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// menus.cpp: ingame menu system (also used for scores and serverlist)
#include "cube.h"
struct mitem {
char *text, *action;
};
struct gmenu {
char *name;
vector<mitem> items;
int mwidth;
int menusel;
};
vector<gmenu> menus;
int vmenu = -1;
ivector menustack;
void
menuset(int menu)
{
if ((vmenu = menu) >= 1)
resetmovement(player1);
if (vmenu == 1)
menus[1].menusel = 0;
}
void
showmenu(OFString *name_)
{
@autoreleasepool {
const char *name = name_.UTF8String;
loopv(menus) if (i > 1 && strcmp(menus[i].name, name) == 0)
{
menuset(i);
return;
}
}
}
COMMAND(showmenu, ARG_1STR)
int
menucompare(mitem *a, mitem *b)
{
int x = atoi(a->text);
int y = atoi(b->text);
if (x > y)
return -1;
if (x < y)
return 1;
return 0;
};
void
sortmenu(int start, int num)
{
qsort(&menus[0].items[start], num, sizeof(mitem),
(int(__cdecl *)(const void *, const void *))menucompare);
};
void refreshservers();
bool
rendermenu()
{
if (vmenu < 0) {
menustack.setsize(0);
return false;
};
if (vmenu == 1)
refreshservers();
gmenu &m = menus[vmenu];
sprintf_sd(title)(vmenu > 1 ? "[ %s menu ]" : "%s", m.name);
int mdisp = m.items.length();
int w = 0;
loopi(mdisp)
{
int x = text_width(m.items[i].text);
if (x > w)
w = x;
};
int tw = text_width(title);
if (tw > w)
w = tw;
int step = FONTH / 4 * 5;
int h = (mdisp + 2) * step;
int y = (VIRTH - h) / 2;
int x = (VIRTW - w) / 2;
blendbox(x - FONTH / 2 * 3, y - FONTH, x + w + FONTH / 2 * 3,
y + h + FONTH, true);
draw_text(title, x, y, 2);
y += FONTH * 2;
if (vmenu) {
int bh = y + m.menusel * step;
blendbox(
x - FONTH, bh - 10, x + w + FONTH, bh + FONTH + 10, false);
};
loopj(mdisp)
{
draw_text(m.items[j].text, x, y, 2);
y += step;
};
return true;
};
void
newmenu(OFString *name)
{
@autoreleasepool {
gmenu &menu = menus.add();
menu.name = newstring(name.UTF8String);
menu.menusel = 0;
}
}
COMMAND(newmenu, ARG_1STR)
void
menumanual(int m, int n, char *text)
{
if (!n)
menus[m].items.setsize(0);
mitem &mitem = menus[m].items.add();
mitem.text = text;
mitem.action = "";
}
void
menuitem(OFString *text, OFString *action)
{
@autoreleasepool {
gmenu &menu = menus.last();
mitem &mi = menu.items.add();
mi.text = newstring(text.UTF8String);
mi.action =
action.length > 0 ? newstring(action.UTF8String) : mi.text;
}
}
COMMAND(menuitem, ARG_2STR)
bool
menukey(int code, bool isdown)
{
if (vmenu <= 0)
return false;
int menusel = menus[vmenu].menusel;
if (isdown) {
if (code == SDLK_ESCAPE) {
menuset(-1);
if (!menustack.empty())
menuset(menustack.pop());
return true;
} else if (code == SDLK_UP || code == -4)
menusel--;
else if (code == SDLK_DOWN || code == -5)
menusel++;
int n = menus[vmenu].items.length();
if (menusel < 0)
menusel = n - 1;
else if (menusel >= n)
menusel = 0;
menus[vmenu].menusel = menusel;
} else {
if (code == SDLK_RETURN || code == -2) {
char *action = menus[vmenu].items[menusel].action;
if (vmenu == 1) {
@autoreleasepool {
connects(@(getservername(menusel)));
}
}
menustack.add(vmenu);
menuset(-1);
execute(action, true);
}
}
return true;
};
