forked from a1batross/Paranoia2_original
336 lines
12 KiB
C++
336 lines
12 KiB
C++
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "extdll.h"
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#include "basemenu.h"
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#include "utils.h"
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#include "../cl_dll/kbutton.h"
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#include "menu_btnsbmp_table.h"
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#include "menu_strings.h"
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#define ART_BANNER "gfx/shell/head_advanced"
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#define ID_BACKGROUND 0
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#define ID_BANNER 1
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#define ID_DONE 2
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#define ID_SENSITIVITY 3
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#define ID_CROSSHAIR 4
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#define ID_INVERTMOUSE 5
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#define ID_MOUSELOOK 6
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#define ID_LOOKSPRING 7
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#define ID_LOOKSTRAFE 8
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#define ID_MOUSEFILTER 9
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#define ID_AUTOAIM 10
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typedef struct
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{
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menuFramework_s menu;
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menuBitmap_s background;
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menuBitmap_s banner;
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menuPicButton_s done;
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menuCheckBox_s crosshair;
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menuCheckBox_s invertMouse;
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menuCheckBox_s mouseLook;
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menuCheckBox_s lookSpring;
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menuCheckBox_s lookStrafe;
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menuCheckBox_s mouseFilter;
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menuCheckBox_s autoaim;
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menuSlider_s sensitivity;
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} uiAdvControls_t;
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static uiAdvControls_t uiAdvControls;
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/*
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=================
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UI_AdvControls_UpdateConfig
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=================
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*/
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static void UI_AdvControls_UpdateConfig( void )
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{
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if( uiAdvControls.invertMouse.enabled && CVAR_GET_FLOAT( "m_pitch" ) > 0 )
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CVAR_SET_FLOAT( "m_pitch", -CVAR_GET_FLOAT( "m_pitch" ));
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else if( !uiAdvControls.invertMouse.enabled && CVAR_GET_FLOAT( "m_pitch" ) < 0 )
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CVAR_SET_FLOAT( "m_pitch", fabs( CVAR_GET_FLOAT( "m_pitch" )));
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CVAR_SET_FLOAT( "crosshair", uiAdvControls.crosshair.enabled );
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CVAR_SET_FLOAT( "lookspring", uiAdvControls.lookSpring.enabled );
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CVAR_SET_FLOAT( "lookstrafe", uiAdvControls.lookStrafe.enabled );
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CVAR_SET_FLOAT( "m_filter", uiAdvControls.mouseFilter.enabled );
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CVAR_SET_FLOAT( "sv_aim", uiAdvControls.autoaim.enabled );
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CVAR_SET_FLOAT( "sensitivity", (uiAdvControls.sensitivity.curValue * 20.0f) + 0.1f );
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if( uiAdvControls.mouseLook.enabled )
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{
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uiAdvControls.lookSpring.generic.flags |= QMF_GRAYED;
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uiAdvControls.lookStrafe.generic.flags |= QMF_GRAYED;
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CLIENT_COMMAND( TRUE, "+mlook" );
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}
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else
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{
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uiAdvControls.lookSpring.generic.flags &= ~QMF_GRAYED;
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uiAdvControls.lookStrafe.generic.flags &= ~QMF_GRAYED;
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CLIENT_COMMAND( TRUE, "-mlook" );
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}
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}
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/*
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=================
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UI_AdvControls_GetConfig
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=================
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*/
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static void UI_AdvControls_GetConfig( void )
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{
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kbutton_t *mlook;
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if( CVAR_GET_FLOAT( "m_pitch" ) < 0 )
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uiAdvControls.invertMouse.enabled = true;
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if( CVAR_GET_FLOAT( "crosshair" ))
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uiAdvControls.crosshair.enabled = 1;
