mirror of
https://github.com/halpz/re3.git
synced 2025-07-04 14:10:58 +00:00
File diff suppressed because it is too large
Load Diff
@ -7,8 +7,8 @@
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#define MENUHEADER_WIDTH 0.84f
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#define MENUHEADER_HEIGHT 1.6f
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#define MENUACTION_POS_X 40.0f
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#define MENUACTION_POS_Y 37.5f
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#define MENUACTION_X_MARGIN 40.0f
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#define MENUACTION_POS_Y 60.0f
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#define MENUACTION_WIDTH 0.405f
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#define MENUACTION_HEIGHT 0.63f
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@ -41,7 +41,8 @@
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#define MENUDROP_COLOR_A 150
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#define MENUDROP_COLOR_SIZE -1
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#define MENUSLIDER_X 306.0f
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#define MENUSLIDER_X 256.0f
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#define MENUSLIDER_UNK 256.0f
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enum eLanguages
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{
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@ -326,7 +327,17 @@ enum eCheckHover
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HOVEROPTION_19,
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HOVEROPTION_20,
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HOVEROPTION_CHANGESKIN,
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HOVEROPTION_42 = 42,
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HOVEROPTION_INCREASE_BRIGHTNESS = 32,
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HOVEROPTION_DECREASE_BRIGHTNESS,
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HOVEROPTION_INCREASE_DRAWDIST,
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HOVEROPTION_DECREASE_DRAWDIST,
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HOVEROPTION_INCREASE_MUSICVOLUME,
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HOVEROPTION_DECREASE_MUSICVOLUME,
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HOVEROPTION_INCREASE_SFXVOLUME,
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HOVEROPTION_DECREASE_SFXVOLUME,
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HOVEROPTION_INCREASE_MOUSESENS,
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HOVEROPTION_DECREASE_MOUSESENS,
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HOVEROPTION_42,
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};
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enum eMenuColumns
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@ -404,7 +415,7 @@ public:
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int m_nCurrExOption;
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bool m_bSkinsFound;
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bool m_bQuitGameNoCD;
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char field_452;
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bool m_bRenderGameInMenu;
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bool m_bSaveMenuActive;
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bool m_bLoadingSavedGame;
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char field_455;
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@ -467,9 +478,11 @@ public:
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static bool &m_bShutDownFrontEndRequested;
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static bool &m_PrefsAllowNastyGame;
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static float &headingYStart;
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static float &unkX;
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static float &unkY;
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static float &menuXYpadding;
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static float &actionTextScaleX;
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static float &actionTextScaleY;
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static int &sthWithButtons;
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static int &sthWithButtons2;
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public:
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static void BuildStatLine(char *text, void *stat, uint8 aFloat, void *stat2);
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@ -479,7 +492,7 @@ public:
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void CheckSliderMovement(int);
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int CostructStatLine(int);
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void DisplayHelperText();
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float DisplaySlider(float, float, float, float, float, float);
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int DisplaySlider(float, float, float, float, float, float);
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void DoSettingsBeforeStartingAGame();
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void Draw();
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void DrawControllerBound(int, int, int, uint8);
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@ -487,6 +500,9 @@ public:
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void DrawControllerSetupScreen();
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void DrawFrontEnd();
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void DrawFrontEndNormal();
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#ifdef PS2_SAVE_DIALOG
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void DrawFrontEndSaveZone();
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#endif
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void DrawPlayerSetupScreen();
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int FadeIn(int alpha);
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void FilterOutColorMarkersFromString(uint16, CRGBA &);
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@ -4,8 +4,8 @@ const CMenuScreen aScreens[] = {
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// MENUPAGE_NONE = 0
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{ "", MENUPAGE_DISABLED, MENUPAGE_DISABLED, MENUPAGE_DISABLED, 0, 0, },
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// MENUPAGE_STATS = 1
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{ "FET_STA", MENUPAGE_NONE, MENUPAGE_NONE, MENUPAGE_NONE, 5, 2,
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// MENUPAGE_STATS = 1 - Both PrintStats and Draw were printing the page name, so deleted the string Draw looked for.
