Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
menu.qh
Go to the documentation of this file.
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#pragma once
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#include "
draw.qh
"
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#include "
skin.qh
"
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#include "
xonotic/util.qh
"
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#include <
common/constants.qh
>
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#include <
common/util.qh
>
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const
int
GAME_ISSERVER
=
BIT
(0);
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const
int
GAME_CONNECTED
=
BIT
(1);
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const
int
GAME_DEVELOPER
=
BIT
(2);
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bool
Menu_Active
;
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int
gamestatus
;
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const
int
S_SHIFT
= 1;
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const
int
S_CTRL
= 2;
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const
int
S_ALT
= 4;
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float
frametime
;
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float
time
;
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entity
anim
;
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entity
main
;
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void
m_hide
();
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void
m_display
();
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void
m_goto
(
string
name
,
bool
hide_menu_on_close);
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.string
name
;
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entity
keyGrabber
;
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.void(
entity
this
,
float
key,
float
ascii) keyGrabbed;
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// "virtual" conwidth/height values for other stuff to assume for scaling
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float
conwidth
,
conheight
;
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float
preMenuInit
();
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void
preMenuDraw
();
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void
postMenuDraw
();
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void
m_sync
();
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void
draw_reset_cropped
();
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const
string
MENU_SOUND_CLEAR
=
"sound/menu/clear.wav"
;
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const
string
MENU_SOUND_CLOSE
=
"sound/menu/close.wav"
;
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const
string
MENU_SOUND_EXECUTE
=
"sound/menu/execute.wav"
;
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const
string
MENU_SOUND_FOCUS
=
"sound/menu/focus.wav"
;
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const
string
MENU_SOUND_OPEN
=
"sound/menu/open.wav"
;
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const
string
MENU_SOUND_SELECT
=
"sound/menu/select.wav"
;
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const
string
MENU_SOUND_SLIDE
=
"sound/menu/slide.wav"
;
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const
string
MENU_SOUND_WINNER
=
"sound/menu/winner.wav"
;
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void
m_play_focus_sound
();
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void
m_play_click_sound
(
string
soundfile);
BIT
#define BIT(n)
Only ever assign into the first 24 bits in QC (so max is BIT(23)).
Definition
bits.qh:8
entity
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
util.qh
constants.qh
frametime
float frametime
Definition
csprogsdefs.qc:17
time
float time
Definition
csprogsdefs.qc:16
S_SHIFT
const int S_SHIFT
Definition
hud.qh:129
S_ALT
const int S_ALT
Definition
hud.qh:131
S_CTRL
const int S_CTRL
Definition
hud.qh:130
main
#define main
Definition
_all.inc:202
draw.qh
util.qh
m_play_click_sound
void m_play_click_sound(string soundfile)
Definition
menu.qc:1106
m_hide
void m_hide()
Definition
menu.qc:964
MENU_SOUND_SLIDE
const string MENU_SOUND_SLIDE
Definition
menu.qh:55
MENU_SOUND_CLOSE
const string MENU_SOUND_CLOSE
Definition
menu.qh:50
m_display
void m_display()
Definition
menu.qc:949
m_play_focus_sound
void m_play_focus_sound()
Definition
menu.qc:1097
m_goto
void m_goto(string name, bool hide_menu_on_close)
Definition
menu.qc:1051
MENU_SOUND_FOCUS
const string MENU_SOUND_FOCUS
Definition
menu.qh:52
GAME_DEVELOPER
const int GAME_DEVELOPER
Definition
menu.qh:13
preMenuDraw
void preMenuDraw()
this is run before the menu is drawn.
Definition
util.qc:541
MENU_SOUND_OPEN
const string MENU_SOUND_OPEN
Definition
menu.qh:53
preMenuInit
float preMenuInit()
you have to define this for pre-menu initialization.
Definition
util.qc:504
anim
entity anim
Definition
menu.qh:25
conwidth
float conwidth
Definition
menu.qh:36
keyGrabber
entity keyGrabber
Definition
menu.qh:32
Menu_Active
bool Menu_Active
Definition
menu.qh:15
MENU_SOUND_SELECT
const string MENU_SOUND_SELECT
Definition
menu.qh:54
postMenuDraw
void postMenuDraw()
this is run just after the menu is drawn (or not).
Definition
util.qc:538
GAME_ISSERVER
const int GAME_ISSERVER
Definition
menu.qh:11
name
string name
Definition
menu.qh:30
m_sync
void m_sync()
Definition
menu.qc:45
draw_reset_cropped
void draw_reset_cropped()
Definition
menu.qc:110
GAME_CONNECTED
const int GAME_CONNECTED
Definition
menu.qh:12
gamestatus
int gamestatus
Definition
menu.qh:16
MENU_SOUND_EXECUTE
const string MENU_SOUND_EXECUTE
Definition
menu.qh:51
MENU_SOUND_CLEAR
const string MENU_SOUND_CLEAR
Definition
menu.qh:49
MENU_SOUND_WINNER
const string MENU_SOUND_WINNER
Definition
menu.qh:56
conheight
float conheight
Definition
menu.qh:36
skin.qh
menu
menu.qh
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