#ifndef MENU_H #define MENU_H #include "draw.qh" #include "skin.qh" #include "oo/base.qh" #include "xonotic/util.qh" #include "../common/constants.qh" #include "../common/test.qh" #include "../common/util.qh" #define localcmd cmd // constants const int GAME_ISSERVER = 1; const int GAME_CONNECTED = 2; const int GAME_DEVELOPER = 4; // prototypes float Menu_Active; int gamestatus; const int S_SHIFT = 1; const int S_CTRL = 2; const int S_ALT = 4; float frametime; float time; entity anim; entity main; void m_hide(); void m_display(); void m_goto(string name); .string name; entity keyGrabber; .void(entity me, float key, float ascii) keyGrabbed; float conwidth, conheight; // "virtual" conwidth/height values for other stuff to assume for scaling float preMenuInit(); // you have to define this for pre-menu initialization. Return 0 if initialization needs to be retried a frame later, 1 if it succeeded. void preMenuDraw(); // this is run before the menu is drawn. You may put some stuff there that has to be done every frame. void postMenuDraw(); // this is run just after the menu is drawn (or not). Useful to draw something over everything else. void m_sync(); void draw_reset_cropped(); // sounds const string MENU_SOUND_CLEAR = "sound/menu/clear.wav"; const string MENU_SOUND_CLOSE = "sound/menu/close.wav"; const string MENU_SOUND_EXECUTE = "sound/menu/execute.wav"; const string MENU_SOUND_FOCUS = "sound/menu/focus.wav"; const string MENU_SOUND_OPEN = "sound/menu/open.wav"; const string MENU_SOUND_SELECT = "sound/menu/select.wav"; const string MENU_SOUND_SLIDE = "sound/menu/slide.wav"; const string MENU_SOUND_WINNER = "sound/menu/winner.wav"; void m_play_focus_sound(); void m_play_click_sound(string soundfile); #endif