new menu start
[carveJwlIkooP6JGAAIwe30JlM.git] / menu.h
1 #ifndef MENU_H
2 #define MENU_H
3
4 #include "common.h"
5 #include "model.h"
6 #include "world_render.h"
7 #include "player.h"
8 #include "conf.h"
9 #include "shaders/model_menu.h"
10
11 struct {
12 int active;
13 f32 factive;
14 int disable_open;
15
16 u32 page; /* current page index */
17 ent_menuitem *loc;
18 ent_camera *cam;
19 camera view;
20
21 mdl_context model;
22 GLuint texture;
23 glmesh mesh;
24
25 mdl_array_ptr items, markers, cameras;
26 }
27 static menu;
28
29 static void menu_init(void)
30 {
31 void *alloc = vg_mem.rtmemory;
32
33 mdl_open( &menu.model, "models/rs_menu.mdl", alloc );
34 mdl_load_metadata_block( &menu.model, alloc );
35
36 vg_linear_clear( vg_mem.scratch );
37
38 mdl_load_array( &menu.model, &menu.items, "ent_menuitem", alloc );
39 mdl_load_array( &menu.model, &menu.markers, "ent_marker", alloc );
40 mdl_load_array( &menu.model, &menu.cameras, "ent_camera", alloc );
41
42 vg_linear_clear( vg_mem.scratch );
43
44 if( !mdl_arrcount( &menu.model.textures ) )
45 vg_fatal_error( "No texture in menu file" );
46
47 mdl_texture *tex0 = mdl_arritm( &menu.model.textures, 0 );
48 void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
49 mdl_fread_pack_file( &menu.model, &tex0->file, data );
50
51 mdl_async_load_glmesh( &menu.model, &menu.mesh );
52 vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
53 VG_TEX2D_LINEAR|VG_TEX2D_CLAMP,
54 &menu.texture );
55
56 mdl_close( &menu.model );
57 shader_model_menu_register();
58 }
59
60 static void menu_open_page( const char *name )
61 {
62 u32 hash = vg_strdjb2( name );
63 for( u32 i=0; i<mdl_arrcount(&menu.items); i++ ){
64 ent_menuitem *item = mdl_arritm( &menu.items, i );
65
66 if( item->type == k_ent_menuitem_type_page ){
67 if( mdl_pstreq( &menu.model, item->page.pstr_name, name, hash ) ){
68 menu.page = __builtin_ctz( item->groups );
69 vg_info( "menu page: %u\n", menu.page );
70
71 if( item->page.id_entrypoint ){
72 u32 id = mdl_entity_id_id( item->page.id_entrypoint );
73 menu.loc = mdl_arritm( &menu.items, id );
74 }
75
76 if( item->page.id_viewpoint ){
77 u32 id = mdl_entity_id_id( item->page.id_viewpoint );
78 menu.cam = mdl_arritm( &menu.cameras, id );
79 }
80
81 return;
82 }
83 }
84 }
85 }
86
87 static void menu_update(void)
88 {
89 if( button_down( k_srbind_mopen ) ){
90 if( menu.active ){
91 menu.active = 0;
92 }
93 else{
94 if( !menu.disable_open ){
95 menu.active = 1;
96 menu_open_page( "Main Menu" );
97 }
98 }
99 }
100
101 menu.factive = vg_lerpf( menu.factive, menu.active,
102 vg.time_frame_delta * 6.0f );
103
104 if( menu.factive > 0.01f ){
105
106 }
107 }
108
109 VG_STATIC void menu_render_bg(void)
110 {
111 glEnable(GL_BLEND);
112 glDisable(GL_DEPTH_TEST);
113 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
114 glBlendEquation(GL_FUNC_ADD);
115
116 shader_blitcolour_use();
117 shader_blitcolour_uColour( (v4f){ 0.1f, 0.1f, 0.3f, menu.factive*0.5f } );
118 render_fsquad();
119 }
120
121 VG_STATIC void menu_render_fg(void)
122 {
123 glEnable( GL_DEPTH_TEST );
124 glDisable( GL_BLEND );
125
126 if( menu.cam ){
127 menu.view.fov = menu.cam->fov;
128 menu.view.farz = 150.0f;
129 menu.view.nearz = 0.01f;
130 v3_copy( menu.cam->transform.co, menu.view.pos );
131
132 v3f v0;
133 mdl_transform_vector( &menu.cam->transform, (v3f){0.0f,-1.0f,0.0f}, v0 );
134 player_vector_angles( menu.view.angles, v0, 1.0f, 0.0f );
135 camera_update_transform( &menu.view );
