Xbox message screen, disabled by default

This commit is contained in:
erorcun 2020-11-24 01:25:44 +03:00
parent b2f9b3175b
commit b7783b19d2
6 changed files with 226 additions and 6 deletions

View file

@ -150,6 +150,14 @@ const char* FrontendFilenames[][2] = {
#define MENU_Y(y) StretchY(y)
#endif
#ifdef XBOX_MESSAGE_SCREEN
bool CMenuManager::m_bDialogOpen = false;
uint32 CMenuManager::m_nDialogHideTimer = 0;
PauseModeTime CMenuManager::m_nDialogHideTimerPauseMode = 0;
bool CMenuManager::m_bSaveWasSuccessful = false;
wchar* CMenuManager::m_pDialogText = nil;
#endif
#define PREPARE_MENU_HEADER \
CFont::SetRightJustifyOn(); \
CFont::SetFontStyle(FONT_LOCALE(FONT_HEADING)); \
@ -1351,9 +1359,12 @@ CMenuManager::DrawStandardMenus(bool activeScreen)
if (m_nCurrScreen == MENUPAGE_DELETING_IN_PROGRESS) {
SmallMessageScreen("FEDL_WR");
} else if (m_nCurrScreen == MENUPAGE_SAVING_IN_PROGRESS) {
}
#ifndef XBOX_MESSAGE_SCREEN
else if (m_nCurrScreen == MENUPAGE_SAVING_IN_PROGRESS) {
SmallMessageScreen("FESZ_WR");
}
#endif
}
// --MIAMI: Done
@ -3215,6 +3226,10 @@ CMenuManager::PrintStats()
void
CMenuManager::Process(void)
{
#ifdef XBOX_MESSAGE_SCREEN
ProcessDialogTimer();
#endif
if (TheCamera.GetScreenFadeStatus() != FADE_0)
return;
@ -4863,6 +4878,129 @@ float CMenuManager::StretchY(float y)
return SCREEN_STRETCH_Y(y);
}
#ifdef XBOX_MESSAGE_SCREEN
void
CMenuManager::CloseDialog(void)
{
// We don't have this on PC GXT :shrug:
static wchar* gameSaved = AllocUnicode("Game saved successfully!");
if (m_bSaveWasSuccessful && DialogTextCmp("FESZ_WR")) {
m_bSaveWasSuccessful = false; // i don't know where XBOX resets that
m_pDialogText = gameSaved;
SetDialogTimer(1000);
ProcessDialogTimer();
} else {
ToggleDialog(false);
}
}
void
CMenuManager::ProcessDialogTimer(void)
{
if (!m_bDialogOpen || m_nDialogHideTimer == 0)
return;
// Also XBOX has unified time source for in-game/menu, but we don't have that
if (m_bMenuActive && CTimer::GetTimeInMilliseconds() > m_nDialogHideTimer || !m_bMenuActive && CTimer::GetTimeInMillisecondsPauseMode() > m_nDialogHideTimerPauseMode) {
// This is originally activePage.funcs->closePage()
CloseDialog();
}
}
void
CMenuManager::SetDialogTimer(uint32 timer)
{
// XBOX iterates some page list(actives?) and then sets timer variable of specified page to specified value. We only have dialog right now.
// Also XBOX has unified time source for in-game/menu, but we don't have that, thus 2 timer variables...
m_nDialogHideTimer = CTimer::GetTimeInMilliseconds() + timer;
m_nDialogHideTimerPauseMode = CTimer::GetTimeInMillisecondsPauseMode() + timer;
}
void
CMenuManager::SetDialogText(const char* key)
{
// There are many things going around here, idk why
m_pDialogText = TheText.Get(key);
}
bool
CMenuManager::DialogTextCmp(const char* key)
{
wchar *value = TheText.Get(key);
wchar *i = m_pDialogText;
for (; *i != '\0' && *value != '\0'; i++, value++) {
if (*i != *value)
return false;
}
return *i == '\0' && *value == '\0';
}
void
CMenuManager::ToggleDialog(bool toggle)
{
// This originally calls some mysterious function on enable and close CB on disable, along with decreasing some counter. Which is no use for dialog
// XBOX doesn't do that
if (toggle)
m_nDialogHideTimer = 0;
m_bDialogOpen = toggle;
}
void
DrawDialogBg(float offset, uint8 alpha)
{
CSprite2d::Draw2DPolygon(SCALE_AND_CENTER_X(84.f + offset), MENU_Y(126.f + offset),
SCALE_AND_CENTER_X(512.f + offset), MENU_Y(109.f + offset),
SCALE_AND_CENTER_X(100.f + offset), MENU_Y(303.f + offset),
SCALE_AND_CENTER_X(474.f + offset), MENU_Y(311.f + offset), CRGBA(107, 193, 236, alpha));
