#include "ui/menudef.h" // Press START display for maps: //#define VIS_PRESS_START ( dvarstring( mapname ) != "bog_a" && dvarstring( mapname ) != "bog_b" ) #define VIS_PRESS_START 1 // Displays after level has loaded, and we're waiting for the player to click before starting the game. { assetGlobalDef { fadeClamp 1.0 // sets the fadeup alpha fadeCycle 1 // how often fade happens in milliseconds fadeAmount 0.1 // amount to adjust alpha per cycle } menuDef { name "pregame" rect 0 0 640 480 fullScreen 1 focusColor COLOR_FOCUSED backcolor 1 1 1 0 style WINDOW_STYLE_FILLED onEsc { uiScript playerstart } #ifdef CONSOLE onOpen { setdvar ui_SaveLoadVisible "0"; setfocus press_to_skip; } #endif // #ifdef CONSOLE // background itemDef { style WINDOW_STYLE_FILLED rect FULLSCREEN_WIDE backcolor 1 1 1 1 visible 1 background cinematic ownerdraw UI_CINEMATIC decoration } itemDef { type ITEM_TYPE_TEXT rect -250 388 500 0 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_TOP textcinematicsubtitle textfont UI_FONT_DEFAULT textstyle ITEM_TEXTSTYLE_SHADOWED textscale 0.38 textalign ITEM_ALIGN_TOP_CENTER visible when( dvarBool(console_menu_style) == 0 ) decoration autowrapped } itemDef { type ITEM_TYPE_TEXT rect -225 352 450 0 HORIZONTAL_ALIGN_CENTER VERTICAL_ALIGN_TOP textcinematicsubtitle textfont UI_FONT_DEFAULT textstyle ITEM_TEXTSTYLE_SHADOWED textscale 0.38 textalign ITEM_ALIGN_TOP_CENTER visible when( dvarBool(console_menu_style) == 1 ) decoration autowrapped } itemDef { name "profile" visible 1 rect 40 40 560 400 ownerdraw UI_LOADPROFILING decoration } // the button // Text message saying you should click to continue itemDef { type ITEM_TYPE_BUTTON style WINDOW_STYLE_FILLED textscale TEXTSIZE_TITLE border 0 bordercolor 1 1 1 1 rect -128 445 896 45 textalign ITEM_ALIGN_TOP_CENTER textaligny 28 forecolor 1 1 1 1 backcolor 0 0 0 0 visible 1 decoration } /* #ifdef PS3 itemDef { type ITEM_TYPE_BUTTON text "@PLATFORM_UI_SELECTBUTTON" style WINDOW_STYLE_FILLED textscale TEXTSIZE_SMALL border 0 bordercolor 1 1 1 1 rect 40 328 600 45 HORIZONTAL_ALIGN_LEFT VERTICAL_ALIGN_TOP textstyle ITEM_TEXTSTYLE_SHADOWED textalign ITEM_ALIGN_TOP_LEFT textaligny 4 forecolor 1 1 1 0.8 backcolor 0 0 0 0 visible when ( !dvarbool( ui_isSaving ) && VIS_PRESS_START ); decoration } #endif #ifdef XENON itemDef { type ITEM_TYPE_BUTTON text "@PLATFORM_UI_SELECTBUTTON" style WINDOW_STYLE_FILLED textscale TEXTSIZE_SMALL border 0 bordercolor 1 1 1 1 rect 40 328 600 45 HORIZONTAL_ALIGN_LEFT VERTICAL_ALIGN_TOP textstyle ITEM_TEXTSTYLE_SHADOWED textalign ITEM_ALIGN_TOP_LEFT textaligny 4 forecolor 1 1 1 0.8 backcolor 0 0 0 0 visible when ( !dvarbool( ui_isSaving ) && VIS_PRESS_START ); decoration } #endif #ifdef PC itemDef { type ITEM_TYPE_BUTTON text "@MENU_CLICK_TO_START_THE_MISSION" style WINDOW_STYLE_FILLED textscale TEXTSIZE_SMALL border 0 bordercolor 1 1 1 1 rect 0 368 640 45 textstyle ITEM_TEXTSTYLE_SHADOWED textalign ITEM_ALIGN_TOP_CENTER textaligny 4 forecolor 1 1 1 0.5 backcolor 0 0 0 0 visible when ( !dvarbool( ui_isSaving ) && dvarstring( credits ) != "1" && VIS_PRESS_START ); decoration } itemDef { type ITEM_TYPE_BUTTON text "@MENU_CLICK_TO_CONTINUE" style WINDOW_STYLE_FILLED textscale TEXTSIZE_SMALL border 0 bordercolor 1 1 1 1 rect 0 368 640 45 textstyle ITEM_TEXTSTYLE_SHADOWED textalign ITEM_ALIGN_TOP_CENTER textaligny 4 forecolor 1 1 1 0.5 backcolor 0 0 0 0 visible when ( !dvarbool( ui_isSaving ) && dvarstring( mapname ) == "credits" && VIS_PRESS_START ); decoration } #endif // #ifdef PC */ itemDef { name press_to_skip type ITEM_TYPE_BUTTON rect -130 -2 900 486 style WINDOW_STYLE_EMPTY visible 1 forecolor 0 0 0 0 backcolor 0 0 0 0 action { uiScript playerstart } execkeyint BUTTON_A { uiScript playerstart } execkeyint BUTTON_B { uiScript playerstart } execkeyint BUTTON_START { uiScript playerstart } } #include "ui/safearea.menu" } }