136 camera_update_view( &menu.view );
137 camera_update_projection( &menu.view );
138 camera_finalize( &menu.view );
139 }
140 else return;
141
142 shader_model_menu_use();
143 shader_model_menu_uColour( (v4f){ 1.0f,1.0f,1.0f,1.0f} );
144 shader_model_menu_uTexMain( 1 );
145 glActiveTexture( GL_TEXTURE1 );
146 glBindTexture( GL_TEXTURE_2D, menu.texture );
147 shader_model_menu_uPv( menu.view.mtx.pv );
148 shader_model_menu_uPvmPrev( menu.view.mtx_prev.pv );
149
150 mesh_bind( &menu.mesh );
151
152 for( u32 i=0; i<mdl_arrcount(&menu.items); i++ ){
153 ent_menuitem *item = mdl_arritm( &menu.items, i );
154
155 if( item->type == k_ent_menuitem_type_page ) continue;
156 if( !(item->groups & (0x1 << menu.page)) ) continue;
157
158 m4x3f mmdl;
159 mdl_transform_m4x3( &item->transform, mmdl );
160 shader_model_menu_uMdl( mmdl );
161
162 for( u32 j=0; j<item->submesh_count; j++ ){
163 u32 index = item->submesh_start + j;
164 mdl_draw_submesh( mdl_arritm( &menu.model.submeshs, index ));
165 }
166 }
167 }
168
169 #endif /* MENU_H */
170
171 #if 0
172 #ifndef MENU_H
173 #define MENU_H
174
175 #include "common.h"
176 #include "model.h"
177 #include "world_render.h"
178 #include "player.h"
179 #include "conf.h"
180
181 #include "shaders/model_menu.h"
182 #include "vg_steam_friends.h"
183
184 VG_STATIC mdl_context menu_model;
185 VG_STATIC mdl_array_ptr menu_markers;
186 VG_STATIC glmesh menu_glmesh;
187 VG_STATIC m4x3f menu_mdl_mtx;
188 VG_STATIC float menu_opacity = 0.0f;
189 VG_STATIC float menu_input_cooldown = 0.0f;
190 VG_STATIC float menu_fov_target = 97.0f,
191 menu_smooth_fov = 97.0f;
192 VG_STATIC v2f menu_extra_angles;
193 VG_STATIC v3f menu_camera_pos;
194 VG_STATIC v2f menu_camera_angles;
195
196 VG_STATIC int cl_menu = 0,
197 cl_menu_go_away = 0;
198
199 VG_STATIC int menu_enabled(void){ return cl_menu; }
200
201 VG_STATIC const char *playermodels[] = { "ch_new", "ch_jordan", "ch_outlaw" };
202
203 GLuint tex_menu;
204
205 #if 0
206 VG_STATIC struct input_binding input_menu_h,
207 input_menu_v,
208 input_menu_press,
209 input_menu_back,
210 input_menu_toggle,
211 input_menu_toggle_kbm;
212 #endif
213
214 VG_STATIC void menu_btn_quit( int event );
215 VG_STATIC void menu_btn_skater( int event );
216 VG_STATIC void menu_btn_blur( int event );
217 VG_STATIC void menu_btn_fuckoff( int event );
218 VG_STATIC void menu_btn_reset( int event );
219 VG_STATIC void menu_btn_map( int event );
220 VG_STATIC void menu_btn_settings( int event );
221 VG_STATIC void menu_btn_invert_y( int event );
222
223 VG_STATIC mdl_mesh *menu_mesh_fov_slider,
224 *menu_mesh_vol_slider,
225 *menu_mesh_res_slider;
226
227 VG_STATIC ent_marker
228 *menu_mark_fov_min,
229 *menu_mark_fov_max,
230 *menu_mark_vol_min,
231 *menu_mark_vol_max,
232 *menu_mark_res_min,
233 *menu_mark_res_max;
234
235 struct{
236 /* state */
237 int loc;
238 u32 page;
239
240 /* map browser */
241 struct menu_map_file{
242 char name[ 64 ];
243 }
244 maps_list[ 16 ];
245
246 int selected_map,
247 map_count;
248 }
249 VG_STATIC game_menu;
250
251 enum menu_page{
252 k_menu_page_main = 0x1,
253 k_menu_page_skater = 0x2,
254 k_menu_page_quit = 0x4,
255 k_menu_page_settings = 0x8,
256 k_menu_page_map = 0x10
257 };
258
259 struct menu_btn_userdata{
260 int i;
261 void *ptr_generic;
262 };
263
264 VG_STATIC int menu_settings_if( struct menu_btn_userdata ud )
265 {
266 if( game_menu.page & k_menu_page_settings ){
267 int *ptr = ud.ptr_generic;
268 return *ptr;
