#include "player.h"
#include "shaders/menu.h"
+#include "vg/vg_steam_friends.h"
VG_STATIC mdl_context menu_model;
VG_STATIC glmesh menu_glmesh;
VG_STATIC int cl_menu = 0,
cl_menu_go_away = 0;
+VG_STATIC int menu_enabled(void){ return cl_menu; }
+
VG_STATIC const char *playermodels[] = { "ch_new", "ch_jordan", "ch_outlaw" };
vg_tex2d tex_menu = { .path = "textures/menu.qoi",.flags = VG_TEXTURE_NEAREST };
+VG_STATIC struct input_binding input_menu_h,
+ input_menu_v,
+ input_menu_press,
+ input_menu_back,
+ input_menu_toggle,
+ input_menu_toggle_kbm;
+
VG_STATIC void menu_btn_paused( int event );
VG_STATIC void menu_btn_quit( int event );
VG_STATIC void menu_btn_skater( int event );
menu_page = 0x2;
}
+
+VG_STATIC void steam_on_game_overlay( CallbackMsg_t *msg )
+{
+ GameOverlayActivated_t *inf = (GameOverlayActivated_t *)msg->m_pubParam;
+ vg_info( "Steam game overlay activated; pausing\n" );
+
+ if( inf->m_bActive )
+ {
+ cl_menu = 1;
+ menu_page = 1;
+ }
+}
+
VG_STATIC void menu_init(void)
{
+ vg_create_unnamed_input( &input_menu_h, k_input_type_axis );
+ vg_create_unnamed_input( &input_menu_v, k_input_type_axis );
+ vg_create_unnamed_input( &input_menu_back, k_input_type_button );
+ vg_create_unnamed_input( &input_menu_press, k_input_type_button );
+ vg_create_unnamed_input( &input_menu_toggle, k_input_type_button );
+ vg_create_unnamed_input( &input_menu_toggle_kbm, k_input_type_button );
+
+ vg_apply_bind_str( &input_menu_h, "", "gp-ls-h" );
+ vg_apply_bind_str( &input_menu_h, "+", "d" );
+ vg_apply_bind_str( &input_menu_h, "-", "a" );
+ vg_apply_bind_str( &input_menu_v, "", "-gp-ls-v" );
+ vg_apply_bind_str( &input_menu_v, "+", "w" );
+ vg_apply_bind_str( &input_menu_v, "-", "s" );
+ vg_apply_bind_str( &input_menu_press, "", "gp-a" );
+ vg_apply_bind_str( &input_menu_press, "", "e" );
+ vg_apply_bind_str( &input_menu_back, "", "gp-b" );
+ vg_apply_bind_str( &input_menu_back, "", "\2escape" );
+ vg_apply_bind_str( &input_menu_toggle_kbm, "", "\2escape" );
+ vg_apply_bind_str( &input_menu_toggle, "", "\2gp-menu" );
+
vg_linear_clear( vg_mem.scratch );
mdl_open( &menu_model, "models/rs_menu.mdl" );
}
shader_menu_register();
+
+#ifdef SR_NETWORKED
+ steam_register_callback( k_iGameOverlayActivated, steam_on_game_overlay );
+#endif
}
VG_STATIC void menu_run_directional(void)
{
struct menu_button *btn = &menu_buttons[ menu_loc ];
- if( vg_get_button_down( "jump" ) )
+ if( vg_input_button_down( &input_menu_press ) )
{
if( btn->fn_press )
{
if( menu_input_cooldown <= 0.0f )
{
- v2f dir = { vg_get_axis( "lookh" ), vg_get_axis( "lookv" ) };
+ v2f dir = { input_menu_h.axis.value,
+ -input_menu_v.axis.value };
if( v2_length2( dir ) > 0.8f*0.8f )
{
VG_STATIC int menu_page_should_backout(void)
{
- return vg_get_button_down( "break" );
+ return vg_input_button_down( &input_menu_back );
}
VG_STATIC void menu_close(void)
VG_STATIC void menu_page_skater(void)
{
- float h = vg_get_axis( "lookh" );
+ float h = input_menu_h.axis.value;
menu_fov_target = 97.0f;
if( menu_page_should_backout() )
VG_STATIC void menu_update(void)
{
- if( vg_get_button_down( "menu" ) )
+ vg_input_update( 1, &input_menu_h );
+ vg_input_update( 1, &input_menu_v );
+ vg_input_update( 1, &input_menu_back );
+ vg_input_update( 1, &input_menu_press );
+ vg_input_update( 1, &input_menu_toggle );
+ vg_input_update( 1, &input_menu_toggle_kbm );
+
+ int toggle_gp = vg_input_button_down( &input_menu_toggle ),
+ toggle_kb = vg_input_button_down( &input_menu_toggle_kbm ),
+ wait_for_a_sec = 0;
+
+ if( toggle_gp || toggle_kb )
{
if( cl_menu )
{
- cl_menu_go_away = 1;
- menu_page = 0;
+ if( toggle_gp )
+ {
+ cl_menu_go_away = 1;
+ menu_page = 0;
+ }
}
else
{
+ if( toggle_kb )
+ wait_for_a_sec = 1;
+
cl_menu = 1;
menu_page = 1;
}
}
- if( menu_page == 1 )
- menu_page_main();
- else if( menu_page == 2 )
- menu_page_skater();
- else if( menu_page == 4 )
- menu_page_map();
- else if( menu_page == 8 )
- menu_page_quit();
+ if( !wait_for_a_sec )
+ {
+ if( menu_page == 1 )
+ menu_page_main();
+ else if( menu_page == 2 )
+ menu_page_skater();
+ else if( menu_page == 4 )
+ menu_page_map();
+ else if( menu_page == 8 )
+ menu_page_quit();
+ }
struct menu_button *btn = &menu_buttons[ menu_loc ];