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-rw-r--r--source/ui_ingame.c141
1 files changed, 141 insertions, 0 deletions
diff --git a/source/ui_ingame.c b/source/ui_ingame.c
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+++ b/source/ui_ingame.c
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+/*
+Copyright (C) 2003-2006 Andrey Nazarov
+
+This program 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.
+
+This program 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 this program; if not, write to the Free Software
+Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+
+*/
+
+#include "ui_local.h"
+
+
+/*
+=======================================================================
+
+INGAME MENU
+
+=======================================================================
+*/
+
+#define INGAME_ITEMS 5
+
+static const char *names[] = {
+ "Options",
+ "Multiplayer",
+ "Demos",
+ "Disconnect",
+ "Quit",
+ NULL
+};
+
+typedef struct ingameMenu_s {
+ menuFrameWork_t menu;
+ menuAction_t actions[INGAME_ITEMS];
+} ingameMenu_t;
+
+static ingameMenu_t m_ingame;
+
+static void IngameMenu_QuitAction( qboolean yes ) {
+ if( yes ) {
+ cmd.ExecuteText( EXEC_APPEND, "quit\n" );
+ } else {
+ UI_PopMenu();
+ }
+}
+
+
+static int IngameMenu_Callback( int id, int msg, int param ) {
+ switch( msg ) {
+ case QM_ACTIVATE:
+ switch( id ) {
+ case 0:
+ M_Menu_Options_f();
+ break;
+ case 1:
+ M_Menu_Multiplayer_f();
+ break;
+ case 2:
+ M_Menu_Demos_f();
+ break;
+ case 3:
+ cmd.ExecuteText( EXEC_APPEND, "disconnect\n" );
+ UI_PopMenu();
+ return QMS_SILENT;
+ case 4:
+ M_Menu_Confirm_f( "Quit game? y/n", IngameMenu_QuitAction );
+ break;
+ }
+ return QMS_IN;
+ default:
+ break;
+ }
+
+ return QMS_NOTHANDLED;
+}
+
+static void IngameMenu_Draw( menuFrameWork_t *self ) {
+ int y1, y2;
+ color_t color;
+
+ y1 = ( uis.glconfig.vidHeight - 16 * INGAME_ITEMS ) / 2 - 16;
+ y2 = ( uis.glconfig.vidHeight + 16 * INGAME_ITEMS ) / 2 + 16;
+
+ color[0] = 0;
+ color[1] = 0;
+ color[2] = 255;
+ color[3] = 32;
+
+ ref.DrawFillEx( 0, y1, uis.glconfig.vidWidth, y2 - y1, color );
+
+ Menu_Draw( self );
+}
+
+
+
+static void IngameMenu_Init( void ) {
+ int i;
+ int x, y;
+
+ x = uis.glconfig.vidWidth / 2;
+ y = ( uis.glconfig.vidHeight - 16 * INGAME_ITEMS ) / 2;
+
+ memset( &m_ingame, 0, sizeof( m_ingame ) );
+
+ m_ingame.menu.callback = IngameMenu_Callback;
+ m_ingame.menu.draw = IngameMenu_Draw;
+ m_ingame.menu.transparent = qtrue;
+
+ for( i=0 ; i<INGAME_ITEMS ; i++ ) {
+ m_ingame.actions[i].generic.type = MTYPE_ACTION;
+ m_ingame.actions[i].generic.id = i;
+ m_ingame.actions[i].generic.name = names[i];
+ m_ingame.actions[i].generic.x = x;
+ m_ingame.actions[i].generic.y = y;
+ m_ingame.actions[i].generic.uiFlags = UI_CENTER|UI_DROPSHADOW;
+ y += 16;
+
+ Menu_AddItem( &m_ingame.menu, (void *)&m_ingame.actions[i] );
+ }
+
+ m_ingame.actions[0].generic.flags = QMF_HASFOCUS;
+
+}
+
+
+void M_Menu_Ingame_f( void ) {
+ IngameMenu_Init();
+ UI_PushMenu( &m_ingame.menu );
+}
+