269 }
270 else
271 return 0;
272 }
273
274 VG_STATIC int menu_vis( struct menu_btn_userdata ud )
275 {
276 if( ud.i & game_menu.page )
277 return 1;
278 else
279 return 0;
280 }
281
282 #if 0
283 VG_STATIC int menu_controller( struct menu_btn_userdata ud )
284 {
285 if( (game_menu.page & (k_menu_page_main|k_menu_page_settings))
286 && (ud.i == steam_display_controller) )
287 return 1;
288 return 0;
289 }
290
291 VG_STATIC int menu_controller_inf( struct menu_btn_userdata ud )
292 {
293 if( (game_menu.page & k_menu_page_settings)
294 && (ud.i == steam_display_controller) )
295 return 1;
296 return 0;
297 }
298 #endif
299
300 struct menu_button
301 {
302 const char *name;
303
304 int (*fn_visibility)( struct menu_btn_userdata ud );
305 struct menu_btn_userdata user;
306
307 void (*fn_press)( int event );
308
309 const char *ll,
310 *lu,
311 *lr,
312 *ld;
313
314 mdl_mesh *mesh;
315 float falpha, fsize;
316 }
317 VG_STATIC menu_buttons[] =
318 {
319 {
320 "text_quit", menu_vis, {.i=k_menu_page_main|k_menu_page_quit},
321 .fn_press = menu_btn_quit,
322 .ld="text_reset", .lr="text_settings", /*.ll="text_map"*/
323 },
324 {
325 "text_quitty", menu_vis, {.i=k_menu_page_quit}
326 },
327 {
328 "text_yes", menu_vis, {.i=k_menu_page_quit},
329 .fn_press = menu_btn_fuckoff
330 },
331 {
332 "text_reset", menu_vis, {.i=k_menu_page_main},
333 .fn_press = menu_btn_reset,
334 .lu="text_quit", .ld="text_skater", /*.ll="text_map",*/ .lr="text_settings"
335 },
336 {
337 "text_skater", menu_vis, {.i=k_menu_page_main|k_menu_page_skater},
338 .fn_press = menu_btn_skater,
339 .lu="text_reset", /*.ll="text_map",*/ .lr="text_settings"
340 },
341 /*
342 {
343 "text_map", menu_vis, {.i=k_menu_page_main},
344 .fn_press = menu_btn_map,
345 .lr="text_reset"
346 },
347 */
348 {
349 "text_settings", menu_vis, {.i=k_menu_page_main|k_menu_page_settings},
350 .fn_press = menu_btn_settings,
351 .ll="text_reset"
352 },
353 {
354 "skater_left", menu_vis, {k_menu_page_skater}
355 },
356 {
357 "skater_right", menu_vis, {k_menu_page_skater}
358 },
359
360 {
361 "fov_slider", menu_vis, {k_menu_page_settings},
362 .ld="text_invert_y"
363 },
364 { "fov_info", menu_vis, {k_menu_page_settings} },
365
366 {
367 "vol_slider", menu_vis, {k_menu_page_settings},
368 .lu="res_slider"
369 },
370 { "vol_info", menu_vis, {k_menu_page_settings} },
371
372 {
373 "text_invert_y", menu_vis, {k_menu_page_settings},
374 .fn_press = menu_btn_invert_y,
375 .lu = "fov_slider", .ld="text_blur"
376 },
377 {
378 "text_invert_y_check", menu_settings_if, {.ptr_generic=&cl_invert_y}
379 },
380 {
381 "text_blur", menu_vis, {k_menu_page_settings},
382 .fn_press = menu_btn_blur,
383 .lu="text_invert_y", .ld="res_slider"
384 },
385 {
386 "text_blur_check", menu_settings_if, {.ptr_generic=&cl_blur}
387 },
388 {
389 "res_slider", menu_vis, {k_menu_page_settings},
390 .ld = "vol_slider", .lu = "text_blur"
391 },
392 {
393 "res_info", menu_vis, {k_menu_page_settings},
394 },
395 #if 0
396 { "ctr_xbox", menu_controller_inf, {k_steam_controller_type_xbox}},
397 { "ctr_xbox_text", menu_controller_inf, {k_steam_controller_type_xbox}},
398 { "ctr_steam", menu_controller_inf, {k_steam_controller_type_steam}},
399 { "ctr_steam_text", menu_controller_inf, {k_steam_controller_type_steam}},
400 { "ctr_deck", menu_controller_inf, {k_steam_controller_type_steam_deck}},
401 { "ctr_deck_text", menu_controller_inf, {k_steam_controller_type_steam_deck}},
