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Diffstat (limited to 'code/q3_ui/ui_spreset.c')
-rw-r--r--code/q3_ui/ui_spreset.c194
1 files changed, 194 insertions, 0 deletions
diff --git a/code/q3_ui/ui_spreset.c b/code/q3_ui/ui_spreset.c
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+++ b/code/q3_ui/ui_spreset.c
@@ -0,0 +1,194 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+/*
+=======================================================================
+
+RESET MENU
+
+=======================================================================
+*/
+
+#include "ui_local.h"
+
+
+#define ART_FRAME "menu/art/cut_frame"
+
+#define ID_NO 100
+#define ID_YES 101
+
+typedef struct
+{
+ menuframework_s menu;
+ menutext_s no;
+ menutext_s yes;
+ int slashX;
+} resetMenu_t;
+
+static resetMenu_t s_reset;
+
+
+/*
+=================
+Reset_MenuEvent
+=================
+*/
+void Reset_MenuEvent(void* ptr, int event) {
+ if( event != QM_ACTIVATED ) {
+ return;
+ }
+
+ UI_PopMenu();
+
+ if( ((menucommon_s*)ptr)->id == ID_NO ) {
+ return;
+ }
+
+ // reset the game, pop the level menu and restart it so it updates
+ UI_NewGame();
+ trap_Cvar_SetValue( "ui_spSelection", 0 );
+ UI_PopMenu();
+ UI_SPLevelMenu();
+}
+
+
+/*
+=================
+Reset_MenuKey
+=================
+*/
+static sfxHandle_t Reset_MenuKey( int key ) {
+ switch ( key ) {
+ case K_KP_LEFTARROW:
+ case K_LEFTARROW:
+ case K_KP_RIGHTARROW:
+ case K_RIGHTARROW:
+ key = K_TAB;
+ break;
+
+ case 'n':
+ case 'N':
+ Reset_MenuEvent( &s_reset.no, QM_ACTIVATED );
+ break;
+
+ case 'y':
+ case 'Y':
+ Reset_MenuEvent( &s_reset.yes, QM_ACTIVATED );
+ break;
+ }
+
+ return Menu_DefaultKey( &s_reset.menu, key );
+}
+
+
+/*
+=================
+Reset_MenuDraw
+=================
+*/
+static void Reset_MenuDraw( void ) {
+ UI_DrawNamedPic( 142, 118, 359, 256, ART_FRAME );
+ UI_DrawProportionalString( 320, 194 + 10, "RESET GAME?", UI_CENTER|UI_INVERSE, color_red );
+ UI_DrawProportionalString( s_reset.slashX, 265, "/", UI_LEFT|UI_INVERSE, color_red );
+ Menu_Draw( &s_reset.menu );
+
+ UI_DrawProportionalString( SCREEN_WIDTH/2, 356 + PROP_HEIGHT * 0, "WARNING: This resets all of the", UI_CENTER|UI_SMALLFONT, color_yellow );
+ UI_DrawProportionalString( SCREEN_WIDTH/2, 356 + PROP_HEIGHT * 1, "single player game variables.", UI_CENTER|UI_SMALLFONT, color_yellow );
+ UI_DrawProportionalString( SCREEN_WIDTH/2, 356 + PROP_HEIGHT * 2, "Do this only if you want to", UI_CENTER|UI_SMALLFONT, color_yellow );
+ UI_DrawProportionalString( SCREEN_WIDTH/2, 356 + PROP_HEIGHT * 3, "start over from the beginning.", UI_CENTER|UI_SMALLFONT, color_yellow );
+}
+
+
+/*
+=================
+Reset_Cache
+=================
+*/
+void Reset_Cache( void ) {
+ trap_R_RegisterShaderNoMip( ART_FRAME );
+}
+
+
+/*
+=================
+UI_ResetMenu
+=================
+*/
+void UI_ResetMenu(void) {
+ uiClientState_t cstate;
+ int n1, n2, n3;
+ int l1, l2, l3;
+
+ // zero set all our globals
+ memset( &s_reset, 0, sizeof(s_reset) );
+
+ Reset_Cache();
+
+ n1 = UI_ProportionalStringWidth( "YES/NO" );
+ n2 = UI_ProportionalStringWidth( "YES" ) + PROP_GAP_WIDTH;
+ n3 = UI_ProportionalStringWidth( "/" ) + PROP_GAP_WIDTH;
+ l1 = 320 - ( n1 / 2 );
+ l2 = l1 + n2;
+ l3 = l2 + n3;
+ s_reset.slashX = l2;
+
+ s_reset.menu.draw = Reset_MenuDraw;
+ s_reset.menu.key = Reset_MenuKey;
+ s_reset.menu.wrapAround = qtrue;
+
+ trap_GetClientState( &cstate );
+
+ if ( cstate.connState >= CA_CONNECTED ) {
+ // float on top of running game
+ s_reset.menu.fullscreen = qfalse;
+ }
+ else {
+ // game not running
+ s_reset.menu.fullscreen = qtrue;
+ }
+
+ s_reset.yes.generic.type = MTYPE_PTEXT;
+ s_reset.yes.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS;
+ s_reset.yes.generic.callback = Reset_MenuEvent;
+ s_reset.yes.generic.id = ID_YES;
+ s_reset.yes.generic.x = l1;
+ s_reset.yes.generic.y = 264;
+ s_reset.yes.string = "YES";
+ s_reset.yes.color = color_red;
+ s_reset.yes.style = UI_LEFT;
+
+ s_reset.no.generic.type = MTYPE_PTEXT;
+ s_reset.no.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS;
+ s_reset.no.generic.callback = Reset_MenuEvent;
+ s_reset.no.generic.id = ID_NO;
+ s_reset.no.generic.x = l3;
+ s_reset.no.generic.y = 264;
+ s_reset.no.string = "NO";
+ s_reset.no.color = color_red;
+ s_reset.no.style = UI_LEFT;
+
+ Menu_AddItem( &s_reset.menu, &s_reset.yes );
+ Menu_AddItem( &s_reset.menu, &s_reset.no );
+
+ UI_PushMenu( &s_reset.menu );
+
+ Menu_SetCursorToItem( &s_reset.menu, &s_reset.no );
+}