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mlook = (kbutton_s *)Key_GetState( "in_mlook" );
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if( mlook && mlook->state & 1 )
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uiAdvControls.mouseLook.enabled = 1;
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if( CVAR_GET_FLOAT( "lookspring" ))
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uiAdvControls.lookSpring.enabled = 1;
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if( CVAR_GET_FLOAT( "lookstrafe" ))
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uiAdvControls.lookStrafe.enabled = 1;
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if( CVAR_GET_FLOAT( "m_filter" ))
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uiAdvControls.mouseFilter.enabled = 1;
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if( CVAR_GET_FLOAT( "sv_aim" ))
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uiAdvControls.autoaim.enabled = 1;
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uiAdvControls.sensitivity.curValue = (CVAR_GET_FLOAT( "sensitivity" ) - 0.1f) / 20.0f;
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if( uiAdvControls.mouseLook.enabled )
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{
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uiAdvControls.lookSpring.generic.flags |= QMF_GRAYED;
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uiAdvControls.lookStrafe.generic.flags |= QMF_GRAYED;
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}
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else
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{
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uiAdvControls.lookSpring.generic.flags &= ~QMF_GRAYED;
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uiAdvControls.lookStrafe.generic.flags &= ~QMF_GRAYED;
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}
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}
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/*
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=================
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UI_AdvControls_Callback
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=================
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*/
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static void UI_AdvControls_Callback( void *self, int event )
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{
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menuCommon_s *item = (menuCommon_s *)self;
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switch( item->id )
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{
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case ID_CROSSHAIR:
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case ID_INVERTMOUSE:
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case ID_MOUSELOOK:
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case ID_LOOKSPRING:
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case ID_LOOKSTRAFE:
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case ID_MOUSEFILTER:
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case ID_AUTOAIM:
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if( event == QM_PRESSED )
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((menuCheckBox_s *)self)->focusPic = UI_CHECKBOX_PRESSED;
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else ((menuCheckBox_s *)self)->focusPic = UI_CHECKBOX_FOCUS;
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break;
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}
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if( event == QM_CHANGED )
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{
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UI_AdvControls_UpdateConfig();
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return;
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}
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if( event != QM_ACTIVATED )
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return;
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switch( item->id )
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{
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case ID_DONE:
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UI_PopMenu();
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break;
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}
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}
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/*
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=================
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UI_AdvControls_Init
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=================
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*/
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static void UI_AdvControls_Init( void )
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{
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memset( &uiAdvControls, 0, sizeof( uiAdvControls_t ));
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uiAdvControls.menu.vidInitFunc = UI_AdvControls_Init;
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uiAdvControls.background.generic.id = ID_BACKGROUND;
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uiAdvControls.background.generic.type = QMTYPE_BITMAP;
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uiAdvControls.background.generic.flags = QMF_INACTIVE;
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uiAdvControls.background.generic.x = 0;
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uiAdvControls.background.generic.y = 0;
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uiAdvControls.background.generic.width = 1024;
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uiAdvControls.background.generic.height = 768;
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uiAdvControls.background.pic = ART_BACKGROUND;
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uiAdvControls.banner.generic.id = ID_BANNER;
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uiAdvControls.banner.generic.type = QMTYPE_BITMAP;
