VG_STATIC void menu_btn_quit( int event );
VG_STATIC void menu_btn_skater( int event );
+VG_STATIC void menu_btn_blur( int event );
VG_STATIC void menu_btn_fuckoff( int event );
VG_STATIC void menu_btn_reset( int event );
VG_STATIC void menu_btn_map( int event );
VG_STATIC mdl_node *menu_pnode_fov_slider,
*menu_pnode_fov_min,
- *menu_pnode_fov_max;
+ *menu_pnode_fov_max,
+ *menu_pnode_vol_slider,
+ *menu_pnode_vol_min,
+ *menu_pnode_vol_max;
struct
{
k_menu_page_map = 0x10
};
-VG_STATIC int menu_vis( int group_mask )
+struct menu_btn_userdata
{
- if( group_mask & game_menu.page )
+ int i;
+ void *ptr_generic;
+};
+
+VG_STATIC int menu_settings_if( struct menu_btn_userdata ud )
+{
+ if( game_menu.page & k_menu_page_settings )
+ {
+ int *ptr = ud.ptr_generic;
+ return *ptr;
+ }
+ else
+ return 0;
+}
+
+VG_STATIC int menu_vis( struct menu_btn_userdata ud )
+{
+ if( ud.i & game_menu.page )
return 1;
else
return 0;
}
-VG_STATIC int menu_controller( int ctr )
+VG_STATIC int menu_controller( struct menu_btn_userdata ud )
{
if( (game_menu.page & (k_menu_page_main|k_menu_page_settings))
- && (ctr == menu_display_controller) )
+ && (ud.i == menu_display_controller) )
return 1;
return 0;
}
-VG_STATIC int menu_controller_inf( int ctr )
+VG_STATIC int menu_controller_inf( struct menu_btn_userdata ud )
{
- if( (game_menu.page & k_menu_page_settings) && (ctr == menu_display_controller) )
+ if( (game_menu.page & k_menu_page_settings)
+ && (ud.i == menu_display_controller) )
return 1;
return 0;
}
{
const char *name;
- int (*fn_visibility)( int user );
- int user;
+ int (*fn_visibility)( struct menu_btn_userdata ud );
+ struct menu_btn_userdata user;
void (*fn_press)( int event );
}
VG_STATIC menu_buttons[] =
{
-{
- "text_quit", menu_vis, k_menu_page_main|k_menu_page_quit,
- .fn_press = menu_btn_quit,
- .ld="text_reset", .lr="text_settings", .ll="text_map"
-},
+ {
+ "text_quit", menu_vis, {.i=k_menu_page_main|k_menu_page_quit},
+ .fn_press = menu_btn_quit,
+ .ld="text_reset", .lr="text_settings", .ll="text_map"
+ },
{
- "text_quitty", menu_vis, k_menu_page_quit
+ "text_quitty", menu_vis, {.i=k_menu_page_quit}
},
{
- "text_yes", menu_vis, k_menu_page_quit,
+ "text_yes", menu_vis, {.i=k_menu_page_quit},
.fn_press = menu_btn_fuckoff
},
{
- "text_reset", menu_vis, k_menu_page_main,
+ "text_reset", menu_vis, {.i=k_menu_page_main},
.fn_press = menu_btn_reset,
.lu="text_quit", .ld="text_skater", .ll="text_map", .lr="text_settings"
},
{
- "text_skater", menu_vis, k_menu_page_main|k_menu_page_skater,
+ "text_skater", menu_vis, {.i=k_menu_page_main|k_menu_page_skater},
.fn_press = menu_btn_skater,
.lu="text_reset", .ll="text_map", .lr="text_settings"
},
{
- "text_map", menu_vis, k_menu_page_main,
+ "text_map", menu_vis, {.i=k_menu_page_main},
.fn_press = menu_btn_map,
- .lr="text_skater"
+ .lr="text_reset"
},
{
- "text_settings", menu_vis, k_menu_page_main|k_menu_page_settings,
+ "text_settings", menu_vis, {.i=k_menu_page_main|k_menu_page_settings},