402 { "ctr_ps", menu_controller_inf, {k_steam_controller_type_playstation}},
403 { "ctr_ps_text", menu_controller_inf, {k_steam_controller_type_playstation}},
404 { "ctr_kbm", menu_controller_inf, {k_steam_controller_type_keyboard}},
405 { "ctr_kbm_text", menu_controller_inf, {k_steam_controller_type_keyboard}},
406 #endif
407 {
408 "text_paused", menu_vis, {k_menu_page_main}
409 },
410 };
411
412 VG_STATIC int menu_get_loc( const char *loc )
413 {
414 for( int i=0; i<vg_list_size(menu_buttons); i++ )
415 if( !strcmp( menu_buttons[i].name, loc ) )
416 return i;
417
418 assert(0);
419 return 0;
420 }
421
422 VG_STATIC void menu_btn_reset( int event )
423 {
424 localplayer_cmd_respawn( 0, NULL );
425 cl_menu_go_away = 1;
426 game_menu.page = 0;
427 }
428
429 VG_STATIC void menu_btn_fuckoff( int event )
430 {
431 vg.window_should_close = 1;
432 }
433
434 VG_STATIC void menu_btn_quit( int event )
435 {
436 game_menu.page = k_menu_page_quit;
437 game_menu.loc = menu_get_loc( "text_yes" );
438 }
439
440 VG_STATIC void menu_btn_settings( int event )
441 {
442 game_menu.page = k_menu_page_settings;
443 game_menu.loc = menu_get_loc( "fov_slider" );
444 }
445
446 VG_STATIC void menu_btn_skater( int event )
447 {
448 game_menu.page = k_menu_page_skater;
449 }
450
451 VG_STATIC void menu_btn_blur( int event )
452 {
453 cl_blur ^= 0x1;
454 }
455
456 VG_STATIC void menu_btn_invert_y( int event )
457 {
458 cl_invert_y ^= 0x1;
459 }
460
461 VG_STATIC void menu_btn_map( int event )
462 {
463 game_menu.page = k_menu_page_map;
464 game_menu.map_count = 0;
465 game_menu.selected_map = 0;
466
467 tinydir_dir dir;
468 tinydir_open( &dir, "maps" );
469
470 while( dir.has_next ){
471 tinydir_file file;
472 tinydir_readfile( &dir, &file );
473
474 if( file.is_reg ){
475 struct menu_map_file *mf = &game_menu.maps_list[ game_menu.map_count ];
476
477 vg_strncpy( file.name, mf->name,
478 vg_list_size(game_menu.maps_list[0].name),
479 k_strncpy_always_add_null );
480
481 game_menu.map_count ++;
482 if( game_menu.map_count == vg_list_size(game_menu.maps_list) )
483 break;
484 }
485
486 tinydir_next( &dir );
487 }
488
489 tinydir_close(&dir);
490 }
491
492 VG_STATIC void menu_crap_ui(void)
493 {
494 #if 0
495 if( cl_menu && (game_menu.page == k_menu_page_map) ){
496 ui_rect box;
497 box[0] = vg.window_x/2 - 150;
498 box[1] = vg.window_y/2 - 300;
499 box[2] = 300;
500 box[3] = 600;
501
502 ui_fill_rect( box, 0xa0000000 );
503
504 if( game_menu.map_count == 0 ){
505 ui_text( (ui_rect){ vg.window_x/2, box[1]+8, 0,0 }, "No maps found", 1,
506 k_text_align_center );
507 }
508 else{
509 ui_rect_pad( box, 4 );
510 box[3] = 16;
511
512 for( int i=0; i<game_menu.map_count; i++ ){
513 struct menu_map_file *mf = &game_menu.maps_list[ i ];
514
515 ui_fill_rect( box, game_menu.selected_map == i? 0xa0ffffff:
516 0xa0808080 );
517 ui_text( (ui_rect){ vg.window_x/2, box[1]+2, 0,0 },
518 mf->name, 1, k_text_align_center );
519 box[1] += 16+4;
520 }
521 }
522 }
523 #endif
524 }
525
526 VG_STATIC void steam_on_game_overlay( CallbackMsg_t *msg )
527 {
528 GameOverlayActivated_t *inf = (GameOverlayActivated_t *)msg->m_pubParam;
529 vg_info( "Steam game overlay activated; pausing\n" );
530
531 if( inf->m_bActive ){
532 cl_menu = 1;
533 game_menu.page = k_menu_page_main;
534 game_menu.loc = menu_get_loc( "text_skater" );
535 }
536 }
537
538 VG_STATIC void menu_init(void)
539 {
540 #if 0
541 vg_apply_bind_str( &input_menu_h, "", "gp-ls-h" );
542 vg_apply_bind_str( &input_menu_h, "+", "right" );
