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