fCreate );
void RenderMainMenu();
void RestoreButtonBackGrounds();
//Main Menu layout by Jazz
MAIN_MENU_VALUES gMainMenulayout[MAX_MAIN_MENU_IMAGE];
VSURFACE_DESC vs_desc;
extern void InitSightRange(); //lal
UINT32 MainMenuScreenInit( )
{
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Version Label: %S", zVersionLabel ));
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Version #: %s", czVersionNumber ));
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Tracking #: %S", zTrackingNumber ));
return( TRUE );
}
UINT32 MainMenuScreenHandle( )
{
UINT32 cnt;
UINT32 uiTime;
if( guiSplashStartTime + 4000 > GetJA2Clock() )
{
SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
SetMusicMode( MUSIC_NONE );
return MAINMENU_SCREEN; //The splash screen hasn't been up long enough yet.
}
if( guiSplashFrameFade )
{
uiTime = GetJA2Clock();
if( guiSplashFrameFade > 2 )
ShadowVideoSurfaceRectUsingLowPercentTable( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
else if( guiSplashFrameFade > 1 )
ColorFillVideoSurfaceArea( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0 );
else
{
uiTime = GetJA2Clock();
SetMusicMode( MUSIC_MAIN_MENU );
}
guiSplashFrameFade--;
InvalidateScreen();
EndFrameBufferRender();
SetCurrentCursorFromDatabase( VIDEO_NO_CURSOR );
return MAINMENU_SCREEN;
}
SetCurrentCursorFromDatabase( CURSOR_NORMAL );
if( gfMainMenuScreenEntry )
{
InitMainMenu( );
gfMainMenuScreenEntry = FALSE;
gfMainMenuScreenExit = FALSE;
guiMainMenuExitScreen = MAINMENU_SCREEN;
SetMusicMode( MUSIC_MAIN_MENU );
}
if ( fInitialRender )
{
ClearMainMenu();
RenderMainMenu();
fInitialRender = FALSE;
}
RestoreButtonBackGrounds();
// Render buttons
for ( cnt = 0; cnt < NUM_MENU_ITEMS; cnt++ )
{
MarkAButtonDirty( iMenuButtons[ cnt ] );
}
RenderButtons( );
EndFrameBufferRender( );
HandleMainMenuInput();
HandleMainMenuScreen();
if( gfMainMenuScreenExit )
{
ExitMainMenu( );
gfMainMenuScreenExit = FALSE;
gfMainMenuScreenEntry = TRUE;
}
if( guiMainMenuExitScreen != MAINMENU_SCREEN )
gfMainMenuScreenEntry = TRUE;
return( guiMainMenuExitScreen );
}
UINT32 MainMenuScreenShutdown( )
{
return( FALSE );
}
void HandleMainMenuScreen()
{
if ( gbHandledMainMenu != 0 )
{
// Exit according to handled value!
switch( gbHandledMainMenu )
{
case QUIT:
gfMainMenuScreenExit = TRUE;
gfProgramIsRunning = FALSE;
break;
case NEW_GAME:
break;
case NEW_MP_GAME:
break;
case LOAD_GAME:
// Select the game which is to be restored
guiPreviousOptionScreen = guiCurrentScreen;
guiMainMenuExitScreen = SAVE_LOAD_SCREEN;
gbHandledMainMenu = 0;
gfSaveGame = FALSE;
gfMainMenuScreenExit = TRUE;
break;
case PREFERENCES:
guiPreviousOptionScreen = guiCurrentScreen;
guiMainMenuExitScreen = OPTIONS_SCREEN;
gbHandledMainMenu = 0;
gfMainMenuScreenExit = TRUE;
break;
case CREDITS:
guiMainMenuExitScreen = CREDIT_SCREEN;
gbHandledMainMenu = 0;
gfMainMenuScreenExit = TRUE;
break;
}
}
}
BOOLEAN InitMainMenu( )
{
VOBJECT_DESC VObjectDesc;
//main Menu by JAzz
UINT16 iCounter2;
if(is_networked)
{
is_networked = FALSE;
#ifdef USE_VFS
// remove Multiplayer profile if it exists
vfs::CProfileStack *PS = getVFS()->getProfileStack();
vfs::CVirtualProfile *pProf = PS->getProfile("_MULTIPLAYER");
if( pProf && (pProf == PS->topProfile()) )
{
SGP_THROW_IFFALSE(PS->popProfile(), "Leaving Multiplayer mode : Could not remove \"_MULTIPLAYER\" profile");
}
#endif
// Snap: UN-Init MP save game directory
if ( !InitSaveDir() )
{
//if something didnt work, dont even know how to make error code...//hayden
}
}
//Check to see whatr saved game files exist
InitSaveGameArray();
//Create the background mouse mask
CreateDestroyBackGroundMouseMask( TRUE );