543 vg_apply_bind_str( &input_menu_h, "-", "left" );
544 vg_apply_bind_str( &input_menu_v, "", "-gp-ls-v" );
545 vg_apply_bind_str( &input_menu_v, "+", "up" );
546 vg_apply_bind_str( &input_menu_v, "-", "down" );
547 vg_apply_bind_str( &input_menu_press, "", "gp-a" );
548 vg_apply_bind_str( &input_menu_press, "", "\2enter" );
549 vg_apply_bind_str( &input_menu_back, "", "gp-b" );
550 vg_apply_bind_str( &input_menu_back, "", "\2escape" );
551 vg_apply_bind_str( &input_menu_toggle_kbm, "", "\2escape" );
552 vg_apply_bind_str( &input_menu_toggle, "", "\2gp-menu" );
553 #endif
554
555 vg_linear_clear( vg_mem.scratch );
556
557 mdl_open( &menu_model, "models/rs_menu.mdl", vg_mem.rtmemory );
558 mdl_load_metadata_block( &menu_model, vg_mem.rtmemory );
559 mdl_load_array( &menu_model, &menu_markers, "ent_marker", vg_mem.rtmemory );
560 //mdl_invert_uv_coordinates( &menu_model );
561 mdl_async_load_glmesh( &menu_model, &menu_glmesh );
562 mdl_close( &menu_model );
563
564 vg_tex2d_load_qoi_async_file( "textures/menu.qoi",
565 VG_TEX2D_CLAMP|VG_TEX2D_NEAREST,
566 &tex_menu );
567
568
569 for( int i=0; i<vg_list_size(menu_buttons); i++ ){
570 struct menu_button *btn = &menu_buttons[i];
571 btn->mesh = mdl_find_mesh( &menu_model, btn->name );
572
573 if( !btn->mesh ){
574 vg_info( "info: %s\n", btn->name );
575 vg_fatal_error( "Menu programming error" );
576 }
577 }
578
579 menu_mark_fov_max =
580 ent_find_marker( &menu_model, &menu_markers, "fov_slider_max" );
581 menu_mark_fov_min =
582 ent_find_marker( &menu_model, &menu_markers, "fov_slider_min" );
583 menu_mark_vol_max =
584 ent_find_marker( &menu_model, &menu_markers, "vol_slider_max" );
585 menu_mark_vol_min =
586 ent_find_marker( &menu_model, &menu_markers, "vol_slider_min" );
587 menu_mark_res_max =
588 ent_find_marker( &menu_model, &menu_markers, "res_slider_max" );
589 menu_mark_res_min =
590 ent_find_marker( &menu_model, &menu_markers, "res_slider_min" );
591
592 menu_mesh_fov_slider = mdl_find_mesh( &menu_model, "fov_slider" );
593 menu_mesh_vol_slider = mdl_find_mesh( &menu_model, "vol_slider" );
594 menu_mesh_res_slider = mdl_find_mesh( &menu_model, "res_slider" );
595
596 shader_model_menu_register();
597
598 #ifdef SR_NETWORKED
599 steam_register_callback( k_iGameOverlayActivated, steam_on_game_overlay );
600 #endif
601 }
602
603 VG_STATIC void menu_run_directional(void)
604 {
605 #if 0
606 struct menu_button *btn = &menu_buttons[ game_menu.loc ];
607
608 if( vg_input_button_down( &input_menu_press ) ){
609 if( btn->fn_press ){
610 audio_lock();
611 audio_oneshot( &audio_ui[0], 1.0f, 0.0f );
612 audio_unlock();
613
614 btn->fn_press( 1 );
615 return;
616 }
617 }
618
619 if( menu_input_cooldown <= 0.0f ){
620 v2f dir = { input_menu_h.axis.value,
621 -input_menu_v.axis.value };
622
623 if( v2_length2( dir ) > 0.8f*0.8f ){
624 const char *link = NULL;
625
626 if( fabsf(dir[0]) > fabsf(dir[1]) ){
627 if( dir[0] > 0.0f ) link = btn->lr;
628 else link = btn->ll;
629 }
630 else{
631 if( dir[1] > 0.0f ) link = btn->ld;
632 else link = btn->lu;
633 }
634
635 if( link ){
636 game_menu.loc = menu_get_loc( link );
637 menu_input_cooldown = 0.25f;
638 }
639 }
640 }
641 #endif
642 }
643
644 VG_STATIC int menu_page_should_backout(void)
645 {
646 return 0;
647 #if 0
648 return vg_input_button_down( &input_menu_back );
649 #endif
650 }
651
652 VG_STATIC void menu_close(void)
653 {
654 cl_menu_go_away = 1;
655 game_menu.page = 0;
