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M_MENU.H
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// Menu widget stuff, episode selection and such.
#ifndef __M_MENU__
#define __M_MENU__
#include "d_event.h"
#include "command.h"
//
// MENUS
//
// Called by main loop,
// saves config file and calls I_Quit when user exits.
// Even when the menu is not displayed,
// this can resize the view and change game parameters.
// Does all the real work of the menu interaction.
boolean M_Responder (event_t *ev);
// Called by main loop,
// only used for menu (skull cursor) animation.
void M_Ticker (void);
// Called by main loop,
// draws the menus directly into the screen buffer.
void M_Drawer (void);
// Called by D_DoomMain,
// loads the config file.
void M_Init (void);
// Called by intro code to force menu up upon a keypress,
// does nothing if menu is already up.
void M_StartControlPanel (void);
// Draws a box with a texture inside as background for messages
void M_DrawTextBox (int x, int y, int width, int lines);
// show or hide the setup for player 2 (called at splitscreen change)
void M_SwitchSplitscreen(void);
// the function to show a message box typing with the string inside
// string must be static (not in the stack)
// routine is a function taking a int in parameter
// if itemtype = false, is just displayed until the user do someting
// true, when the user press y is called with 'y' in param
// n 'n'
// 2 the same of above but without 'y' or 'n' restriction
// and routine is void routine(event_t *)
void M_StartMessage ( char* string,
void* routine,
int itemtype );
#endif
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------