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// menus.cpp: ingame menu system (also used for scores and serverlist)
#include "cube.h"
#include <memory>
#import "Menu.h"
#import "MenuItem.h"
static OFMutableArray<OFNumber *> *menuStack;
static OFMutableArray<Menu *> *menus;
static int vmenu = -1;
void
menuset(int menu)
{
if ((vmenu = menu) >= 1)
resetmovement(player1);
if (vmenu == 1)
menus[1].menusel = 0;
}
void
showmenu(OFString *name)
{
int i = 0;
for (Menu *menu in menus) {
if (i > 1 && [menu.name isEqual:name]) {
menuset(i);
return;
}
i++;
}
}
COMMAND(showmenu, ARG_1STR)
void
sortmenu()
{
[menus[0].items sort];
}
void refreshservers();
bool
rendermenu()
{
@autoreleasepool {
if (vmenu < 0) {
[menuStack removeAllObjects];
return false;
}
if (vmenu == 1)
refreshservers();
Menu *m = menus[vmenu];
OFString *title;
if (vmenu > 1)
title =
[OFString stringWithFormat:@"[ %@ menu ]", m.name];
else
title = m.name;
int mdisp = m.items.count;
int w = 0;
loopi(mdisp)
{
int x = text_width(m.items[i].text);
if (x > w)
w = x;
}
int tw = text_width(title);
if (tw > w)
w = tw;
int step = FONTH / 4 * 5;
int h = (mdisp + 2) * step;
int y = (VIRTH - h) / 2;
int x = (VIRTW - w) / 2;
blendbox(x - FONTH / 2 * 3, y - FONTH, x + w + FONTH / 2 * 3,
y + h + FONTH, true);
draw_text(title, x, y, 2);
y += FONTH * 2;
if (vmenu) {
int bh = y + m.menusel * step;
blendbox(x - FONTH, bh - 10, x + w + FONTH,
bh + FONTH + 10, false);
}
loopj(mdisp)
{
draw_text(m.items[j].text, x, y, 2);
y += step;
}
return true;
}
}
void
newmenu(OFString *name)
{
if (menus == nil)
menus = [[OFMutableArray alloc] init];
[menus addObject:[[Menu alloc] initWithName:name]];
}
COMMAND(newmenu, ARG_1STR)
void
menumanual(int m, int n, OFString *text)
{
if (n == 0)
[menus[m].items removeAllObjects];
MenuItem *item = [[MenuItem alloc] initWithText:text action:@""];
[menus[m].items addObject:item];
}
void
menuitem(OFString *text, OFString *action)
{
Menu *menu = menus.lastObject;
MenuItem *item =
[[MenuItem alloc] initWithText:text
action:(action.length > 0 ? action : text)];
[menu.items addObject:item];
}
COMMAND(menuitem, ARG_2STR)
bool
menukey(int code, bool isdown)
{
if (vmenu <= 0)
return false;
int menusel = menus[vmenu].menusel;
if (isdown) {
if (code == SDLK_ESCAPE) {
menuset(-1);
if (menuStack.count > 0) {
menuset(menuStack.lastObject.intValue);
[menuStack removeLastObject];
}
return true;
} else if (code == SDLK_UP || code == -4)
menusel--;
else if (code == SDLK_DOWN || code == -5)
menusel++;
int n = menus[vmenu].items.count;
if (menusel < 0)
menusel = n - 1;
else if (menusel >= n)
menusel = 0;
menus[vmenu].menusel = menusel;
} else {
if (code == SDLK_RETURN || code == -2) {
OFString *action = menus[vmenu].items[menusel].action;
if (vmenu == 1) {
@autoreleasepool {
connects(@(getservername(menusel)));
}
}
if (menuStack == nil)
menuStack = [[OFMutableArray alloc] init];
[menuStack addObject:@(vmenu)];
menuset(-1);
std::unique_ptr<char> copy(strdup(action.UTF8String));
execute(copy.get(), true);
}
}
return true;
}
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