656 game_menu.loc = menu_get_loc( "text_skater" );
657 }
658
659 VG_STATIC void menu_page_main(void)
660 {
661 if( menu_page_should_backout() )
662 {
663 menu_close();
664 return;
665 }
666
667 menu_fov_target = 112.0f;
668 menu_run_directional();
669 }
670
671 VG_STATIC void menu_page_map(void)
672 {
673 if( menu_page_should_backout() ){
674 game_menu.page = k_menu_page_main;
675 game_menu.loc = menu_get_loc( "text_map" );
676 }
677
678 if( game_menu.map_count > 0 ){
679 #if 0
680 float v = input_menu_v.axis.value;
681 if( (fabsf(v) > 0.7f) && (menu_input_cooldown <= 0.0f) ){
682 audio_lock();
683 audio_oneshot( &audio_rewind[4], 1.0f, 0.0f );
684 audio_unlock();
685
686 if( v > 0.0f ){
687 game_menu.selected_map --;
688
689 if( game_menu.selected_map < 0 )
690 game_menu.selected_map = game_menu.map_count-1;
691
692 menu_input_cooldown = 0.25f;
693 }
694 else{
695 game_menu.selected_map ++;
696
697 if( game_menu.selected_map >= game_menu.map_count )
698 game_menu.selected_map = 0;
699
700 menu_input_cooldown = 0.25f;
701 }
702 }
703
704 if( vg_input_button_down( &input_menu_press ) ){
705 #if 0
706 /* load map */
707 char temp[256];
708 strcpy( temp, "maps/" );
709 strcat( temp, game_menu.maps_list[game_menu.selected_map].name );
710
711 world_change_world( 1, (const char *[]){ temp } );
712 menu_close();
713 #endif
714 }
715 #endif
716 }
717
718 menu_fov_target = 80.0f;
719 }
720
721 VG_STATIC void menu_page_quit(void)
722 {
723 if( menu_page_should_backout() ){
724 game_menu.page = k_menu_page_main;
725 game_menu.loc = menu_get_loc( "text_quit" );
726 }
727
728 menu_fov_target = 90.0f;
729 menu_run_directional();
730 }
731
732 void temp_update_playermodel(void);
733 VG_STATIC void menu_page_skater(void)
734 {
735 #if 0
736 float h = input_menu_h.axis.value;
737 menu_fov_target = 97.0f;
738
739 if( menu_page_should_backout() ){
740 game_menu.page = k_menu_page_main;
741 game_menu.loc = menu_get_loc( "text_skater" );
742 return;
743 }
744
745 if( (fabsf(h) > 0.7f) && (menu_input_cooldown <= 0.0f) ){
746 audio_lock();
747 audio_oneshot( &audio_rewind[4], 1.0f, 0.0f );
748 audio_unlock();
749
750 vg_info( "%f\n", h );
751
752 if( h < 0.0f ){
753 cl_playermdl_id --;
754 if( cl_playermdl_id < 0 )
755 cl_playermdl_id = 2;
756
757 int li = menu_get_loc( "skater_left" );
758
759 menu_buttons[li].fsize = 0.4f;
760 menu_buttons[li].falpha = 1.0f;
761
762 menu_input_cooldown = 0.25f;
763 }
764 else{
765 cl_playermdl_id ++;
766 if( cl_playermdl_id > 2 )
767 cl_playermdl_id = 0;
768
769 int ri = menu_get_loc( "skater_right" );
770
771 menu_buttons[ri].fsize = 0.4f;
772 menu_buttons[ri].falpha = 1.0f;
773
774 menu_input_cooldown = 0.25f;
775 }
776
777 temp_update_playermodel();
778 }
779 #endif
780 }
781
782 VG_STATIC void menu_slider( float *value, int set_value,
783 mdl_mesh *slider, v3f co_min, v3f co_max )
784 {
785 #if 0
786 if( set_value ){
787 float h = input_menu_h.axis.value;
788 if( fabsf(h) > 0.04f )
789 *value += h * vg.time_frame_delta;
790 *value = vg_clampf( *value, 0.0f, 1.0f );
791 }
792
793 v3_lerp( co_min, co_max, *value, slider->transform.co );
794 #endif
795 }
796
797 VG_STATIC void menu_page_settings(void)
798 {
799 menu_run_directional();
800
801 int fov_select = game_menu.loc == menu_get_loc( "fov_slider" );
802 menu_slider( &cl_fov, fov_select,
803 menu_mesh_fov_slider, menu_mark_fov_min->transform.co,
804 menu_mark_fov_max->transform.co );
805
806 if( fov_select )
