ref: 761946b93cf45a3b9e47868a704fb165af760333
dir: /code/q3_ui/ui_playersettings.c/
/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Quake III Arena source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Foobar; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // #include "ui_local.h" #define ART_FRAMEL "menu/art/frame2_l" #define ART_FRAMER "menu/art/frame1_r" #define ART_MODEL0 "menu/art/model_0" #define ART_MODEL1 "menu/art/model_1" #define ART_BACK0 "menu/art/back_0" #define ART_BACK1 "menu/art/back_1" #define ART_FX_BASE "menu/art/fx_base" #define ART_FX_BLUE "menu/art/fx_blue" #define ART_FX_CYAN "menu/art/fx_cyan" #define ART_FX_GREEN "menu/art/fx_grn" #define ART_FX_RED "menu/art/fx_red" #define ART_FX_TEAL "menu/art/fx_teal" #define ART_FX_WHITE "menu/art/fx_white" #define ART_FX_YELLOW "menu/art/fx_yel" #define ID_NAME 10 #define ID_HANDICAP 11 #define ID_EFFECTS 12 #define ID_BACK 13 #define ID_MODEL 14 #define MAX_NAMELENGTH 20 typedef struct { menuframework_s menu; menutext_s banner; menubitmap_s framel; menubitmap_s framer; menubitmap_s player; menufield_s name; menulist_s handicap; menulist_s effects; menubitmap_s back; menubitmap_s model; menubitmap_s item_null; qhandle_t fxBasePic; qhandle_t fxPic[7]; playerInfo_t playerinfo; int current_fx; char playerModel[MAX_QPATH]; } playersettings_t; static playersettings_t s_playersettings; static int gamecodetoui[] = {4,2,3,0,5,1,6}; static int uitogamecode[] = {4,6,2,3,1,5,7}; static const char *handicap_items[] = { "None", "95", "90", "85", "80", "75", "70", "65", "60", "55", "50", "45", "40", "35", "30", "25", "20", "15", "10", "5", 0 }; /* ================= PlayerSettings_DrawName ================= */ static void PlayerSettings_DrawName( void *self ) { menufield_s *f; qboolean focus; int style; char *txt; char c; float *color; int n; int basex, x, y; char name[32]; f = (menufield_s*)self; basex = f->generic.x; y = f->generic.y; focus = (f->generic.parent->cursor == f->generic.menuPosition); style = UI_LEFT|UI_SMALLFONT; color = text_color_normal; if( focus ) { style |= UI_PULSE; color = text_color_highlight; } UI_DrawProportionalString( basex, y, "Name", style, color ); // draw the actual name basex += 64; y += PROP_HEIGHT; txt = f->field.buffer; color = g_color_table[ColorIndex(COLOR_WHITE)]; x = basex; while ( (c = *txt) != 0 ) { if ( !focus && Q_IsColorString( txt ) ) { n = ColorIndex( *(txt+1) ); if( n == 0 ) { n = 7; } color = g_color_table[n]; txt += 2; continue; } UI_DrawChar( x, y, c, style, color ); txt++; x += SMALLCHAR_WIDTH; } // draw cursor if we have focus if( focus ) { if ( trap_Key_GetOverstrikeMode() ) { c = 11; } else { c = 10; } style &= ~UI_PULSE; style |= UI_BLINK; UI_DrawChar( basex + f->field.cursor * SMALLCHAR_WIDTH, y, c, style, color_white ); } // draw at bottom also using proportional font Q_strncpyz( name, f->field.buffer, sizeof(name) ); Q_CleanStr( name ); UI_DrawProportionalString( 320, 440, name, UI_CENTER|UI_BIGFONT, text_color_normal ); } /* ================= PlayerSettings_DrawHandicap ================= */ static void PlayerSettings_DrawHandicap( void *self ) { menulist_s *item; qboolean focus; int style; float *color; item = (menulist_s *)self; focus = (item->generic.parent->cursor == item->generic.menuPosition); style = UI_LEFT|UI_SMALLFONT; color = text_color_normal; if( focus ) { style |= UI_PULSE; color = text_color_highlight; } UI_DrawProportionalString( item->generic.x, item->generic.y, "Handicap", style, color ); UI_DrawProportionalString( item->generic.x + 64, item->generic.y + PROP_HEIGHT, handicap_items[item->curvalue], style, color ); } /* ================= PlayerSettings_DrawEffects ================= */ static void PlayerSettings_DrawEffects( void *self ) { menulist_s *item; qboolean focus; int style; float *color; item = (menulist_s *)self; focus = (item->generic.parent->cursor == item->generic.menuPosition); style = UI_LEFT|UI_SMALLFONT; color = text_color_normal; if( focus ) { style |= UI_PULSE; color = text_color_highlight; } UI_DrawProportionalString( item->generic.x, item->generic.y, "Effects", style, color ); UI_DrawHandlePic( item->generic.x + 64, item->generic.y + PROP_HEIGHT + 8, 128, 8, s_playersettings.fxBasePic ); UI_DrawHandlePic( item->generic.x + 64 + item->curvalue * 16 + 8, item->generic.y + PROP_HEIGHT + 6, 16, 12, s_playersettings.fxPic[item->curvalue] ); } /* ================= PlayerSettings_DrawPlayer ================= */ static void PlayerSettings_DrawPlayer( void *self ) { menubitmap_s *b; vec3_t viewangles; char buf[MAX_QPATH]; trap_Cvar_VariableStringBuffer( "model", buf, sizeof( buf ) ); if ( strcmp( buf, s_playersettings.playerModel ) != 0 ) { UI_PlayerInfo_SetModel( &s_playersettings.playerinfo, buf ); strcpy( s_playersettings.playerModel, buf ); viewangles[YAW] = 180 - 30; viewangles[PITCH] = 0; viewangles[ROLL] = 0; UI_PlayerInfo_SetInfo( &s_playersettings.playerinfo, LEGS_IDLE, TORSO_STAND, viewangles, vec3_origin, WP_MACHINEGUN, qfalse ); } b = (menubitmap_s*) self; UI_DrawPlayer( b->generic.x, b->generic.y, b->width, b->height, &s_playersettings.playerinfo, uis.realtime/2 ); } /* ================= PlayerSettings_SaveChanges ================= */ static void PlayerSettings_SaveChanges( void ) { // name trap_Cvar_Set( "name", s_playersettings.name.field.buffer ); // handicap trap_Cvar_SetValue( "handicap", 100 - s_playersettings.handicap.curvalue * 5 ); // effects color trap_Cvar_SetValue( "color1", uitogamecode[s_playersettings.effects.curvalue] ); } /* ================= PlayerSettings_MenuKey ================= */ static sfxHandle_t PlayerSettings_MenuKey( int key ) { if( key == K_MOUSE2 || key == K_ESCAPE ) { PlayerSettings_SaveChanges(); } return Menu_DefaultKey( &s_playersettings.menu, key ); } /* ================= PlayerSettings_SetMenuItems ================= */ static void PlayerSettings_SetMenuItems( void ) { vec3_t viewangles; int c; int h; // name Q_strncpyz( s_playersettings.name.field.buffer, UI_Cvar_VariableString("name"), sizeof(s_playersettings.name.field.buffer) ); // effects color c = trap_Cvar_VariableValue( "color1" ) - 1; if( c < 0 || c > 6 ) { c = 6; } s_playersettings.effects.curvalue = gamecodetoui[c]; // model/skin memset( &s_playersettings.playerinfo, 0, sizeof(playerInfo_t) ); viewangles[YAW] = 180 - 30; viewangles[PITCH] = 0; viewangles[ROLL] = 0; UI_PlayerInfo_SetModel( &s_playersettings.playerinfo, UI_Cvar_VariableString( "model" ) ); UI_PlayerInfo_SetInfo( &s_playersettings.playerinfo, LEGS_IDLE, TORSO_STAND, viewangles, vec3_origin, WP_MACHINEGUN, qfalse ); // handicap h = Com_Clamp( 5, 100, trap_Cvar_VariableValue("handicap") ); s_playersettings.handicap.curvalue = 20 - h / 5; } /* ================= PlayerSettings_MenuEvent ================= */ static void PlayerSettings_MenuEvent( void* ptr, int