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Don't show menu map and new languages if gamefiles isn't copied
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c7ba01b034
commit
d224f8b7ee
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@ -3655,7 +3655,13 @@ CMenuManager::LoadAllTextures()
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m_aMenuSprites[i].SetAddressing(rwTEXTUREADDRESSBORDER);
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}
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#ifdef MENU_MAP
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static bool menuOptionAdded = false;
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for (int i = 0; i < ARRAY_SIZE(MapFilenames); i++) {
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if (!menuOptionAdded && RwTextureRead(MapFilenames[i][0], MapFilenames[i][1])) {
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FrontendOptionSetCursor(MENUPAGE_PAUSE_MENU, 2, false);
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FrontendOptionAddBuiltinAction("FEG_MAP", MENUACTION_CHANGEMENU, MENUPAGE_MAP, SAVESLOT_NONE);
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menuOptionAdded = true;
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}
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m_aMapSprites[i].SetTexture(MapFilenames[i][0], MapFilenames[i][1]);
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m_aMapSprites[i].SetAddressing(rwTEXTUREADDRESSBORDER);
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}
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@ -235,11 +235,11 @@ enum eMenuScreen
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MENUPAGE_KEYBOARD_CONTROLS = 55,
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MENUPAGE_MOUSE_CONTROLS = 56,
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MENUPAGE_MISSION_RETRY = 57,
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#ifdef CUSTOM_FRONTEND_OPTIONS
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#ifdef MENU_MAP
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MENUPAGE_MAP = 58,
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#endif
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#ifdef CUSTOM_FRONTEND_OPTIONS
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#ifdef GRAPHICS_MENU_OPTIONS
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MENUPAGE_GRAPHICS_SETTINGS,
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#endif
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@ -394,9 +394,6 @@ CMenuScreen aScreens[MENUPAGES] = {
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{ "FET_PAU", 1, MENUPAGE_DISABLED, MENUPAGE_DISABLED, 0, 0,
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MENUACTION_RESUME, "FEM_RES", SAVESLOT_NONE, MENUPAGE_NONE,
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MENUACTION_CHANGEMENU, "FEN_STA", SAVESLOT_NONE, MENUPAGE_NEW_GAME,
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#ifdef MENU_MAP
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MENUACTION_CHANGEMENU, "FEG_MAP", SAVESLOT_NONE, MENUPAGE_MAP,
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#endif
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MENUACTION_CHANGEMENU, "FEP_STA", SAVESLOT_NONE, MENUPAGE_STATS,
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MENUACTION_CHANGEMENU, "FEP_BRI", SAVESLOT_NONE, MENUPAGE_BRIEFS,
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MENUACTION_CHANGEMENU, "FET_OPT", SAVESLOT_NONE, MENUPAGE_OPTIONS,
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@ -441,14 +438,6 @@ CMenuScreen aScreens[MENUPAGES] = {
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},
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#endif
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#ifdef MENU_MAP
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// MENUPAGE_MAP
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{ "FEG_MAP", 1, MENUPAGE_NONE, MENUPAGE_NONE, 2, 2,
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MENUACTION_UNK110, "", SAVESLOT_NONE, MENUPAGE_NONE, // to prevent cross/enter to go back
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MENUACTION_CHANGEMENU, "FEDS_TB", SAVESLOT_NONE, MENUPAGE_NONE,
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},
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#endif
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// MENUPAGE_UNK
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{ "", 0, MENUPAGE_NONE, MENUPAGE_NONE, 0, 0,
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@ -195,38 +195,6 @@ void IslandLoadingAfterChange(int8 before, int8 after) {
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}
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#endif
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#ifdef MORE_LANGUAGES
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void LangPolSelect(int8 action)
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{
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if (action == FEOPTION_ACTION_SELECT) {
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FrontEndMenuManager.m_PrefsLanguage = CMenuManager::LANGUAGE_POLISH;
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FrontEndMenuManager.m_bFrontEnd_ReloadObrTxtGxt = true;
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FrontEndMenuManager.InitialiseChangedLanguageSettings();
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FrontEndMenuManager.SaveSettings();
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}
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}
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void LangRusSelect(int8 action)
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{
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if (action == FEOPTION_ACTION_SELECT) {