CreateDestroyMainMenuButtons( TRUE );
// load background graphic and add it
//Main Menu by Jazz
for( iCounter2 = 1; iCounter2 < MAX_ELEMENT; iCounter2++ )
{
VObjectDesc.fCreateFlags = VSURFACE_CREATE_FROMFILE;
if (gMainMenulayout[iCounter2].Visible == 1)
{
if (iResolution == 0)
{
strcpy(VObjectDesc.ImageFile, gMainMenulayout[iCounter2].FileName);
if( !AddVideoObject( &VObjectDesc, &gMainMenulayout[iCounter2].uiIndex ) )
AssertMsg(0, String( "Missing %s", gMainMenulayout[iCounter2].FileName ) );
}
else if (iResolution == 1)
{
strcpy(VObjectDesc.ImageFile, gMainMenulayout[iCounter2].FileName800x600);
if( !AddVideoObject( &VObjectDesc, &gMainMenulayout[iCounter2].uiIndex ) )
AssertMsg(0, String( "Missing %s", gMainMenulayout[iCounter2].FileName800x600 ) );
}
else if (iResolution == 2)
{
strcpy(VObjectDesc.ImageFile, gMainMenulayout[iCounter2].FileName1024x768);
if( !AddVideoObject( &VObjectDesc, &gMainMenulayout[iCounter2].uiIndex ) )
AssertMsg(0, String( "Missing %s", gMainMenulayout[iCounter2].FileName1024x768 ) );
}
}
}
//if there are no saved games, disable the button
if( !IsThereAnySavedGameFiles() )
DisableButton( iMenuButtons[ LOAD_GAME ] );
gbHandledMainMenu = 0;
fInitialRender = TRUE;
SetPendingNewScreen( MAINMENU_SCREEN);
guiMainMenuExitScreen = MAINMENU_SCREEN;
DequeueAllKeyBoardEvents();
return( TRUE );
}
void ExitMainMenu( )
{
UINT32 iCounter2 ;
CreateDestroyBackGroundMouseMask( FALSE );
CreateDestroyMainMenuButtons( FALSE );
for( iCounter2 = 1; iCounter2 < MAX_ELEMENT; iCounter2++ )
{
if (gMainMenulayout[iCounter2].Visible == 1)
{
DeleteVideoObjectFromIndex( gMainMenulayout[iCounter2].uiIndex );
}
}
gMsgBox.uiExitScreen = MAINMENU_SCREEN;
}
// WANNE - MP: This method initializes variables that should be initialized
// differently for single and multiplayer
void InitDependingGameStyleOptions()
{
// Yes, also initialize these ones, because of SP and MP game!
InitStrategicEngine();
InitStrategicMovementCosts();
InitializeFaceGearGraphics();
// WANNE: Initialize again, because if differs from SP to MP game!
LoadGameSettings();
FreeGameExternalOptions();
// Load APBPConstants.ini
LoadGameAPBPConstants();
// Load ja2_options.ini
LoadGameExternalOptions();
// Load new STOMP ini - SANDRO
LoadSkillTraitsExternalSettings();
// HEADROCK HAM 4: CTH constants
LoadCTHConstants();
#ifdef JA2UB
LoadGameUBOptions(); // JA25 UB
#endif
InitSightRange(); //lal
ReStartingGame();
}
// WANNE - MP: In this method we decide if we want to play a single or multiplayer game
void MenuButtonCallback(GUI_BUTTON *btn,INT32 reason)
{
INT8 bID;
bID = (UINT8)btn->UserData[0];
if (!(btn->uiFlags & BUTTON_ENABLED))
return;
if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
// handle menu
gbHandledMainMenu = bID;
RenderMainMenu();
if( gbHandledMainMenu == NEW_GAME )
{
giMAXIMUM_NUMBER_OF_PLAYER_SLOTS = CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS;
if(is_networked)
{
is_networked = FALSE;
// Snap: UN-Init MP save game directory
if ( !InitSaveDir() )
{
//if something didnt work, dont even know how to make error code...//hayden
}
};
SetMainMenuExitScreen( GAME_INIT_OPTIONS_SCREEN );
}
else if (gbHandledMainMenu == NEW_MP_GAME)
{
is_networked = TRUE;
// WANNE - MP: Only reset this here, because otherwise after a MP game ends and a new starts, we would receive the files again.
fClientReceivedAllFiles = FALSE;
giMAXIMUM_NUMBER_OF_PLAYER_SLOTS = 7;
// Snap: Re-Init MP save game directory
if ( !InitSaveDir() )
{
//if something didnt work, dont even know how to make error code...//hayden
}
// Reload the external gameplay data, because maybe we started a MP game before!