807 menu_fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov ) * 0.8f;
808
809 menu_slider( &vg_audio.external_global_volume,
810 (game_menu.loc == menu_get_loc( "vol_slider" )),
811 menu_mesh_vol_slider, menu_mark_vol_min->transform.co,
812 menu_mark_vol_max->transform.co );
813
814 menu_slider( &gpipeline.view_render_scale,
815 (game_menu.loc == menu_get_loc( "res_slider" )),
816 menu_mesh_res_slider, menu_mark_res_min->transform.co,
817 menu_mark_res_max->transform.co );
818
819 if( menu_page_should_backout() ){
820 game_menu.page = k_menu_page_main;
821 game_menu.loc = menu_get_loc( "text_settings" );
822 return;
823 }
824 }
825
826 VG_STATIC void menu_update(void)
827 {
828 #if 0
829 vg_input_update( 1, &input_menu_h );
830 vg_input_update( 1, &input_menu_v );
831 vg_input_update( 1, &input_menu_back );
832 vg_input_update( 1, &input_menu_press );
833 vg_input_update( 1, &input_menu_toggle );
834 vg_input_update( 1, &input_menu_toggle_kbm );
835 #endif
836 return;
837
838
839 #if 0
840 int toggle_gp = vg_input_button_down( &input_menu_toggle ),
841 toggle_kb = vg_input_button_down( &input_menu_toggle_kbm ),
842 wait_for_a_sec = 0;
843
844 if( toggle_gp || toggle_kb ){
845 if( cl_menu ){
846 if( toggle_gp ){
847 menu_close();
848 }
849 }
850 else{
851 if( toggle_kb )
852 wait_for_a_sec = 1;
853
854 cl_menu = 1;
855 game_menu.page = 1;
856 }
857 }
858
859 if( !wait_for_a_sec && cl_menu ){
860 if( game_menu.page == k_menu_page_main )
861 menu_page_main();
862 else if( game_menu.page == k_menu_page_skater )
863 menu_page_skater();
864 else if( game_menu.page == k_menu_page_quit )
865 menu_page_quit();
866 else if( game_menu.page == k_menu_page_settings )
867 menu_page_settings();
868 else if( game_menu.page == k_menu_page_map )
869 menu_page_map();
870 }
871
872 struct menu_button *btn = &menu_buttons[ game_menu.loc ];
873
874 /* Base */
875 {
876 player_instance *player = &localplayer;
877 struct player_avatar *av = player->playeravatar;
878
879 v3f center_rough;
880 if( player->subsystem == k_player_subsystem_dead ){
881 m4x3_mulv( av->sk.final_mtx[av->id_hip], (v3f){0.0f,0.9f,0.0f},
882 center_rough );
883 }
884 else{
885 m4x3_mulv( av->sk.final_mtx[av->id_head], (v3f){0.0f,1.5f,0.0f},
886 center_rough );
887 }
888
889 v3f cam_offset;
890 float cam_rot;
891 if( player->subsystem == k_player_subsystem_walk ){
892 v3_muls( player->rb.to_world[2], 1.0f, cam_offset );
893 cam_rot = 0.0f;
894 }
895 else{
896 v3_muls( player->rb.to_world[0], -1.0f, cam_offset );
897 cam_rot = -VG_PIf*0.5f;
898 }
899
900
901 v3f lookdir;
902 m3x3_mulv( player->invbasis, cam_offset, lookdir );
903 lookdir[1] = 0.0f;
904 v3_normalize( lookdir );
905
906 m3x3_mulv( player->basis, lookdir, cam_offset );
907 v3_muladds( center_rough, cam_offset, 2.0f, menu_camera_pos );
908
909 menu_camera_angles[1] = 0.0f;
910 menu_camera_angles[0] = -atan2f( lookdir[0], lookdir[2] );
911
912 /* setup model matrix */
913 v4f qmenu_mdl;
914 q_axis_angle( qmenu_mdl, (v3f){0.0f,1.0f,0.0f}, -menu_camera_angles[0] );
915 q_m3x3( qmenu_mdl, menu_mdl_mtx );
916 v3_add( center_rough, (v3f){0.0f,-0.5f,0.0f}, menu_mdl_mtx[3] );
917 m3x3_mul( player->basis, menu_mdl_mtx, menu_mdl_mtx );
918
919 menu_smooth_fov = vg_lerpf( menu_smooth_fov, menu_fov_target,
920 vg.time_frame_delta * 8.2f );
921 }
922
923 /* Extra */
924 {
925 v3f delta;
926 v3_sub( btn->mesh->transform.co, (v3f){ 0.0f,1.5f,-1.5f }, delta );
927 v3_normalize( delta );
928
929 float y = atan2f( delta[0], delta[2] ),