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uiAdvControls.banner.generic.flags = QMF_INACTIVE|QMF_DRAW_ADDITIVE;
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uiAdvControls.banner.generic.x = UI_BANNER_POSX;
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uiAdvControls.banner.generic.y = UI_BANNER_POSY;
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uiAdvControls.banner.generic.width = UI_BANNER_WIDTH;
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uiAdvControls.banner.generic.height = UI_BANNER_HEIGHT;
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uiAdvControls.banner.pic = ART_BANNER;
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uiAdvControls.done.generic.id = ID_DONE;
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uiAdvControls.done.generic.type = QMTYPE_BM_BUTTON;
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uiAdvControls.done.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW;
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uiAdvControls.done.generic.x = 72;
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uiAdvControls.done.generic.y = 680;
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uiAdvControls.done.generic.name = "Done";
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uiAdvControls.done.generic.statusText = "Save changes and go back to the Customize Menu";
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uiAdvControls.done.generic.callback = UI_AdvControls_Callback;
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UI_UtilSetupPicButton( &uiAdvControls.done, PC_DONE );
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uiAdvControls.crosshair.generic.id = ID_CROSSHAIR;
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uiAdvControls.crosshair.generic.type = QMTYPE_CHECKBOX;
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uiAdvControls.crosshair.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_NOTIFY|QMF_ACT_ONRELEASE|QMF_MOUSEONLY|QMF_DROPSHADOW;
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uiAdvControls.crosshair.generic.x = 72;
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uiAdvControls.crosshair.generic.y = 230;
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uiAdvControls.crosshair.generic.name = "Crosshair";
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uiAdvControls.crosshair.generic.callback = UI_AdvControls_Callback;
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uiAdvControls.crosshair.generic.statusText = "Enable the weapon aiming crosshair";
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uiAdvControls.invertMouse.generic.id = ID_INVERTMOUSE;
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uiAdvControls.invertMouse.generic.type = QMTYPE_CHECKBOX;
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uiAdvControls.invertMouse.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_NOTIFY|QMF_ACT_ONRELEASE|QMF_MOUSEONLY|QMF_DROPSHADOW;
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uiAdvControls.invertMouse.generic.x = 72;
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uiAdvControls.invertMouse.generic.y = 280;
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uiAdvControls.invertMouse.generic.name = MenuStrings[HINT_REVERSE_MOUSE];
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uiAdvControls.invertMouse.generic.callback = UI_AdvControls_Callback;
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uiAdvControls.invertMouse.generic.statusText = "Reverse mouse up/down axis";
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uiAdvControls.mouseLook.generic.id = ID_MOUSELOOK;
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uiAdvControls.mouseLook.generic.type = QMTYPE_CHECKBOX;
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uiAdvControls.mouseLook.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_NOTIFY|QMF_ACT_ONRELEASE|QMF_MOUSEONLY|QMF_DROPSHADOW;
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uiAdvControls.mouseLook.generic.x = 72;
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uiAdvControls.mouseLook.generic.y = 330;
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uiAdvControls.mouseLook.generic.name = "Mouse look";
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uiAdvControls.mouseLook.generic.callback = UI_AdvControls_Callback;
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uiAdvControls.mouseLook.generic.statusText = "Use the mouse to look around instead of using the mouse to move";
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uiAdvControls.lookSpring.generic.id = ID_LOOKSPRING;
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uiAdvControls.lookSpring.generic.type = QMTYPE_CHECKBOX;
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uiAdvControls.lookSpring.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_NOTIFY|QMF_ACT_ONRELEASE|QMF_MOUSEONLY|QMF_DROPSHADOW;
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uiAdvControls.lookSpring.generic.x = 72;
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uiAdvControls.lookSpring.generic.y = 380;
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uiAdvControls.lookSpring.generic.name = "Look spring";
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uiAdvControls.lookSpring.generic.callback = UI_AdvControls_Callback;
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uiAdvControls.lookSpring.generic.statusText = "Causes the screen to 'spring' back to looking straight ahead when you\nmove forward";
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uiAdvControls.lookStrafe.generic.id = ID_LOOKSTRAFE;
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uiAdvControls.lookStrafe.generic.type = QMTYPE_CHECKBOX;
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uiAdvControls.lookStrafe.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_NOTIFY|QMF_ACT_ONRELEASE|QMF_MOUSEONLY|QMF_DROPSHADOW;
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uiAdvControls.lookStrafe.generic.x = 72;
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uiAdvControls.lookStrafe.generic.y = 430;
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uiAdvControls.lookStrafe.generic.name = "Look strafe";
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uiAdvControls.lookStrafe.generic.callback = UI_AdvControls_Callback;