CSprite2d::Draw2DPolygon(SCALE_AND_CENTER_X(523.f + offset), MENU_Y(108.f + offset),
SCALE_AND_CENTER_X(542.f + offset), MENU_Y(107.f + offset),
SCALE_AND_CENTER_X(485.f + offset), MENU_Y(310.f + offset),
SCALE_AND_CENTER_X(516.f + offset), MENU_Y(311.f + offset), CRGBA(107, 193, 236, alpha));
}
void
CMenuManager::DrawOverlays(void)
{
// This is stripped to show only Dialog box, XBOX does much more in here.
if (!m_bDialogOpen)
return;
DefinedState();
CSprite2d::DrawRect(CRect(0, SCREEN_HEIGHT, SCREEN_WIDTH, 0), CRGBA(0, 0, 0, 160));
// Ofc this is not hardcoded like that on Xbox, it should be a texture
DrawDialogBg(20.f, 160); // shadow
DrawDialogBg(0.f, 255);
CFont::SetBackgroundOff();
CFont::SetPropOn();
CFont::SetJustifyOn();
CFont::SetBackGroundOnlyTextOn();
CFont::SetFontStyle(FONT_LOCALE(FONT_STANDARD));
CFont::SetCentreSize(SCREEN_SCALE_X(380.0f));
CFont::SetCentreOn();
CFont::SetColor(CRGBA(LABEL_COLOR.r, LABEL_COLOR.g, LABEL_COLOR.b, 255));
CFont::SetDropShadowPosition(2);
CFont::SetDropColor(CRGBA(0, 0, 0, 255));
// Both of those are 0.9 on Xbox, which is ofcouse wrong...
CFont::SetScale(SCREEN_SCALE_X(BIGTEXT_X_SCALE), SCREEN_SCALE_Y(BIGTEXT_Y_SCALE));
int x = SCREEN_WIDTH / 2.f - SCREEN_SCALE_X(30.0f);
int y = SCREEN_HEIGHT / 2.f - SCREEN_SCALE_Y(30.0f);
int numOfLines = CFont::GetNumberLines(x, y, m_pDialogText);
CFont::PrintString(x, y - SCREEN_SCALE_Y(numOfLines / 2.f), m_pDialogText);
CFont::DrawFonts();
}
#endif
void
CMenuManager::ProcessFileActions()
{
@ -4872,9 +5010,14 @@ CMenuManager::ProcessFileActions()
#ifdef USE_DEBUG_SCRIPT_LOADER
scriptToLoad = 0;
#endif
#ifdef XBOX_MESSAGE_SCREEN
SetDialogText("FELD_WR");
ToggleDialog(true);
#else
if (!m_bGameNotLoaded)
MessageScreen("FELD_WR", true);
#endif
DoSettingsBeforeStartingAGame();
m_bWantToLoad = true;
} else
@ -4907,6 +5050,41 @@ CMenuManager::ProcessFileActions()
}
case MENUPAGE_SAVING_IN_PROGRESS:
{
#ifdef XBOX_MESSAGE_SCREEN
if (m_bDialogOpen && DialogTextCmp("FESZ_WR")) {
PauseModeTime startTime = CTimer::GetTimeInMillisecondsPauseMode();
int8 SaveSlot = PcSaveHelper.SaveSlot(m_nCurrSaveSlot);
PcSaveHelper.PopulateSlotInfo();
// Original code, but we don't want redundant saving text if it doesn't
#if 0
CTimer::Update(); // not on Xbox, who updates it?
// it compensates the lag to show saving text always one second... how cute
int dialogDur = Max(1, startTime - CTimer::GetTimeInMillisecondsPauseMode() + 1000);
#else
int dialogDur = 1;
#endif
if (SaveSlot) {
// error. PC code
ToggleDialog(false);
SwitchToNewScreen(MENUPAGE_SAVE_CUSTOM_WARNING);
strncpy(aScreens[m_nCurrScreen].m_ScreenName, "FET_SG", 8);
strncpy(aScreens[m_nCurrScreen].m_aEntries[0].m_EntryName, "FES_CMP", 8);
} else {
m_bSaveWasSuccessful = true;
SetDialogTimer(dialogDur);
ProcessDialogTimer();
RequestFrontEndShutDown();
}
} else {
SetDialogText("FESZ_WR");
ToggleDialog(true);
}
#else
static bool waitedForScreen = false;
if (waitedForScreen) {
@ -4922,7 +5100,7 @@ CMenuManager::ProcessFileActions()
waitedForScreen = false;
} else if (m_nMenuFadeAlpha >= 255)
waitedForScreen = true;
#endif
break;
}
}
@ -4939,7 +5117,11 @@ CMenuManager::SwitchMenuOnAndOff()
&& (!m_bMenuActive || m_nCurrScreen == MENUPAGE_PAUSE_MENU || m_nCurrScreen == MENUPAGE_CHOOSE_SAVE_SLOT || m_nCurrScreen == MENUPAGE_SAVE_CHEAT_WARNING)
|| m_bShutDownFrontEndRequested || m_bStartUpFrontEndRequested) {
if (m_nCurrScreen != MENUPAGE_LOADING_IN_PROGRESS) {
if (m_nCurrScreen != MENUPAGE_LOADING_IN_PROGRESS
#ifdef XBOX_MESSAGE_SCREEN
&& m_nCurrScreen != MENUPAGE_SAVING_IN_PROGRESS
#endif
) {
DoRWStuffStartOfFrame(0, 0, 0, 0, 0, 0, 255);
DoRWStuffEndOfFrame();
DoRWStuffStartOfFrame(0, 0, 0, 0, 0, 0, 255);

