/* 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", "Servers", "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; case QM_SIZE: Menu_Size( &m_ingame.menu ); break; default: break; } return QMS_NOTHANDLED; } static void IngameMenu_Draw( menuFrameWork_t *self ) { int y1, y2; static const color_t color = { 0, 0, 255, 32 }; y1 = ( uis.height - MENU_SPACING * INGAME_ITEMS ) / 2 - MENU_SPACING; y2 = ( uis.height + MENU_SPACING * INGAME_ITEMS ) / 2 + MENU_SPACING; ref.DrawFillEx( 0, y1, uis.width, y2 - y1, color ); Menu_Draw( self ); } static void IngameMenu_Init( void ) { int i; 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.uiFlags = UI_CENTER|UI_DROPSHADOW; Menu_AddItem( &m_ingame.menu, &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 ); }