LoadExternalGameplayData(TABLEDATA_DIRECTORY);
SetMainMenuExitScreen( MP_JOIN_SCREEN ); // OJW - 20081129
//SetMainMenuExitScreen( GAME_INIT_OPTIONS_SCREEN );
}
else if( gbHandledMainMenu == LOAD_GAME )
{
giMAXIMUM_NUMBER_OF_PLAYER_SLOTS = CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS;
if(is_networked)
{
is_networked = FALSE;
// Snap: UN-Init MP save game directory
if ( !InitSaveDir() )
{
//if something didnt work, dont even know how to make error code...//hayden
}
}
if( gfKeyState[ ALT ] )
gfLoadGameUponEntry = TRUE;
}
InitDependingGameStyleOptions();
btn->uiFlags &= (~BUTTON_CLICKED_ON );
}
if( reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
RenderMainMenu();
btn->uiFlags |= BUTTON_CLICKED_ON;
}
}
void MenuButtonMoveCallback(GUI_BUTTON *btn,INT32 reason)
{
if(reason & MSYS_CALLBACK_REASON_LOST_MOUSE)
{
RenderMainMenu();
InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
}
if(reason & MSYS_CALLBACK_REASON_GAIN_MOUSE)
{
RenderMainMenu();
InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
}
}
void HandleMainMenuInput()
{
InputAtom InputEvent;
// Check for esc
while (DequeueEvent(&InputEvent) == TRUE)
{
if( InputEvent.usEvent == KEY_UP )
{
switch( InputEvent.usParam )
{
#ifdef JA2TESTVERSION
case 'q':
gbHandledMainMenu = NEW_GAME;
gfMainMenuScreenExit = TRUE;
SetMainMenuExitScreen( INIT_SCREEN );
break;
case 'i':
SetPendingNewScreen( INTRO_SCREEN );
gfMainMenuScreenExit = TRUE;
break;
#endif
case 'c':
gbHandledMainMenu = LOAD_GAME;
if( gfKeyState[ ALT ] )
gfLoadGameUponEntry = TRUE;
// WANNE: Some initializing was missing when directly loading last savegame
// form main menu with ALT + C
giMAXIMUM_NUMBER_OF_PLAYER_SLOTS = CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS;
InitDependingGameStyleOptions();
break;
case 'o':
gbHandledMainMenu = PREFERENCES;
break;
case 's':
gbHandledMainMenu = CREDITS;
break;
}
}
}
}
void HandleHelpScreenInput()
{
InputAtom InputEvent;
// Check for key
while (DequeueEvent(&InputEvent) == TRUE)
{
switch( InputEvent.usEvent )
{
case KEY_UP:
SetMainMenuExitScreen( INIT_SCREEN );
break;
}
}
}
void ClearMainMenu()
{
UINT32 uiDestPitchBYTES;
UINT8 *pDestBuf;
// CLEAR THE FRAME BUFFER
pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
memset(pDestBuf, 0, SCREEN_HEIGHT * uiDestPitchBYTES );
UnLockVideoSurface( FRAME_BUFFER );
InvalidateScreen( );
}
void SelectMainMenuBackGroundRegionCallBack(MOUSE_REGION * pRegion, INT32 iReason )
{
if (iReason & MSYS_CALLBACK_REASON_INIT)
{
}
else if(iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
}
else if (iReason & MSYS_CALLBACK_REASON_RBUTTON_UP)
{
}
}
void SetMainMenuExitScreen( UINT32 uiNewScreen )
{
guiMainMenuExitScreen = uiNewScreen;
//REmove the background region
CreateDestroyBackGroundMouseMask( FALSE );
gfMainMenuScreenExit = TRUE;
}
void CreateDestroyBackGroundMouseMask( BOOLEAN fCreate )
{
static BOOLEAN fRegionCreated = FALSE;
if( fCreate )
{
if( fRegionCreated )
return;
// Make a mouse region
MSYS_DefineRegion( &(gBackRegion), 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, MSYS_PRIORITY_HIGHEST,