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{ ""/*"FET_STA"*/, MENUPAGE_NONE, MENUPAGE_NONE, MENUPAGE_NONE, 5, 2,
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MENUACTION_CHANGEMENU, "FEDS_TB", SAVESLOT_NONE, MENUPAGE_NONE,
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},
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@ -166,12 +166,21 @@ const CMenuScreen aScreens[] = {
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MENUACTION_MEMCARDSAVECONFIRM, "JAILB_U", SAVESLOT_NONE, MENUPAGE_NONE,
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},
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// Unused in PC but anyway
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// MENUPAGE_SAVE = 24
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#ifdef PS2_SAVE_DIALOG
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{ "FET_SG", MENUPAGE_DISABLED, MENUPAGE_DISABLED, MENUPAGE_DISABLED, 0, 0,
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MENUACTION_LABEL, "FES_SCG", SAVESLOT_NONE, MENUPAGE_NONE,
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MENUACTION_CHANGEMENU, "FESZ_SA", SAVESLOT_NONE, MENUPAGE_CHOOSE_SAVE_SLOT,
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MENUACTION_UPDATEMEMCARDSAVE, "FESZ_CA", SAVESLOT_NONE, MENUPAGE_NONE,
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},
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#else
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{ "FET_SG", MENUPAGE_DISABLED, MENUPAGE_DISABLED, MENUPAGE_DISABLED, 0, 0,
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MENUACTION_LABEL, "FES_SCG", SAVESLOT_NONE, MENUPAGE_NONE,
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MENUACTION_UPDATESAVE, "GMSAVE", SAVESLOT_NONE, MENUPAGE_CHOOSE_SAVE_SLOT,
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MENUACTION_UPDATEMEMCARDSAVE, "FESZ_CA", SAVESLOT_NONE, MENUPAGE_NONE,
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},
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#endif
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// MENUPAGE_NO_MEMORY_CARD = 25
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{ "FES_NOC", MENUPAGE_DISABLED, MENUPAGE_DISABLED, MENUPAGE_DISABLED, 0, 0,
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@ -158,6 +158,9 @@ void COnscreenTimerEntry::ProcessForDisplayClock() {
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void COnscreenTimerEntry::ProcessForDisplayCounter() {
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uint32 counter = *(uint32*)&CTheScripts::ScriptSpace[m_nCounterOffset];
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assert(!m_nType || counter <= 100);
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sprintf(m_bCounterBuffer, "%d", counter);
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}
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@ -152,9 +152,10 @@ enum Config {
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// Pad
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#define KANGAROO_CHEAT
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// Hud & radar
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#define ASPECT_RATIO_SCALE
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// Hud, frontend and radar
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#define ASPECT_RATIO_SCALE // Not just makes everything scale with aspect ratio, also adds support for all aspect ratios
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#define TRIANGULAR_BLIPS // height indicating triangular radar blips, as in VC
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#define PS2_SAVE_DIALOG // PS2 style save dialog with transparent black box
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// Script
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#define USE_DEBUG_SCRIPT_LOADER // makes game load main_freeroam.scm by default
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@ -141,9 +141,29 @@ Idle(void *arg)
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CTimer::Update();
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CSprite2d::InitPerFrame();
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CFont::InitPerFrame();
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// We're basically merging FrontendIdle and Idle (just like TheGame on PS2)
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#ifdef PS2_SAVE_DIALOG
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// Only exists on PC FrontendIdle, probably some PS2 bug fix
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if (FrontEndMenuManager.m_bMenuActive)
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CSprite2d::SetRecipNearClip();
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if (FrontEndMenuManager.m_bGameNotLoaded) {
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CPad::UpdatePads();
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FrontEndMenuManager.Process();
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} else {
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CPointLights::InitPerFrame();
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CGame::Process();
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DMAudio.Service();
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}
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if (RsGlobal.quit)
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return;
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#else
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CPointLights::InitPerFrame();
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CGame::Process();
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DMAudio.Service();
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#endif
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if(CGame::bDemoMode && CTimer::GetTimeInMilliseconds() > (3*60 + 30)*1000 && !CCutsceneMgr::IsCutsceneProcessing()){
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FrontEndMenuManager.m_bStartGameLoading = true;
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@ -159,14 +179,16 @@ Idle(void *arg)
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if(arg == nil)
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return;
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if((!FrontEndMenuManager.m_bMenuActive || FrontEndMenuManager.field_452 == 1) &&