930 p = -sinf(delta[1]),
931 dt = vg.time_frame_delta;
932
933 menu_extra_angles[0] = vg_lerpf( menu_extra_angles[0], y, dt );
934 menu_extra_angles[1] = vg_lerpf( menu_extra_angles[1], p, dt );
935
936 v2_muladds( menu_camera_angles, menu_extra_angles, 0.8f,
937 menu_camera_angles );
938 menu_camera_angles[0] = fmodf( menu_camera_angles[0], VG_TAUf );
939 }
940
941 float dt = vg.time_frame_delta * 6.0f;
942 menu_opacity = vg_lerpf( menu_opacity, cl_menu&&!cl_menu_go_away, dt );
943
944 if( menu_opacity <= 0.01f ){
945 cl_menu = 0;
946 cl_menu_go_away = 0;
947 }
948
949 vg.time_rate = 1.0-(double)menu_opacity;
950
951 if( cl_menu ){
952 menu_input_cooldown -= vg.time_frame_delta;
953 }
954 #endif
955 }
956
957 /* https://iquilezles.org/articles/functions/ */
958 float expSustainedImpulse( float x, float f, float k )
959 {
960 float s = fmaxf(x-f,0.0f);
961 return fminf( x*x/(f*f), 1.0f+(2.0f/f)*s*expf(-k*s));
962 }
963
964 VG_STATIC void menu_render_bg(void)
965 {
966 glEnable(GL_BLEND);
967 glDisable(GL_DEPTH_TEST);
968 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
969 glBlendEquation(GL_FUNC_ADD);
970
971 shader_blitcolour_use();
972 shader_blitcolour_uColour( (v4f){ 0.1f, 0.1f, 0.3f, menu_opacity*0.5f } );
973 render_fsquad();
974 }
975
976 VG_STATIC void menu_render_fg( camera *cam )
977 {
978 glEnable( GL_DEPTH_TEST );
979 glDisable( GL_BLEND );
980
981 m4x3f mtx;
982
983 shader_model_menu_use();
984 shader_model_menu_uColour( (v4f){ 1.0f,1.0f,1.0f,1.0f} );
985 shader_model_menu_uTexMain( 1 );
986
987 glActiveTexture( GL_TEXTURE1 );
988 glBindTexture( GL_TEXTURE_2D, tex_menu );
989
990 shader_model_menu_uPv( cam->mtx.pv );
991 shader_model_menu_uPvmPrev( cam->mtx_prev.pv );
992 mesh_bind( &menu_glmesh );
993
994 for( int i=0; i<vg_list_size(menu_buttons); i++ ){
995 struct menu_button *btn = &menu_buttons[i];
996 float talpha = i==game_menu.loc? 1.0f: 0.0f,
997 tsize0 = btn->fn_visibility( btn->user )? 1.0f: 0.0f,
998 tsize1 = i==game_menu.loc? 0.07f: 0.0f,
999 tsize = tsize0+tsize1;
1000
1001 btn->falpha = vg_lerpf( btn->falpha, talpha, vg.time_frame_delta * 14.0f);
1002 btn->fsize = vg_lerpf( btn->fsize, tsize, vg.time_frame_delta * 7.0f );
1003
1004 /* Colour */
1005 v4f vselected = {0.95f*1.3f,0.45f*1.3f,0.095f*1.3f, 1.0f},
1006 vnormal = {1.0f,1.0f,1.0f, 1.0f},
1007 vcurrent;
1008
1009 v4_lerp( vnormal, vselected, btn->falpha, vcurrent );
1010 shader_model_menu_uColour( vcurrent );
1011
1012 /* Create matrix */
1013 m4x3f mtx_size;
1014 mdl_transform_m4x3( &btn->mesh->transform, mtx );
1015 m4x3_mul( menu_mdl_mtx, mtx, mtx );
1016 m4x3_identity( mtx_size );
1017 m3x3_scalef( mtx_size, expSustainedImpulse( btn->fsize, 0.5f, 8.7f) );
1018 m4x3_mul( mtx, mtx_size, mtx );
1019 shader_model_menu_uMdl( mtx );
1020
1021 for( int j=0; j<btn->mesh->submesh_count; j++ ){
1022 mdl_submesh *sm =
1023 mdl_arritm( &menu_model.submeshs, btn->mesh->submesh_start+j );
1024 mdl_draw_submesh( sm );
1025 }
1026 }
1027
1028 /*
1029 for( int i=0; i<menu_model->node_count; i++ )
1030 {
1031 mdl_node *pnode = mdl_node_from_id( menu_model, i );
1032
1033 for( int j=0; j<pnode->submesh_count; j++ )
1034 {
1035 mdl_submesh *sm =
1036 mdl_submesh_from_id( menu_model, pnode->submesh_start+j );
1037
1038 mdl_node_transform( pnode, mtx );
1039 m4x3_mul( menu_mdl_mtx, mtx, mtx );
1040 shader_menu_uMdl( mtx );
1041
1042 mdl_draw_submesh( sm );
1043 }
1044 }
1045 */
1046 }
1047
1048 #endif /* MENU_H */
1049 #endif