thirtyflightsofloving/ui/ui_main.c
Knightmare66 e8680f266e Added automatic re-initialization of UI data and execution of config files (via CL_ChangeGameRefresh() and FS_ExecConfigs()) when changing "game" cvar and gamedir.
Added CL_ChangeGameRefresh() in cl_main.c.
Added UI_RefreshData() in ui_main.c.
Added FS_ExecConfigs() in filesystem.c to handle execution of default.cfg and kmq2config.cfg.
Fixed crash due to uncleared pointers when reinitializing mapshotvalid state arrays.
2021-09-27 21:47:12 -04:00

365 lines
11 KiB
C

/*
===========================================================================
Copyright (C) 1997-2001 Id Software, Inc.
This file is part of Quake 2 source code.
Quake 2 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 2 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 Quake 2 source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// ui_main.c -- menu subsystem functions
#include <ctype.h>
#ifdef _WIN32
#include <io.h>
#endif
#include "../client/client.h"
#include "ui_local.h"
cvar_t *ui_sensitivity;
cvar_t *ui_background_alpha;
cvar_t *ui_item_rotate;
cvar_t *ui_cursor_scale;
cvar_t *ui_new_textbox;
cvar_t *ui_new_textfield;
// moved these here to avoid redundancy
char *ui_menu_null_sound = "null";
char *ui_menu_in_sound = "misc/menu1.wav";
char *ui_menu_move_sound = "misc/menu2.wav";
char *ui_menu_out_sound = "misc/menu3.wav";
char *ui_menu_drag_sound = "drag";
qboolean ui_entersound; // play after drawing a frame, so caching
// won't disrupt the sound
qboolean ui_initialized = false; // whether UI subsystem has been initialized
/*
=======================================================================
MENU SUBSYSTEM
=======================================================================
*/
/*
=================
UI_Draw
=================
*/
void UI_Draw (void)
{
if (cls.key_dest != key_menu)
return;
// dim everything behind it down
if (cl.cinematictime > 0 || cls.state == ca_disconnected)
{
if (R_DrawFindPic(UI_BACKGROUND_NAME))
{
// R_DrawStretchPic (0, 0, viddef.width, viddef.height, UI_BACKGROUND_NAME, 1.0f);
R_DrawFill (0, 0, viddef.width, viddef.height, 0, 0, 0, 255);
UI_DrawPic(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, ALIGN_CENTER, false, UI_BACKGROUND_NAME, 1.0f);
}
else
R_DrawFill (0,0,viddef.width, viddef.height, 0, 0, 0, 255);
}
// ingame menu uses alpha
else if (R_DrawFindPic(UI_BACKGROUND_NAME))
// R_DrawStretchPic (0, 0, viddef.width, viddef.height, UI_BACKGROUND_NAME, ui_background_alpha->value);
UI_DrawPic(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, ALIGN_CENTER, false, UI_BACKGROUND_NAME, ui_background_alpha->value);
else
R_DrawFill (0, 0, viddef.width, viddef.height, 0, 0, 0, (int)(ui_background_alpha->value*255.0f));
// Knigthmare- added Psychospaz's mouse support
UI_RefreshCursorMenu();
m_drawfunc ();
// delay playing the enter sound until after the
// menu has been drawn, to avoid delay while
// caching images
if (ui_entersound)
{
S_StartLocalSound (ui_menu_in_sound);
ui_entersound = false;
}
// Knigthmare- added Psychospaz's mouse support
//menu cursor for mouse usage :)
UI_Draw_Cursor();
}
/*
=================
UI_Keydown
=================
*/
void UI_Keydown (int key)
{
const char *s;
if (m_keyfunc)
if ( ( s = m_keyfunc( key ) ) != 0 )