CURSOR_NORMAL, MSYS_NO_CALLBACK, SelectMainMenuBackGroundRegionCallBack );
// Add region
MSYS_AddRegion(&(gBackRegion) );
fRegionCreated = TRUE;
}
else
{
if( !fRegionCreated )
return;
MSYS_RemoveRegion( &gBackRegion );
fRegionCreated = FALSE;
}
}
BOOLEAN CreateDestroyMainMenuButtons( BOOLEAN fCreate )
{
static BOOLEAN fButtonsCreated = FALSE;
INT32 cnt;
SGPFILENAME filename;
SGPFILENAME filenameMP;
INT16 sSlot;
if (iResolution == 0)
{
MAINMENU_Y = gMainMenulayout[0].MAINMENU_Y;
MAINMENU_X = gMainMenulayout[0].MAINMENU_X;
MAINMENU_Y_SPACE = gMainMenulayout[0].MAINMENU_Y_SPACE;
}
if (iResolution == 1)
{
MAINMENU_Y = gMainMenulayout[0].MAINMENU_800x600Y;
MAINMENU_X = gMainMenulayout[0].MAINMENU_800x600X;
MAINMENU_Y_SPACE = gMainMenulayout[0].MAINMENU_Y_SPACE;
}
if (iResolution == 2)
{
MAINMENU_Y = gMainMenulayout[0].MAINMENU_1024x768Y;
MAINMENU_X = gMainMenulayout[0].MAINMENU_1024x768X;
MAINMENU_Y_SPACE = gMainMenulayout[0].MAINMENU_Y_SPACE;
}
if( fCreate )
{
if( fButtonsCreated )
return( TRUE );
//reset the variable that allows the user to ALT click on the continue save btn to load the save instantly
gfLoadGameUponEntry = FALSE;
// Load button images
GetMLGFilename( filename, MLG_TITLETEXT );
GetMLGFilename( filenameMP, MLG_TITLETEXT_MP );
iMenuImages[ NEW_GAME ] = LoadButtonImage( filename, 0,0, 1, 2 ,-1 );
iMenuImages[ NEW_MP_GAME ] = LoadButtonImage( filenameMP, 0, 0, 1, 2, -1 );
sSlot = 0;
iMenuImages[ LOAD_GAME ] = UseLoadedButtonImage( iMenuImages[ NEW_GAME ] ,6,3,4,5,-1 );
iMenuImages[ PREFERENCES ] = UseLoadedButtonImage( iMenuImages[ NEW_GAME ] ,7,7,8,9,-1 );
iMenuImages[ CREDITS ] = UseLoadedButtonImage( iMenuImages[ NEW_GAME ] ,13,10,11,12,-1 );
iMenuImages[ QUIT ] = UseLoadedButtonImage( iMenuImages[ NEW_GAME ] ,14,14,15,16,-1 );
for ( cnt = 0; cnt < NUM_MENU_ITEMS; cnt++ )
{
switch( cnt )
{
case NEW_GAME: gusMainMenuButtonWidths[cnt] = GetWidthOfButtonPic( (UINT16)iMenuImages[cnt], sSlot ); break;
case NEW_MP_GAME: gusMainMenuButtonWidths[cnt] = GetWidthOfButtonPic( (UINT16)iMenuImages[cnt], 0); break;
case LOAD_GAME: gusMainMenuButtonWidths[cnt] = GetWidthOfButtonPic( (UINT16)iMenuImages[cnt], 3 ); break;
case PREFERENCES: gusMainMenuButtonWidths[cnt] = GetWidthOfButtonPic( (UINT16)iMenuImages[cnt], 7 ); break;
case CREDITS: gusMainMenuButtonWidths[cnt] = GetWidthOfButtonPic( (UINT16)iMenuImages[cnt], 10 ); break;
case QUIT: gusMainMenuButtonWidths[cnt] = GetWidthOfButtonPic( (UINT16)iMenuImages[cnt], 15 ); break;
}
#ifdef TESTFOREIGNFONTS
// iMenuButtons[ cnt ] = QuickCreateButton( iMenuImages[ cnt ], (INT16)((SCREEN_WIDTH / 2) - gusMainMenuButtonWidths[cnt]/2), (INT16)( 0 + ( cnt * 18 ) ),
iMenuButtons[ cnt ] = QuickCreateButton( iMenuImages[ cnt ], (INT16)(MAINMENU_X - gusMainMenuButtonWidths[cnt]/2), (INT16)( 0 + ( cnt * 18 ) ), //(INT16)((SCREEN_WIDTH / 2) - gusMainMenuButtonWidths[cnt]/2)
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST,
DEFAULT_MOVE_CALLBACK, MenuButtonCallback );
#else
iMenuButtons[ cnt ] = QuickCreateButton( iMenuImages[ cnt ], (INT16)(MAINMENU_X - gusMainMenuButtonWidths[cnt]/2), (INT16)( MAINMENU_Y + ( cnt * MAINMENU_Y_SPACE ) ),