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uiAdvControls.lookStrafe.generic.statusText = "In combination with your mouse look modifier, causes left-right movements\nto strafe instead of turn";
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uiAdvControls.mouseFilter.generic.id = ID_MOUSEFILTER;
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uiAdvControls.mouseFilter.generic.type = QMTYPE_CHECKBOX;
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uiAdvControls.mouseFilter.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_NOTIFY|QMF_ACT_ONRELEASE|QMF_MOUSEONLY|QMF_DROPSHADOW;
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uiAdvControls.mouseFilter.generic.x = 72;
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uiAdvControls.mouseFilter.generic.y = 480;
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uiAdvControls.mouseFilter.generic.name = "Mouse filter";
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uiAdvControls.mouseFilter.generic.callback = UI_AdvControls_Callback;
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uiAdvControls.mouseFilter.generic.statusText = "Average mouse inputs over the last two frames to smooth out movements";
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uiAdvControls.autoaim.generic.id = ID_AUTOAIM;
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uiAdvControls.autoaim.generic.type = QMTYPE_CHECKBOX;
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uiAdvControls.autoaim.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_NOTIFY|QMF_ACT_ONRELEASE|QMF_MOUSEONLY|QMF_DROPSHADOW;
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uiAdvControls.autoaim.generic.x = 72;
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uiAdvControls.autoaim.generic.y = 530;
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uiAdvControls.autoaim.generic.name = "Autoaim";
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uiAdvControls.autoaim.generic.callback = UI_AdvControls_Callback;
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uiAdvControls.autoaim.generic.statusText = "Let game to help you aim at enemies";
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uiAdvControls.sensitivity.generic.id = ID_SENSITIVITY;
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uiAdvControls.sensitivity.generic.type = QMTYPE_SLIDER;
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uiAdvControls.sensitivity.generic.flags = QMF_PULSEIFFOCUS|QMF_DROPSHADOW;
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uiAdvControls.sensitivity.generic.name = MenuStrings[HINT_MOUSE_SENSE];
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uiAdvControls.sensitivity.generic.x = 72;
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uiAdvControls.sensitivity.generic.y = 625;
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uiAdvControls.sensitivity.generic.callback = UI_AdvControls_Callback;
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uiAdvControls.sensitivity.generic.statusText = "Set in-game mouse sensitivity";
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uiAdvControls.sensitivity.minValue = 0.0;
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uiAdvControls.sensitivity.maxValue = 1.0;
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uiAdvControls.sensitivity.range = 0.05f;
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UI_AdvControls_GetConfig();
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UI_AddItem( &uiAdvControls.menu, (void *)&uiAdvControls.background );
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UI_AddItem( &uiAdvControls.menu, (void *)&uiAdvControls.banner );
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UI_AddItem( &uiAdvControls.menu, (void *)&uiAdvControls.done );
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UI_AddItem( &uiAdvControls.menu, (void *)&uiAdvControls.crosshair );
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UI_AddItem( &uiAdvControls.menu, (void *)&uiAdvControls.invertMouse );
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UI_AddItem( &uiAdvControls.menu, (void *)&uiAdvControls.mouseLook );
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UI_AddItem( &uiAdvControls.menu, (void *)&uiAdvControls.lookSpring );
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UI_AddItem( &uiAdvControls.menu, (void *)&uiAdvControls.lookStrafe );
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UI_AddItem( &uiAdvControls.menu, (void *)&uiAdvControls.mouseFilter );
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UI_AddItem( &uiAdvControls.menu, (void *)&uiAdvControls.autoaim );
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UI_AddItem( &uiAdvControls.menu, (void *)&uiAdvControls.sensitivity );
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}
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/*
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=================
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UI_AdvControls_Precache
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=================
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*/
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void UI_AdvControls_Precache( void )
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{
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PIC_Load( ART_BACKGROUND );
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PIC_Load( ART_BANNER );
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}
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/*
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=================
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UI_AdvControls_Menu
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=================
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*/
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void UI_AdvControls_Menu( void )
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{
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UI_AdvControls_Precache();
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UI_AdvControls_Init();
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UI_AdvControls_UpdateConfig();
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UI_PushMenu( &uiAdvControls.menu );
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} |