S_StartLocalSound( ( char * ) s );
}
/*
=================
UI_RootMenu
=================
*/
void UI_RootMenu (void)
{
Menu_Main_f ();
}
/*
=================
UI_Precache
=================
*/
void UI_Precache (void)
{
int i;
char scratch[80];
// general images
R_DrawFindPic (LOADSCREEN_NAME);
R_DrawFindPic (UI_BACKGROUND_NAME);
R_DrawFindPic (UI_NOSCREEN_NAME);
// loadscreen images
R_DrawFindPic ("/pics/loading.pcx");
R_DrawFindPic ("/pics/loading_bar.pcx");
R_DrawFindPic ("/pics/downloading.pcx");
R_DrawFindPic ("/pics/downloading_bar.pcx");
R_DrawFindPic ("/pics/loading_led1.pcx");
// cursors
// R_DrawFindPic (UI_MOUSECURSOR_MAIN_PIC);
// R_DrawFindPic (UI_MOUSECURSOR_HOVER_PIC);
// R_DrawFindPic (UI_MOUSECURSOR_CLICK_PIC);
// R_DrawFindPic (UI_MOUSECURSOR_OVER_PIC);
// R_DrawFindPic (UI_MOUSECURSOR_TEXT_PIC);
R_DrawFindPic (UI_MOUSECURSOR_PIC);
R_DrawFindPic (UI_ITEMCURSOR_DEFAULT_PIC);
R_DrawFindPic (UI_ITEMCURSOR_KEYBIND_PIC);
R_DrawFindPic (UI_ITEMCURSOR_BLINK_PIC);
for (i = 0; i < NUM_MAINMENU_CURSOR_FRAMES; i++) {
Com_sprintf (scratch, sizeof(scratch), "/pics/m_cursor%d.pcx", i);
R_DrawFindPic (scratch);
}
// main menu items
R_DrawFindPic ("/pics/m_main_game.pcx");
R_DrawFindPic ("/pics/m_main_game_sel.pcx");
R_DrawFindPic ("/pics/m_main_multiplayer.pcx");
R_DrawFindPic ("/pics/m_main_multiplayer_sel.pcx");
R_DrawFindPic ("/pics/m_main_options.pcx");
R_DrawFindPic ("/pics/m_main_options_sel.pcx");
R_DrawFindPic ("/pics/m_main_video.pcx");
R_DrawFindPic ("/pics/m_main_video_sel.pcx");
// R_DrawFindPic ("/pics/m_main_mods.pcx");
// R_DrawFindPic ("/pics/m_main_mods_sel.pcx");
R_DrawFindPic ("/pics/m_main_quit.pcx");
R_DrawFindPic ("/pics/m_main_quit_sel.pcx");
R_DrawFindPic ("/pics/m_main_plaque.pcx");
R_DrawFindPic ("/pics/m_main_logo.pcx");
R_RegisterModel ("models/ui/quad_cursor.md2");
// menu banners
R_DrawFindPic ("/pics/m_banner_game.pcx");
R_DrawFindPic ("/pics/m_banner_load_game.pcx");
R_DrawFindPic ("/pics/m_banner_save_game.pcx");
R_DrawFindPic ("/pics/m_banner_multiplayer.pcx");
R_DrawFindPic ("/pics/m_banner_join_server.pcx");
R_DrawFindPic ("/pics/m_banner_addressbook.pcx");
R_DrawFindPic ("/pics/m_banner_start_server.pcx");
R_DrawFindPic ("/pics/m_banner_plauer_setup.pcx"); // typo for image name is id's fault
R_DrawFindPic ("/pics/m_banner_options.pcx");
R_DrawFindPic ("/pics/m_banner_customize.pcx");
R_DrawFindPic ("/pics/m_banner_video.pcx");
// R_DrawFindPic ("/pics/m_banner_mods.pcx");
R_DrawFindPic ("/pics/quit.pcx");
// R_DrawFindPic ("/pics/areyousure.pcx");
// R_DrawFindPic ("/pics/yn.pcx");
// GUI elements
R_DrawFindPic ("/gfx/ui/widgets/listbox_background.pcx");
// R_DrawFindPic (UI_CHECKBOX_ON_PIC);
// R_DrawFindPic (UI_CHECKBOX_OFF_PIC);
R_DrawFindPic (UI_FIELD_PIC);
R_DrawFindPic (UI_TEXTBOX_PIC);
R_DrawFindPic (UI_SLIDER_PIC);
R_DrawFindPic (UI_ARROWS_PIC);
// R_DrawFindPic ("/gfx/ui/listbox_background.pcx");
// R_DrawFindPic ("/gfx/ui/arrows/arrow_left.pcx");
// R_DrawFindPic ("/gfx/ui/arrows/arrow_left_d.pcx");
// R_DrawFindPic ("/gfx/ui/arrows/arrow_right.pcx");
// R_DrawFindPic ("/gfx/ui/arrows/arrow_right_d.pcx");
}
/*
=================
UI_Init
=================
*/
void UI_Init (void)
{
// init this cvar here so M_Print can use it
if (!alt_text_color)