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST,
DEFAULT_MOVE_CALLBACK, MenuButtonCallback );
#endif
if ( iMenuButtons[ cnt ] == -1 )
{
return( FALSE );
}
ButtonList[ iMenuButtons[ cnt ] ]->UserData[0] = cnt;
}
fButtonsCreated = TRUE;
}
else
{
if( !fButtonsCreated )
return( TRUE );
// Delete images/buttons
for ( cnt = 0; cnt < NUM_MENU_ITEMS; cnt++ )
{
RemoveButton( iMenuButtons[ cnt ] );
UnloadButtonImage( iMenuImages[ cnt ] );
}
fButtonsCreated = FALSE;
}
return( TRUE );
}
void RenderMainMenu()
{
HVOBJECT hPixHandle;
UINT32 iCounter2;
//Get and display the background image
for( iCounter2 = 1; iCounter2 < MAX_ELEMENT; iCounter2++ )
{
if (gMainMenulayout[iCounter2].Visible == 1)
{
if (iResolution == 0)
{
GetVideoObject(&hPixHandle, gMainMenulayout[iCounter2].uiIndex);
BltVideoObject( guiSAVEBUFFER, hPixHandle, 0, gMainMenulayout[iCounter2].ImagePositionX, gMainMenulayout[iCounter2].ImagePositionY, VO_BLT_SRCTRANSPARENCY,NULL);
BltVideoObject( FRAME_BUFFER, hPixHandle, 0, gMainMenulayout[iCounter2].ImagePositionX, gMainMenulayout[iCounter2].ImagePositionY, VO_BLT_SRCTRANSPARENCY,NULL);
}
if (iResolution == 1)
{
GetVideoObject(&hPixHandle, gMainMenulayout[iCounter2].uiIndex);
BltVideoObject( guiSAVEBUFFER, hPixHandle, 0, gMainMenulayout[iCounter2].ImagePosition800x600X, gMainMenulayout[iCounter2].ImagePosition800x600Y, VO_BLT_SRCTRANSPARENCY,NULL);
BltVideoObject( FRAME_BUFFER, hPixHandle, 0, gMainMenulayout[iCounter2].ImagePosition800x600X, gMainMenulayout[iCounter2].ImagePosition800x600Y, VO_BLT_SRCTRANSPARENCY,NULL);
}
if (iResolution == 2)
{
GetVideoObject(&hPixHandle, gMainMenulayout[iCounter2].uiIndex);
BltVideoObject( guiSAVEBUFFER, hPixHandle, 0, gMainMenulayout[iCounter2].ImagePosition1024x768X, gMainMenulayout[iCounter2].ImagePosition1024x768Y, VO_BLT_SRCTRANSPARENCY,NULL);
BltVideoObject( FRAME_BUFFER, hPixHandle, 0, gMainMenulayout[iCounter2].ImagePosition1024x768X, gMainMenulayout[iCounter2].ImagePosition1024x768Y, VO_BLT_SRCTRANSPARENCY,NULL);
}
}
}
#ifdef TESTFOREIGNFONTS
DrawTextToScreen( L"LARGEFONT1: "/*gzCopyrightText[ 0 ]*/, 0, 105, 640, LARGEFONT1, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
DrawTextToScreen( L"SMALLFONT1: "/*gzCopyrightText[ 0 ]*/, 0, 125, 640, SMALLFONT1, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
DrawTextToScreen( L"TINYFONT1: "/*gzCopyrightText[ 0 ]*/, 0, 145, 640, TINYFONT1, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
DrawTextToScreen( L"FONT12POINT1: "/*gzCopyrightText[ 0 ]*/, 0, 165, 640, FONT12POINT1, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
DrawTextToScreen( L"COMPFONT: "/*gzCopyrightText[ 0 ]*/, 0, 185, 640, COMPFONT, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
DrawTextToScreen( L"SMALLCOMPFONT: "/*gzCopyrightText[ 0 ]*/, 0, 205, 640, SMALLCOMPFONT, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
DrawTextToScreen( L"FONT10ROMAN: "/*gzCopyrightText[ 0 ]*/, 0, 225, 640, FONT10ROMAN, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