event ) { if( event != QM_ACTIVATED ) { return; } switch( ((menucommon_s*)ptr)->id ) { case ID_HANDICAP: trap_Cvar_Set( "handicap", va( "%i", 100 - 25 * s_playersettings.handicap.curvalue ) ); break; case ID_MODEL: PlayerSettings_SaveChanges(); UI_PlayerModelMenu(); break; case ID_BACK: PlayerSettings_SaveChanges(); UI_PopMenu(); break; } } /* ================= PlayerSettings_MenuInit ================= */ static void PlayerSettings_MenuInit( void ) { int y; memset(&s_playersettings,0,sizeof(playersettings_t)); PlayerSettings_Cache(); s_playersettings.menu.key = PlayerSettings_MenuKey; s_playersettings.menu.wrapAround = qtrue; s_playersettings.menu.fullscreen = qtrue; s_playersettings.banner.generic.type = MTYPE_BTEXT; s_playersettings.banner.generic.x = 320; s_playersettings.banner.generic.y = 16; s_playersettings.banner.string = "PLAYER SETTINGS"; s_playersettings.banner.color = color_white; s_playersettings.banner.style = UI_CENTER; s_playersettings.framel.generic.type = MTYPE_BITMAP; s_playersettings.framel.generic.name = ART_FRAMEL; s_playersettings.framel.generic.flags = QMF_LEFT_JUSTIFY|QMF_INACTIVE; s_playersettings.framel.generic.x = 0; s_playersettings.framel.generic.y = 78; s_playersettings.framel.width = 256; s_playersettings.framel.height = 329; s_playersettings.framer.generic.type = MTYPE_BITMAP; s_playersettings.framer.generic.name = ART_FRAMER; s_playersettings.framer.generic.flags = QMF_LEFT_JUSTIFY|QMF_INACTIVE; s_playersettings.framer.generic.x = 376; s_playersettings.framer.generic.y = 76; s_playersettings.framer.width = 256; s_playersettings.framer.height = 334; y = 144; s_playersettings.name.generic.type = MTYPE_FIELD; s_playersettings.name.generic.flags = QMF_NODEFAULTINIT; s_playersettings.name.generic.ownerdraw = PlayerSettings_DrawName; s_playersettings.name.field.widthInChars = MAX_NAMELENGTH; s_playersettings.name.field.maxchars = MAX_NAMELENGTH; s_playersettings.name.generic.x = 192; s_playersettings.name.generic.y = y; s_playersettings.name.generic.left = 192 - 8; s_playersettings.name.generic.top = y - 8; s_playersettings.name.generic.right = 192 + 200; s_playersettings.name.generic.bottom = y + 2 * PROP_HEIGHT; y += 3 * PROP_HEIGHT; s_playersettings.handicap.generic.type = MTYPE_SPINCONTROL; s_playersettings.handicap.generic.flags = QMF_NODEFAULTINIT; s_playersettings.handicap.generic.id = ID_HANDICAP; s_playersettings.handicap.generic.ownerdraw = PlayerSettings_DrawHandicap; s_playersettings.handicap.generic.x = 192; s_playersettings.handicap.generic.y = y; s_playersettings.handicap.generic.left = 192 - 8; s_playersettings.handicap.generic.top = y - 8; s_playersettings.handicap.generic.right = 192 + 200; s_playersettings.handicap.generic.bottom = y + 2 * PROP_HEIGHT; s_playersettings.handicap.numitems = 20; y += 3 * PROP_HEIGHT; s_playersettings.effects.generic.type = MTYPE_SPINCONTROL; s_playersettings.effects.generic.flags = QMF_NODEFAULTINIT; s_playersettings.effects.generic.id = ID_EFFECTS; s_playersettings.effects.generic.ownerdraw = PlayerSettings_DrawEffects; s_playersettings.effects.generic.x = 192; s_playersettings.effects.generic.y = y; s_playersettings.effects.generic.left = 192 - 8; s_playersettings.effects.generic.top = y - 8; s_playersettings.effects.generic.right = 192 + 200; s_playersettings.effects.generic.bottom = y + 2* PROP_HEIGHT; s_playersettings.effects.numitems = 