View file

@ -4,6 +4,7 @@
#else
#include "Sprite2d.h"
#include "Timer.h"
#define MENUHEADER_POS_X 10.0f
#define MENUHEADER_POS_Y 10.0f
@ -642,6 +643,22 @@ public:
#define ISLAND_LOADING_ISNT(p)
#endif
#ifdef XBOX_MESSAGE_SCREEN
static uint32 m_nDialogHideTimer;
static PauseModeTime m_nDialogHideTimerPauseMode;
static bool m_bDialogOpen;
static wchar *m_pDialogText;
static bool m_bSaveWasSuccessful;
static void SetDialogText(const char*);
static bool DialogTextCmp(const char*);
static void ToggleDialog(bool);
static void SetDialogTimer(uint32);
void ProcessDialogTimer(void);
void DrawOverlays(void);
void CloseDialog(void);
#endif
void Initialise();
void PrintMap();
void SetFrontEndRenderStates();

View file

@ -674,8 +674,10 @@ void CGame::InitialiseWhenRestarting(void)
if (b_FoundRecentSavedGameWantToLoad || FrontEndMenuManager.m_bWantToLoad)
{
LoadSplash("splash1");
#ifndef XBOX_MESSAGE_SCREEN
if (FrontEndMenuManager.m_bWantToLoad)
FrontEndMenuManager.MessageScreen("FELD_WR", true);
#endif
}
b_FoundRecentSavedGameWantToLoad = false;
@ -684,6 +686,14 @@ void CGame::InitialiseWhenRestarting(void)
if ( FrontEndMenuManager.m_bWantToLoad == true )
{
#ifdef XBOX_MESSAGE_SCREEN
FrontEndMenuManager.SetDialogTimer(1000);
DoRWStuffStartOfFrame(0, 0, 0, 0, 0, 0, 0);
CSprite2d::InitPerFrame();
CFont::InitPerFrame();
FrontEndMenuManager.DrawOverlays();
DoRWStuffEndOfFrame();
#endif
RestoreForStartLoad();
}
@ -717,6 +727,9 @@ void CGame::InitialiseWhenRestarting(void)
currLevel = LEVEL_GENERIC;
CCollision::SortOutCollisionAfterLoad();
}
#ifdef XBOX_MESSAGE_SCREEN
FrontEndMenuManager.ProcessDialogTimer();
#endif
}
CTimer::Update();

View file

@ -220,6 +220,8 @@ extern int strcasecmp(const char *str1, const char *str2);
extern int strncasecmp(const char *str1, const char *str2, size_t len);
#endif
extern wchar *AllocUnicode(const char*src);
#define clamp(v, low, high) ((v)<(low) ? (low) : (v)>(high) ? (high) : (v))
#define clamp2(v, center, radius) ((v) < (center) ? Max(v, center - radius) : Min(v, center + radius))
@ -487,4 +489,4 @@ inline T *WriteSaveBuf(uint8 *&buf, uint32 &length, const T &value)
assert(ReadSaveBuf<uint32>(buf,len) == size);
void cprintf(char*, ...);
void cprintf(char*, ...);

View file

@ -302,6 +302,7 @@ enum Config {
# define GRAPHICS_MENU_OPTIONS
#define LEGACY_MENU_OPTIONS
#define MUCH_SHORTER_OUTRO_SCREEN
// #define XBOX_MESSAGE_SCREEN // Blue background, no "saved successfully press OK" screen etc.
// Script
#define USE_DEBUG_SCRIPT_LOADER // Loads main.scm by default. Hold R for main_freeroam.scm and D for main_d.scm

View file

@ -1301,7 +1301,9 @@ Idle(void *arg)
Render2dStuffAfterFade();
tbEndTimer("Render2dStuff-Fade");
// CCredits::Render(); // They added it to function above and also forgot it here
#ifdef XBOX_MESSAGE_SCREEN
FrontEndMenuManager.DrawOverlays();
#endif
if (gbShowTimebars)
tbDisplay();
@ -1334,6 +1336,9 @@ FrontendIdle(void)
DefinedState(); // seems redundant, but breaks resolution change.
RenderMenus();
#ifdef XBOX_MESSAGE_SCREEN
FrontEndMenuManager.DrawOverlays();
#endif
DoFade();
Render2dStuffAfterFade();
CFont::DrawFonts();