#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 float menu_fov_target = 97.0f;
VG_STATIC v2f menu_extra_angles;
-VG_STATIC int menu_loc = 1,
- menu_loc_last = 1;
+VG_STATIC int menu_loc = 0xb,
+ menu_loc_last = 1;
VG_STATIC u32 menu_page = 0;
VG_STATIC int cl_menu = 0,
- cl_menu_go_away = 0;
+ cl_menu_go_away = 0;
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;
+
VG_STATIC void menu_btn_paused( int event );
VG_STATIC void menu_btn_quit( int event );
VG_STATIC void menu_btn_skater( int event );
VG_STATIC void menu_btn_map_b( int event );
VG_STATIC void menu_btn_map_c( int event );
VG_STATIC void menu_btn_fuckoff( int event );
+VG_STATIC void menu_btn_reset( int event );
struct menu_button
{
VG_STATIC menu_buttons[] =
{
/*0*/{"text_paused", 1, menu_btn_paused },
-/*1*/{"text_quit", 9, menu_btn_quit, {3,-1,4,2}},
-/*2*/{"text_skater", 3, menu_btn_skater, {3,1,4,-1}},
-/*3*/{"text_map", 5, menu_btn_map, {-1,-1,2,-1}},
+/*1*/{"text_quit", 9, menu_btn_quit, {3,-1,4,0xb}},
+/*2*/{"text_skater", 3, menu_btn_skater, {3,0xb,4,-1}},
+/*3*/{"text_map", 5, NULL, {-1,-1,2,-1}},
/*4*/{"text_about_game", 1, NULL, {2,-1,-1,-1}},
/*5*/{"skater_left", 2, NULL, {-1,-1,-1,-1}},
/*6*/{"skater_right", 2, NULL, {-1,-1,-1,-1}},
-/*7*/{"map_a", 4, menu_btn_map_a,{8, -1, 9, 9 }},
-/*8*/{"map_b", 4, menu_btn_map_b,{-1,7,7,-1}},
-/*9*/{"map_c", 4, menu_btn_map_c,{7,7,-1,8}},
-/*a*/{"g_map", 5, NULL },
-/*b*/{"g_controls", 1, NULL },
-/*c*/{"text_quitty", 8, NULL },
-/*d*/{"text_yes", 8, menu_btn_fuckoff,{-1,-1,-1,-1} },
+/*7*/{"g_map", 5, NULL },
+/*8*/{"g_controls", 1, NULL },
+/*9*/{"text_quitty", 8, NULL },
+/*a*/{"text_yes", 8, menu_btn_fuckoff,{-1,-1,-1,-1} },
+/*b*/{"text_reset", 1, menu_btn_reset,{3,1,4,2} },
};
VG_STATIC void menu_btn_map_a( int event ){}
}
+VG_STATIC void menu_btn_reset( int event )
+{
+ reset_player(0,NULL);
+ world_routes_clear();
+
+ cl_menu_go_away = 1;
+ menu_page = 0;
+}
+
VG_STATIC void menu_btn_fuckoff( int event )
{
glfwSetWindowShouldClose( vg.window, 1 );
VG_STATIC void menu_btn_quit( int event )
{
menu_page = 0x8;
- menu_loc = 0xd;
+ menu_loc = 0xa;
}
VG_STATIC void menu_btn_map( 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_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_back, "", "gp-b" );
+ vg_apply_bind_str( &input_menu_toggle, "", "\2escape" );
+ vg_apply_bind_str( &input_menu_toggle, "", "\2gp-menu" );
+
vg_linear_clear( vg_mem.scratch );
mdl_open( &menu_model, "models/rs_menu.mdl" );
mdl_close( &menu_model );
vg_acquire_thread_sync();
- mdl_unpack_glmesh( &menu_model, &menu_glmesh );
+ {
+ mdl_unpack_glmesh( &menu_model, &menu_glmesh );
+ vg_tex2d_init( (vg_tex2d *[]){ &tex_menu }, 1 );
+ }
vg_release_thread_sync();
for( int i=0; i<vg_list_size(menu_buttons); i++ )
}
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() )
if( (fabsf(h) > 0.7f) && (menu_input_cooldown <= 0.0f) )
{
+ audio_lock();
+ audio_play_oneshot( &audio_rewind[4], 1.0f );
+ audio_unlock();
+
if( h < 0.0f )
{
cl_playermdl_id --;
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 );
+
+ if( vg_input_button_down( &input_menu_toggle ) )
{
if( cl_menu )
{
shader_menu_use();
shader_menu_uColour( (v4f){ 1.0f,1.0f,1.0f,1.0f} );
shader_menu_uTexMain( 1 );
- vg_tex2d_bind( &tex_graffiti, 1 );
+ vg_tex2d_bind( &tex_menu, 1 );
shader_menu_uPv( projection );
mesh_bind( &menu_glmesh );