Mercurial > mm7
annotate Game/MainMenuLoad.cpp @ 2575:a76d408c5132 tip
DrawTranslucent -> DrawTextureGrayShade
Removed old texture drawing stuff
author | a.parshin |
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date | Wed, 09 Mar 2016 01:39:52 +0200 |
parents | d87bfbd3bb3b |
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rev | line source |
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1 #include "Engine/Engine.h" |
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2 #include "Engine/AssetsManager.h" |
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3 #include "Engine/SaveLoad.h" |
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4 #include "Engine/LOD.h" |
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5 #include "Engine/Timer.h" |
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6 #include "Engine/Graphics/IRender.h" |
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7 #include "Engine/Graphics/Viewport.h" |
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8 |
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9 #include "IO/Keyboard.h" |
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10 |
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11 #include "GUI/UI/UISaveLoad.h" |
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12 |
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13 #include "Game/MainMenu.h" |
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14 #include "Game/MainMenuLoad.h" |
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15 |
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16 void MainMenuLoad_EventLoop() |
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17 { |
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18 while (pMessageQueue_50CBD0->uNumMessages) |
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19 { |
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20 UIMessageType msg; |
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21 int param, param2; |
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22 pMessageQueue_50CBD0->PopMessage(&msg, ¶m, ¶m2); |
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23 |
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24 switch (msg) |
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25 { |
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26 case UIMSG_LoadGame: |
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27 { |
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28 if (!pSavegameUsedSlots[uLoadGameUI_SelectedSlot]) |
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29 break; |
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30 SetCurrentMenuID(MENU_LoadingProcInMainMenu); |
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31 } |
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32 break; |
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33 |
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34 case UIMSG_SelectLoadSlot: |
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35 { |
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36 //main menu save/load wnd clicking on savegame lines |
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37 if (pGUIWindow_CurrentMenu->receives_keyboard_input_2 == WINDOW_INPUT_IN_PROGRESS) |
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38 pKeyActionMap->SetWindowInputStatus(WINDOW_INPUT_NONE); |
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39 if (current_screen_type != SCREEN_SAVEGAME || uLoadGameUI_SelectedSlot != param + pSaveListPosition) |
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40 { |
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41 //load clicked line |
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42 int v26 = param + pSaveListPosition; |
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43 if (dword_6BE138 == v26) |
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44 { |
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45 pMessageQueue_50CBD0->AddGUIMessage(UIMSG_SaveLoadBtn, 0, 0); |
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46 pMessageQueue_50CBD0->AddGUIMessage(UIMSG_LoadGame, 0, 0); |
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47 } |
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48 uLoadGameUI_SelectedSlot = v26; |
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49 dword_6BE138 = v26; |
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50 } |
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51 else |
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52 { |
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53 //typing in the line |
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54 pKeyActionMap->EnterText(0, 19, pGUIWindow_CurrentMenu); |
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55 strcpy(pKeyActionMap->pPressedKeysBuffer, pSavegameHeader[uLoadGameUI_SelectedSlot].pName); |
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56 pKeyActionMap->uNumKeysPressed = strlen(pKeyActionMap->pPressedKeysBuffer); |
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57 } |
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58 } |
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59 break; |
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60 |
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61 case UIMSG_SaveLoadBtn: |
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62 new OnSaveLoad(pGUIWindow_CurrentMenu->uFrameX + 241, pGUIWindow_CurrentMenu->uFrameY + 302, 61, 28, (int)pBtnLoadSlot, 0); |
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63 break; |
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64 |
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65 |
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66 case UIMSG_DownArrow: |
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67 { |
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68 ++pSaveListPosition; |
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69 if (pSaveListPosition >= param) |
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70 pSaveListPosition = param - 1; |
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71 if (pSaveListPosition < 1) |
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72 pSaveListPosition = 0; |
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73 new OnButtonClick2(pGUIWindow_CurrentMenu->uFrameX + 215, pGUIWindow_CurrentMenu->uFrameY + 323, 0, 0, (int)pBtnDownArrow, 0); |
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74 } |
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75 break; |
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76 |
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77 |
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78 case UIMSG_ArrowUp: |
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79 { |
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80 --pSaveListPosition; |
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81 if (pSaveListPosition < 0) |
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82 pSaveListPosition = 0; |
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83 new OnButtonClick2(pGUIWindow_CurrentMenu->uFrameX + 215, pGUIWindow_CurrentMenu->uFrameY + 197, 0, 0, (int)pBtnArrowUp, 0); |
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84 } |
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85 break; |
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86 |
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87 case UIMSG_Cancel: |
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88 new OnCancel3(pGUIWindow_CurrentMenu->uFrameX + 350, pGUIWindow_CurrentMenu->uFrameY + 302, 61, 28, (int)pBtnCancel, 0); |
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89 break; |
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90 |
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91 |
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92 case UIMSG_Escape: |
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93 { |
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94 viewparams->field_48 = 1; |
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95 //if (current_screen_type == SCREEN_LOADGAME) |
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96 { |
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97 pIcons_LOD->RemoveTexturesPackFromTextureList(); |
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98 //crt_deconstruct_ptr_6A0118(); |
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99 |
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100 if (main_menu_background) |
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101 { |
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102 main_menu_background->Release(); |
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103 main_menu_background = nullptr; |
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104 } |
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105 main_menu_background = assets->GetImage_PCXFromIconsLOD(L"title.pcx"); |
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106 |
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107 SetCurrentMenuID(MENU_MAIN); |
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108 current_screen_type = SCREEN_GAME; |
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109 pEventTimer->Resume(); |
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110 viewparams->bRedrawGameUI = true; |
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111 break; |
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112 } |
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113 } |
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114 break; |
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115 } |
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116 } |
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117 } |
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118 |
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119 void MainMenuLoad_Loop() |
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120 { |
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121 current_screen_type = SCREEN_LOADGAME; |
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122 |
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123 if (main_menu_background) |
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124 { |
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125 main_menu_background->Release(); |
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126 main_menu_background = nullptr; |
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127 } |
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128 main_menu_background = assets->GetImage_PCXFromIconsLOD(L"lsave640.pcx"); |
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129 |
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130 //LoadUI_Load(0); |
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131 pGUIWindow_CurrentMenu = new GUIWindow_Load(false); |
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132 |
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133 |
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134 while (GetCurrentMenuID() == MENU_SAVELOAD && current_screen_type == SCREEN_LOADGAME) |
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135 { |
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136 MSG msg; |
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137 while (PeekMessageW(&msg, 0, 0, 0, PM_REMOVE)) |
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138 { |
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139 if (msg.message == WM_QUIT) |
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140 Engine_DeinitializeAndTerminate(0); |
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141 TranslateMessage(&msg); |
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142 DispatchMessageW(&msg); |
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143 } |
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144 if (dword_6BE364_game_settings_1 & GAME_SETTINGS_APP_INACTIVE) |
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145 { |
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146 WaitMessage(); |
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147 continue; |
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148 } |
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149 |
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150 pRenderer->BeginScene(); |
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151 pRenderer->DrawTextureNew(0, 0, main_menu_background); |
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152 |
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153 MainMenuLoad_EventLoop(); |
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154 GUI_UpdateWindows(); |
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155 |
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156 pRenderer->EndScene(); |
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157 pRenderer->Present(); |
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158 } |
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159 |
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160 pGUIWindow_CurrentMenu->Release(); |
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161 pGUIWindow_CurrentMenu = nullptr; |
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162 } |