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FrontEndMenuManager.m_PrefsLanguage = CMenuManager::LANGUAGE_RUSSIAN;
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FrontEndMenuManager.m_bFrontEnd_ReloadObrTxtGxt = true;
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FrontEndMenuManager.InitialiseChangedLanguageSettings();
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FrontEndMenuManager.SaveSettings();
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}
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}
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void LangJapSelect(int8 action)
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{
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if (action == FEOPTION_ACTION_SELECT) {
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FrontEndMenuManager.m_PrefsLanguage = CMenuManager::LANGUAGE_JAPANESE;
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FrontEndMenuManager.m_bFrontEnd_ReloadObrTxtGxt = true;
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FrontEndMenuManager.InitialiseChangedLanguageSettings();
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FrontEndMenuManager.SaveSettings();
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}
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}
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#endif
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#ifndef MULTISAMPLING
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void GraphicsGoBack() {
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}
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@ -497,11 +465,7 @@ CMenuScreenCustom aScreens[MENUPAGES] = {
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MENUACTION_LANG_GER, "FEL_GER", { nil, SAVESLOT_NONE, MENUPAGE_LANGUAGE_SETTINGS },
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MENUACTION_LANG_ITA, "FEL_ITA", { nil, SAVESLOT_NONE, MENUPAGE_LANGUAGE_SETTINGS },
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MENUACTION_LANG_SPA, "FEL_SPA", { nil, SAVESLOT_NONE, MENUPAGE_LANGUAGE_SETTINGS },
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#ifdef MORE_LANGUAGES
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MENUACTION_CFO_DYNAMIC, "FEL_POL", { new CCFODynamic(nil, nil, nil, nil, LangPolSelect) },
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MENUACTION_CFO_DYNAMIC, "FEL_RUS", { new CCFODynamic(nil, nil, nil, nil, LangRusSelect) },
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MENUACTION_CFO_DYNAMIC, "FEL_JAP", { new CCFODynamic(nil, nil, nil, nil, LangJapSelect) },
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#endif
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// CustomFrontendOptionsPopulate will add languages here, if files are found
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MENUACTION_CHANGEMENU, "FEDS_TB", { nil, SAVESLOT_NONE, MENUPAGE_NONE },
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},
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@ -836,9 +800,7 @@ CMenuScreenCustom aScreens[MENUPAGES] = {
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{ "FET_PAU", MENUPAGE_DISABLED, MENUPAGE_DISABLED, nil, nil,
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MENUACTION_RESUME, "FEM_RES", { nil, SAVESLOT_NONE, MENUPAGE_NONE },
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MENUACTION_CHANGEMENU, "FEN_STA", { nil, SAVESLOT_NONE, MENUPAGE_NEW_GAME },
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#ifdef MENU_MAP
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MENUACTION_CHANGEMENU, "FEG_MAP", { nil, SAVESLOT_NONE, MENUPAGE_MAP },
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#endif
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// CMenuManager::LoadAllTextures will add map here, if MENU_MAP enabled and map textures are found
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MENUACTION_CHANGEMENU, "FEP_STA", { nil, SAVESLOT_NONE, MENUPAGE_STATS },
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MENUACTION_CHANGEMENU, "FEP_BRI", { nil, SAVESLOT_NONE, MENUPAGE_BRIEFS },
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MENUACTION_CHANGEMENU, "FET_OPT", { nil, SAVESLOT_NONE, MENUPAGE_OPTIONS },
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@ -312,7 +312,6 @@ enum Config {
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# define PS2_MENU
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//# define PS2_MENU_USEALLPAGEICONS
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#else
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# define MENU_MAP // VC-like menu map. Make sure you have new menu.txd
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# ifdef XINPUT
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# define GAMEPAD_MENU // Add gamepad menu
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@ -326,6 +325,7 @@ enum Config {
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# define CUSTOM_FRONTEND_OPTIONS
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# ifdef CUSTOM_FRONTEND_OPTIONS
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# define MENU_MAP // VC-like menu map. Won't appear if you don't have our menu.txd
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# define GRAPHICS_MENU_OPTIONS // otherwise Display settings will be scrollable
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# define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
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# define CUTSCENE_BORDERS_SWITCH
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@ -85,16 +85,49 @@ mysrand(unsigned int seed)
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#ifdef CUSTOM_FRONTEND_OPTIONS