.fn_press = menu_btn_settings,
- .ll="text_skater"
+ .ll="text_reset"
},
{
- "skater_left", menu_vis, k_menu_page_skater
+ "skater_left", menu_vis, {k_menu_page_skater}
},
{
- "skater_right", menu_vis, k_menu_page_skater
+ "skater_right", menu_vis, {k_menu_page_skater}
+},
+
+{
+ "fov_slider", menu_vis, {k_menu_page_settings},
+ .ld="text_blur"
},
+{ "fov_info", menu_vis, {k_menu_page_settings} },
-{ "fov_slider", menu_vis, k_menu_page_settings },
-{ "fov_info", menu_vis, k_menu_page_settings },
-
-{ "ctr_xbox", menu_controller_inf, k_menu_controller_type_xbox, },
-{ "ctr_xbox_text", menu_controller_inf, k_menu_controller_type_xbox },
-{ "ctr_steam", menu_controller_inf, k_menu_controller_type_steam },
-{ "ctr_steam_text", menu_controller_inf, k_menu_controller_type_steam },
-{ "ctr_deck", menu_controller_inf, k_menu_controller_type_steam_deck },
-{ "ctr_deck_text", menu_controller_inf, k_menu_controller_type_steam_deck },
-{ "ctr_ps", menu_controller_inf, k_menu_controller_type_playstation },
-{ "ctr_ps_text", menu_controller_inf, k_menu_controller_type_playstation },
-{ "ctr_kbm", menu_controller_inf, k_menu_controller_type_keyboard },
-{ "ctr_kbm_text", menu_controller_inf, k_menu_controller_type_keyboard },
-{
- "text_paused", menu_vis, k_menu_page_main
+{
+ "vol_slider", menu_vis, {k_menu_page_settings},
+ .lu="text_blur"
+},
+{ "vol_info", menu_vis, {k_menu_page_settings} },
+
+{
+ "text_blur", menu_vis, {k_menu_page_settings},
+ .fn_press = menu_btn_blur,
+ .lu="fov_slider", .ld="vol_slider"
+},
+{
+ "text_blur_check", menu_settings_if, {.ptr_generic=&cl_blur}
+},
+
+{ "ctr_xbox", menu_controller_inf, {k_menu_controller_type_xbox}},
+{ "ctr_xbox_text", menu_controller_inf, {k_menu_controller_type_xbox}},
+{ "ctr_steam", menu_controller_inf, {k_menu_controller_type_steam}},
+{ "ctr_steam_text", menu_controller_inf, {k_menu_controller_type_steam}},
+{ "ctr_deck", menu_controller_inf, {k_menu_controller_type_steam_deck}},
+{ "ctr_deck_text", menu_controller_inf, {k_menu_controller_type_steam_deck}},
+{ "ctr_ps", menu_controller_inf, {k_menu_controller_type_playstation}},
+{ "ctr_ps_text", menu_controller_inf, {k_menu_controller_type_playstation}},
+{ "ctr_kbm", menu_controller_inf, {k_menu_controller_type_keyboard}},
+{ "ctr_kbm_text", menu_controller_inf, {k_menu_controller_type_keyboard}},
+{
+ "text_paused", menu_vis, {k_menu_page_main}
},
};
game_menu.page = k_menu_page_skater;
}
+VG_STATIC void menu_btn_blur( int event )
+{
+ cl_blur ^= 0x1;
+}
+
VG_STATIC void menu_btn_map( int event )
{
game_menu.page = k_menu_page_map;
btn->pnode = mdl_node_from_name( &menu_model, btn->name );
if( !btn->pnode )
+ {
+ vg_info( "info: %s\n", btn->name );
vg_fatal_exit_loop( "Menu programming error" );
+ }
}
menu_pnode_fov_max = mdl_node_from_name( &menu_model, "fov_slider_max" );
menu_pnode_fov_min = mdl_node_from_name( &menu_model, "fov_slider_min" );
