Paranoia2_original/mainui/menu_advcontrols.cpp

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/*
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 );
}