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#include "frontendoption.h"
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#ifdef MORE_LANGUAGES
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void LangPolSelect(int8 action)
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{
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if (action == FEOPTION_ACTION_SELECT) {
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FrontEndMenuManager.m_PrefsLanguage = CMenuManager::LANGUAGE_POLISH;
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FrontEndMenuManager.m_bFrontEnd_ReloadObrTxtGxt = true;
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FrontEndMenuManager.InitialiseChangedLanguageSettings();
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FrontEndMenuManager.SaveSettings();
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}
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}
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void LangRusSelect(int8 action)
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{
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if (action == FEOPTION_ACTION_SELECT) {
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FrontEndMenuManager.m_PrefsLanguage = CMenuManager::LANGUAGE_RUSSIAN;
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FrontEndMenuManager.m_bFrontEnd_ReloadObrTxtGxt = true;
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FrontEndMenuManager.InitialiseChangedLanguageSettings();
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FrontEndMenuManager.SaveSettings();
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}
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}
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void LangJapSelect(int8 action)
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{
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if (action == FEOPTION_ACTION_SELECT) {
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FrontEndMenuManager.m_PrefsLanguage = CMenuManager::LANGUAGE_JAPANESE;
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FrontEndMenuManager.m_bFrontEnd_ReloadObrTxtGxt = true;
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FrontEndMenuManager.InitialiseChangedLanguageSettings();
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FrontEndMenuManager.SaveSettings();
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}
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}
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#endif
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void
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CustomFrontendOptionsPopulate(void)
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{
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// Moved to an array in MenuScreensCustom.cpp, but APIs are still available. see frontendoption.h
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// These work only if we have neo folder, so they're dynamically added
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int fd;
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#ifdef EXTENDED_PIPELINES
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const char *vehPipelineNames[] = { "FED_MFX", "FED_NEO" };
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const char *off_on[] = { "FEM_OFF", "FEM_ON" };
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int fd = CFileMgr::OpenFile("neo/neo.txd","r");
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fd = CFileMgr::OpenFile("neo/neo.txd","r");
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if (fd) {
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#ifdef GRAPHICS_MENU_OPTIONS
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FrontendOptionSetCursor(MENUPAGE_GRAPHICS_SETTINGS, -3, false);
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@ -113,6 +146,28 @@ CustomFrontendOptionsPopulate(void)
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}
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#endif
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// Add outsourced language translations, if files are found
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#ifdef MORE_LANGUAGES
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FrontendOptionSetCursor(MENUPAGE_LANGUAGE_SETTINGS, 5, false);
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fd = CFileMgr::OpenFile("text/polish.gxt","r");
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if (fd) {
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FrontendOptionAddDynamic("FEL_POL", nil, nil, LangPolSelect, nil, nil);
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CFileMgr::CloseFile(fd);
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}
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fd = CFileMgr::OpenFile("text/russian.gxt","r");
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if (fd) {
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FrontendOptionAddDynamic("FEL_RUS", nil, nil, LangRusSelect, nil, nil);
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CFileMgr::CloseFile(fd);
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}
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fd = CFileMgr::OpenFile("text/japanese.gxt","r");
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if (fd) {
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FrontendOptionAddDynamic("FEL_JAP", nil, nil, LangJapSelect, nil, nil);
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CFileMgr::CloseFile(fd);
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}
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#endif
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}
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#endif
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