menu_pnode_fov_slider = mdl_node_from_name( &menu_model, "fov_slider" );
+ menu_pnode_vol_max = mdl_node_from_name( &menu_model, "vol_slider_max" );
+ menu_pnode_vol_min = mdl_node_from_name( &menu_model, "vol_slider_min" );
+ menu_pnode_vol_slider = mdl_node_from_name( &menu_model, "vol_slider" );
shader_menu_register();
audio_play_oneshot( &audio_rewind[4], 1.0f );
audio_unlock();
- if( v < 0.0f )
+ if( v > 0.0f )
{
game_menu.selected_map --;
}
}
+VG_STATIC void menu_slider( float *value, int set_value,
+ mdl_node *slider, mdl_node *pmin, mdl_node *pmax )
+{
+ if( set_value )
+ {
+ float h = input_menu_h.axis.value;
+ if( fabsf(h) > 0.04f )
+ *value += h * vg.frame_delta;
+ *value = vg_clampf( *value, 0.0f, 1.0f );
+ }
+
+ v3_lerp( pmin->co, pmax->co, *value, slider->co );
+}
+
VG_STATIC void menu_page_settings(void)
{
- float h = input_menu_h.axis.value;
- if( fabsf(h) > 0.04f )
- g_fov_option += h * vg.frame_delta;
- g_fov_option = vg_clampf( g_fov_option, 0.0f, 1.0f );
+ menu_run_directional();
- v3_lerp( menu_pnode_fov_min->co, menu_pnode_fov_max->co, g_fov_option,
- menu_pnode_fov_slider->co );
+ int fov_select = game_menu.loc == menu_get_loc( "fov_slider" );
+ menu_slider( &cl_fov, fov_select,
+ menu_pnode_fov_slider, menu_pnode_fov_min,
+ menu_pnode_fov_max );
- menu_fov_target = vg_lerpf( 97.0f, 135.0f, g_fov_option ) * 0.8f;
+ if( fov_select )
+ menu_fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov ) * 0.8f;
+
+ menu_slider( &vg_audio.volume_console,
+ (game_menu.loc == menu_get_loc( "vol_slider" )),
+ menu_pnode_vol_slider, menu_pnode_vol_min,
+ menu_pnode_vol_max );
if( menu_page_should_backout() )
{
/* Update camera */
{
- camera_angles[0] = vg_alerpf( camera_angles[0], angles[0], menu_opacity );
- camera_angles[1] = vg_lerpf ( camera_angles[1], angles[1], menu_opacity );
- v3_lerp( camera_pos, pos, menu_opacity, camera_pos );
- camera_update();
+ main_camera.angles[0] =
+ vg_alerpf( main_camera.angles[0], angles[0], menu_opacity );
+ main_camera.angles[1] =
+ vg_lerpf ( main_camera.angles[1], angles[1], menu_opacity );
+ v3_lerp( main_camera.pos, pos, menu_opacity, main_camera.pos );
+
+ camera_update_transform( &main_camera );
}
float dt = vg.frame_delta * 6.0f;
return fminf( x*x/(f*f), 1.0f+(2.0f/f)*s*expf(-k*s));
}
-VG_STATIC void menu_render( m4x4f projection )
+VG_STATIC void menu_render( camera *cam )
{
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glBlendEquation(GL_FUNC_ADD);
- shader_fscolour_use();
- shader_fscolour_uColour( (v4f){ 0.1f, 0.1f, 0.3f, menu_opacity*0.5f } );
+ shader_blitcolour_use();
+ shader_blitcolour_uColour( (v4f){ 0.1f, 0.1f, 0.3f, menu_opacity*0.5f } );
render_fsquad();
glEnable( GL_DEPTH_TEST );
shader_menu_uTexMain( 1 );
vg_tex2d_bind( &tex_menu, 1 );
- shader_menu_uPv( projection );
+ shader_menu_uPv( cam->mtx.pv );
+ shader_menu_uPvmPrev( cam->mtx_prev.pv );
mesh_bind( &menu_glmesh );
for( int i=0; i<vg_list_size(menu_buttons); i++ )