DrawTextToScreen( L"FONT12ROMAN: "/*gzCopyrightText[ 0 ]*/, 0, 245, 640, FONT12ROMAN, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
DrawTextToScreen( L"FONT14SANSERIF: "/*gzCopyrightText[ 0 ]*/, 0, 255, 640, FONT14SANSERIF, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
DrawTextToScreen( L"MILITARYFONT: "/*gzCopyrightText[ 0 ]*/, 0, 265, 640, MILITARYFONT1, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
DrawTextToScreen( L"FONT10ARIAL: "/*gzCopyrightText[ 0 ]*/, 0, 285, 640, FONT10ARIAL, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
DrawTextToScreen( L"FONT14ARIAL: "/*gzCopyrightText[ 0 ]*/, 0, 305, 640, FONT14ARIAL, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
DrawTextToScreen( L"FONT12ARIAL: "/*gzCopyrightText[ 0 ]*/, 0, 325, 640, FONT12ARIAL, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
DrawTextToScreen( L"FONT10ARIALBOLD: "/*gzCopyrightText[ 0 ]*/, 0, 345, 640, FONT10ARIALBOLD, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
DrawTextToScreen( L"BLOCKFONT: "/*gzCopyrightText[ 0 ]*/, 0, 365, 640, BLOCKFONT, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
DrawTextToScreen( L"BLOCKFONT2: "/*gzCopyrightText[ 0 ]*/, 0, 385, 640, BLOCKFONT2, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
DrawTextToScreen( L"BLOCKFONT3: "/*gzCopyrightText[ 0 ]*/, 0, 385, 640, BLOCKFONT3, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
DrawTextToScreen( L"FONT12ARIALFIXEDWIDTH: "/*gzCopyrightText[ 0 ]*/, 0, 405, 640, FONT12ARIALFIXEDWIDTH, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
DrawTextToScreen( L"FONT16ARIAL: "/*gzCopyrightText[ 0 ]*/, 0, 425, 640, FONT16ARIAL, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
DrawTextToScreen( L"BLOCKFONTNARROW: "/*gzCopyrightText[ 0 ]*/, 0, 445, 640, BLOCKFONTNARROW, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
DrawTextToScreen( L"FONT14HUMANIST: "/*gzCopyrightText[ 0 ]*/, 0, 465, 640, FONT14HUMANIST, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
#else
DrawTextToScreen( gzCopyrightText[ 0 ], 0, SCREEN_HEIGHT - 20, SCREEN_WIDTH, FONT10ARIAL, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
#endif
InvalidateRegion( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
}
void RestoreButtonBackGrounds()
{
UINT8 cnt;
#ifndef TESTFOREIGNFONTS
if (iResolution == 0)
{
MAINMENU_Y = gMainMenulayout[0].MAINMENU_Y;
MAINMENU_X = gMainMenulayout[0].MAINMENU_X;
MAINMENU_Y_SPACE = gMainMenulayout[0].MAINMENU_Y_SPACE;
}
if (iResolution == 1)
{
MAINMENU_Y = gMainMenulayout[0].MAINMENU_800x600Y;
MAINMENU_X = gMainMenulayout[0].MAINMENU_800x600X;
MAINMENU_Y_SPACE = gMainMenulayout[0].MAINMENU_Y_SPACE;
}
if (iResolution == 2)
{
MAINMENU_Y = gMainMenulayout[0].MAINMENU_1024x768Y;
MAINMENU_X = gMainMenulayout[0].MAINMENU_1024x768X;
MAINMENU_Y_SPACE = gMainMenulayout[0].MAINMENU_Y_SPACE;
}
for ( cnt = 0; cnt < NUM_MENU_ITEMS; cnt++ )
{
RestoreExternBackgroundRect( (UINT16)(MAINMENU_X - gusMainMenuButtonWidths[cnt]/2), (INT16)( MAINMENU_Y + ( cnt * MAINMENU_Y_SPACE )-1), (UINT16)(gusMainMenuButtonWidths[cnt]+1), 23 );
}
#endif
}