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if((!FrontEndMenuManager.m_bMenuActive || FrontEndMenuManager.m_bRenderGameInMenu) &&
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TheCamera.GetScreenFadeStatus() != FADE_2){
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#ifdef GTA_PC
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// This is from SA, but it's nice for windowed mode
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RwV2d pos;
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pos.x = SCREEN_WIDTH/2.0f;
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pos.y = SCREEN_HEIGHT/2.0f;
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RsMouseSetPos(&pos);
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if (!FrontEndMenuManager.m_bRenderGameInMenu) {
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// This is from SA, but it's nice for windowed mode
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RwV2d pos;
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pos.x = SCREEN_WIDTH / 2.0f;
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pos.y = SCREEN_HEIGHT / 2.0f;
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RsMouseSetPos(&pos);
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}
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#endif
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CRenderer::ConstructRenderList();
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CRenderer::PreRender();
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@ -210,6 +232,10 @@ Idle(void *arg)
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return;
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}
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#ifdef PS2_SAVE_DIALOG
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if (FrontEndMenuManager.m_bMenuActive)
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DefinedState();
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#endif
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RenderMenus();
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DoFade();
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Render2dStuffAfterFade();
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@ -228,7 +254,7 @@ FrontendIdle(void)
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#endif
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CTimer::Update();
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CSprite2d::SetRecipNearClip();
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CSprite2d::SetRecipNearClip(); // this should be on InitialiseRenderWare according to PS2 asm. seems like a bug fix
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CSprite2d::InitPerFrame();
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CFont::InitPerFrame();
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CPad::UpdatePads();
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@ -248,11 +274,11 @@ FrontendIdle(void)
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if(!RsCameraBeginUpdate(Scene.camera))
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return;
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DefinedState();
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DefinedState(); // seems redundant, but breaks resolution change.
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RenderMenus();
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DoFade();
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Render2dStuffAfterFade();
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CFont::DrawFonts();
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// CFont::DrawFonts(); // redundant
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DoRWStuffEndOfFrame();
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}
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@ -744,16 +770,16 @@ LoadingScreen(const char *str1, const char *str2, const char *splashscreen)
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#ifdef CHATTYSPLASH
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// my attempt
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static wchar tmpstr[80];
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float scale = SCREEN_SCALE_Y(0.8f);
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vpos -= 50*scale;
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CFont::SetScale(scale, scale);
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float yscale = SCREEN_SCALE_Y(0.9f);
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vpos -= 45*yscale;
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CFont::SetScale(SCREEN_SCALE_X(0.75f), yscale);
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CFont::SetPropOn();
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CFont::SetRightJustifyOff();
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CFont::SetFontStyle(FONT_BANK);
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CFont::SetColor(CRGBA(255, 255, 255, 255));
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AsciiToUnicode(str1, tmpstr);
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CFont::PrintString(hpos, vpos, tmpstr);
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vpos += 25*scale;
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vpos += 22*yscale;
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AsciiToUnicode(str2, tmpstr);
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CFont::PrintString(hpos, vpos, tmpstr);
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#endif
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@ -999,7 +1025,11 @@ AppEventHandler(RsEvent event, void *param)
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case rsFRONTENDIDLE:
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{
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#ifdef PS2_SAVE_DIALOG
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Idle((void*)1);
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#else
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FrontendIdle();
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#endif
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return rsEVENTPROCESSED;
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}
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Reference in New Issue
Block a user