#include "shaders/menu.h"
-static mdl_header *menu_model;
-static glmesh menu_glmesh;
-static m4x3f menu_mdl_mtx;
-static float menu_opacity = 0.0f;
-static float menu_input_cooldown = 0.0f;
-static float menu_fov_target = 97.0f;
-static v2f menu_extra_angles;
-
-static int menu_loc = 1,
+VG_STATIC mdl_context menu_model;
+VG_STATIC glmesh menu_glmesh;
+VG_STATIC m4x3f menu_mdl_mtx;
+VG_STATIC float menu_opacity = 0.0f;
+VG_STATIC float menu_input_cooldown = 0.0f;
+VG_STATIC float menu_fov_target = 97.0f;
+VG_STATIC v2f menu_extra_angles;
+
+VG_STATIC int menu_loc = 1,
menu_loc_last = 1;
-static u32 menu_page = 0;
+VG_STATIC u32 menu_page = 0;
-static int cl_menu = 0,
+VG_STATIC int cl_menu = 0,
cl_menu_go_away = 0;
-static int cl_playermdl_id = 0;
-static const char *playermodels[] = { "ch_new", "ch_jordan", "ch_outlaw" };
+VG_STATIC const char *playermodels[] = { "ch_new", "ch_jordan", "ch_outlaw" };
-static void menu_btn_paused( int event );
-static void menu_btn_quit( int event );
-static void menu_btn_skater( int event );
-static void menu_btn_map( int event );
-static void menu_btn_map_a( int event );
-static void menu_btn_map_b( int event );
-static void menu_btn_map_c( int event );
-static void menu_btn_fuckoff( int event );
+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( int event );
+VG_STATIC void menu_btn_map_a( 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 );
struct menu_button
{
float falpha, fsize;
}
-static menu_buttons[] =
+VG_STATIC menu_buttons[] =
{
/*0*/{"text_paused", 1, menu_btn_paused },
/*1*/{"text_quit", 9, menu_btn_quit, {3,-1,4,2}},
/*d*/{"text_yes", 8, menu_btn_fuckoff,{-1,-1,-1,-1} },
};
-static void menu_btn_map_a( int event ){}
-static void menu_btn_map_b( int event ){}
-static void menu_btn_map_c( int event ){}
+VG_STATIC void menu_btn_map_a( int event ){}
+VG_STATIC void menu_btn_map_b( int event ){}
+VG_STATIC void menu_btn_map_c( int event ){}
-static void menu_btn_paused( int event )
+VG_STATIC void menu_btn_paused( int event )
{
}
-static void menu_btn_fuckoff( int event )
+VG_STATIC void menu_btn_fuckoff( int event )
{
glfwSetWindowShouldClose( vg.window, 1 );
}
-static void menu_btn_quit( int event )
+VG_STATIC void menu_btn_quit( int event )
{
menu_page = 0x8;
menu_loc = 0xd;
}
-static void menu_btn_map( int event )
+VG_STATIC void menu_btn_map( int event )
{
menu_page = 0x4;
menu_loc = 7;
}
-static void menu_btn_skater( int event )
+VG_STATIC void menu_btn_skater( int event )
{
menu_page = 0x2;
}
-static void menu_init(void)
+VG_STATIC void menu_init(void)
{
- menu_model = mdl_load( "models/rs_menu.mdl" );
+ vg_linear_clear( vg_mem.scratch );
- if( !menu_model )
- vg_fatal_exit_loop( "No menu model" );
+ mdl_open( &menu_model, "models/rs_menu.mdl" );
+ mdl_load_metadata( &menu_model, vg_mem.rtmemory );
+ mdl_load_mesh_data( &menu_model, vg_mem.scratch );
+ mdl_close( &menu_model );
+
+ vg_acquire_thread_sync();
+ mdl_unpack_glmesh( &menu_model, &menu_glmesh );
+ vg_release_thread_sync();
for( int i=0; i<vg_list_size(menu_buttons); i++ )
{
struct menu_button *btn = &menu_buttons[i];
- btn->pnode = mdl_node_from_name( menu_model, btn->name );
+ btn->pnode = mdl_node_from_name( &menu_model, btn->name );
if( !btn->pnode )
vg_fatal_exit_loop( "Menu programming error" );
}
- vg_convar_push( (struct vg_convar){
- .name = "cl_playermdl_id",
- .data = &cl_playermdl_id,
- .data_type = k_convar_dtype_i32,
- .opt_i32 = { .min=0, .max=2, .clamp=1 },
- .persistent = 1
- });
-
- vg_acquire_thread_sync();
- mdl_unpack_glmesh( menu_model, &menu_glmesh );
- vg_release_thread_sync();
-
shader_menu_register();
}
-static void menu_run_directional(void)
+VG_STATIC void menu_run_directional(void)
{
struct menu_button *btn = &menu_buttons[ menu_loc ];
}
}
-static int menu_page_should_backout(void)
+VG_STATIC int menu_page_should_backout(void)
{
return vg_get_button_down( "break" );
}
-static void menu_close(void)
+VG_STATIC void menu_close(void)
{
cl_menu_go_away = 1;
menu_page = 0;
}
-static void menu_page_main(void)
+VG_STATIC void menu_page_main(void)
{
if( menu_page_should_backout() )
{
menu_run_directional();
}
-static void menu_page_map(void)
+VG_STATIC void menu_page_map(void)
{
if( menu_page_should_backout() )
{
menu_run_directional();
}
-static void menu_page_quit(void)
+VG_STATIC void menu_page_quit(void)
{
if( menu_page_should_backout() )
{
menu_run_directional();
}
-static void menu_page_skater(void)
+VG_STATIC void menu_page_skater(void)
{
float h = vg_get_axis( "lookh" );
menu_fov_target = 97.0f;
menu_buttons[5].falpha = 1.0f;
menu_input_cooldown = 0.25f;
- player_load_model( playermodels[ cl_playermdl_id ], 1 );
}
else
{
menu_buttons[6].falpha = 1.0f;
menu_input_cooldown = 0.25f;
- player_load_model( playermodels[ cl_playermdl_id ], 1 );
}
}
}
-static void menu_update(void)
+VG_STATIC void menu_update(void)
{
if( vg_get_button_down( "menu" ) )
{
return fminf( x*x/(f*f), 1.0f+(2.0f/f)*s*expf(-k*s));
}
-static void menu_render( m4x4f projection )
+VG_STATIC void menu_render( m4x4f projection )
{
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
for( int j=0; j<btn->pnode->submesh_count; j++ )
{
mdl_submesh *sm =
- mdl_submesh_from_id( menu_model, btn->pnode->submesh_start+j );
+ &menu_model.submesh_buffer[ btn->pnode->submesh_start+j ];
mdl_draw_submesh( sm );
}
}
*/
}
-static void menu_free(void *_)
-{
- mesh_free( &menu_glmesh );
-}
-
#endif /* MENU_H */