7; s_playersettings.model.generic.type = MTYPE_BITMAP; s_playersettings.model.generic.name = ART_MODEL0; s_playersettings.model.generic.flags = QMF_RIGHT_JUSTIFY|QMF_PULSEIFFOCUS; s_playersettings.model.generic.id = ID_MODEL; s_playersettings.model.generic.callback = PlayerSettings_MenuEvent; s_playersettings.model.generic.x = 640; s_playersettings.model.generic.y = 480-64; s_playersettings.model.width = 128; s_playersettings.model.height = 64; s_playersettings.model.focuspic = ART_MODEL1; s_playersettings.player.generic.type = MTYPE_BITMAP; s_playersettings.player.generic.flags = QMF_INACTIVE; s_playersettings.player.generic.ownerdraw = PlayerSettings_DrawPlayer; s_playersettings.player.generic.x = 400; s_playersettings.player.generic.y = -40; s_playersettings.player.width = 32*10; s_playersettings.player.height = 56*10; s_playersettings.back.generic.type = MTYPE_BITMAP; s_playersettings.back.generic.name = ART_BACK0; s_playersettings.back.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS; s_playersettings.back.generic.id = ID_BACK; s_playersettings.back.generic.callback = PlayerSettings_MenuEvent; s_playersettings.back.generic.x = 0; s_playersettings.back.generic.y = 480-64; s_playersettings.back.width = 128; s_playersettings.back.height = 64; s_playersettings.back.focuspic = ART_BACK1; s_playersettings.item_null.generic.type = MTYPE_BITMAP; s_playersettings.item_null.generic.flags = QMF_LEFT_JUSTIFY|QMF_MOUSEONLY|QMF_SILENT; s_playersettings.item_null.generic.x = 0; s_playersettings.item_null.generic.y = 0; s_playersettings.item_null.width = 640; s_playersettings.item_null.height = 480; Menu_AddItem( &s_playersettings.menu, &s_playersettings.banner ); Menu_AddItem( &s_playersettings.menu, &s_playersettings.framel ); Menu_AddItem( &s_playersettings.menu, &s_playersettings.framer ); Menu_AddItem( &s_playersettings.menu, &s_playersettings.name ); Menu_AddItem( &s_playersettings.menu, &s_playersettings.handicap ); Menu_AddItem( &s_playersettings.menu, &s_playersettings.effects ); Menu_AddItem( &s_playersettings.menu, &s_playersettings.model ); Menu_AddItem( &s_playersettings.menu, &s_playersettings.back ); Menu_AddItem( &s_playersettings.menu, &s_playersettings.player ); Menu_AddItem( &s_playersettings.menu, &s_playersettings.item_null ); PlayerSettings_SetMenuItems(); } /* ================= PlayerSettings_Cache ================= */ void PlayerSettings_Cache( void ) { trap_R_RegisterShaderNoMip( ART_FRAMEL ); trap_R_RegisterShaderNoMip( ART_FRAMER ); trap_R_RegisterShaderNoMip( ART_MODEL0 ); trap_R_RegisterShaderNoMip( ART_MODEL1 ); trap_R_RegisterShaderNoMip( ART_BACK0 ); trap_R_RegisterShaderNoMip( ART_BACK1 ); s_playersettings.fxBasePic = trap_R_RegisterShaderNoMip( ART_FX_BASE ); s_playersettings.fxPic[0] = trap_R_RegisterShaderNoMip( ART_FX_RED ); s_playersettings.fxPic[1] = trap_R_RegisterShaderNoMip( ART_FX_YELLOW ); s_playersettings.fxPic[2] = trap_R_RegisterShaderNoMip( ART_FX_GREEN ); s_playersettings.fxPic[3] = trap_R_RegisterShaderNoMip( ART_FX_TEAL ); s_playersettings.fxPic[4] = trap_R_RegisterShaderNoMip( ART_FX_BLUE ); s_playersettings.fxPic[5] = trap_R_RegisterShaderNoMip( ART_FX_CYAN ); s_playersettings.fxPic[6] = trap_R_RegisterShaderNoMip( ART_FX_WHITE ); } /* ================= UI_PlayerSettingsMenu ================= */ void UI_PlayerSettingsMenu( void ) { PlayerSettings_MenuInit(); UI_PushMenu( &s_playersettings.menu ); }