alt_text_color = Cvar_Get ("alt_text_color", "2", CVAR_ARCHIVE);
ui_sensitivity = Cvar_Get ("ui_sensitivity", "1", CVAR_ARCHIVE);
Cvar_SetDescription ("ui_sensitivity", "Sets sensitvity of mouse in menus.");
ui_background_alpha = Cvar_Get ("ui_background_alpha", "0.6", CVAR_ARCHIVE);
Cvar_SetDescription ("ui_background_alpha", "Sets opacity of background menu image when ingame.");
ui_item_rotate = Cvar_Get ("ui_item_rotate", "0", CVAR_ARCHIVE);
Cvar_SetDescription ("ui_item_rotate", "Reverses direction of mouse click rotation for menu lists.");
ui_cursor_scale = Cvar_Get ("ui_cursor_scale", "0.4", 0);
Cvar_SetDescription ("ui_cursor_scale", "Sets scale for drawing the menu mouse cursor.");
ui_new_textbox = Cvar_Get ("ui_new_textbox", "1", CVAR_ARCHIVE);
Cvar_SetDescription ("ui_new_textbox", "Toggles use of new text box image. Setting this to 0 uses old font-based tiles.");
ui_new_textfield = Cvar_Get ("ui_new_textfield", "1", CVAR_ARCHIVE);
Cvar_SetDescription ("ui_new_textfield", "Toggles use of new text field image. Setting this to 0 uses old font-based tiles.");
UI_GetVideoInfo (); // build video mode list
// UI_GetModList (); // load mods list
UI_LoadFontNames (); // load font list
// UI_LoadHudNames (); // load hud list
UI_LoadCrosshairs (); // load crosshairs
UI_InitServerList (); // init join server list
UI_LoadMapList(); // load map list
UI_LoadPlayerModels (); // load player models
UI_InitSavegameData (); // load savegame data
UI_Precache (); // precache images
Cmd_AddCommand ("menu_main", Menu_Main_f);
Cmd_AddCommand ("menu_game", Menu_Game_f);
Cmd_AddCommand ("menu_loadgame", Menu_LoadGame_f);
Cmd_AddCommand ("menu_savegame", Menu_SaveGame_f);
Cmd_AddCommand ("menu_credits", Menu_Credits_f );
Cmd_AddCommand ("menu_multiplayer", Menu_Multiplayer_f );
Cmd_AddCommand ("menu_joinserver", Menu_JoinServer_f);
Cmd_AddCommand ("menu_addressbook", Menu_AddressBook_f);
Cmd_AddCommand ("menu_startserver", Menu_StartServer_f);
Cmd_AddCommand ("menu_dmoptions", Menu_DMOptions_f);
Cmd_AddCommand ("menu_playerconfig", Menu_PlayerConfig_f);
Cmd_AddCommand ("menu_downloadoptions", Menu_DownloadOptions_f);
Cmd_AddCommand ("menu_video", Menu_Video_f);
Cmd_AddCommand ("menu_video_advanced", Menu_Video_Advanced_f);
Cmd_AddCommand ("menu_options", Menu_Options_f);
Cmd_AddCommand ("menu_sound", Menu_Options_Sound_f);
Cmd_AddCommand ("menu_controls", Menu_Options_Controls_f);
Cmd_AddCommand ("menu_keys", Menu_Keys_f);
Cmd_AddCommand ("menu_screen", Menu_Options_Screen_f);
Cmd_AddCommand ("menu_effects", Menu_Options_Effects_f);
Cmd_AddCommand ("menu_interface", Menu_Options_Interface_f);
Cmd_AddCommand ("menu_quit", Menu_Quit_f);
ui_initialized = true;
}
/*
=================
UI_Shutdown
=================
*/
void UI_Shutdown (void)
{
// Don't shutdown if not initialized
// Fixes errors in dedicated console
if (!ui_initialized)
return;
UI_FreeVideoInfo ();
// UI_FreeModList ();
UI_FreeFontNames ();
// UI_FreeHudNames ();
UI_FreeCrosshairs ();
UI_FreeMapList ();
UI_FreePlayerModels ();
Cmd_RemoveCommand ("menu_main");
Cmd_RemoveCommand ("menu_game");
Cmd_RemoveCommand ("menu_loadgame");
Cmd_RemoveCommand ("menu_savegame");
Cmd_RemoveCommand ("menu_credits");
Cmd_RemoveCommand ("menu_multiplayer");
Cmd_RemoveCommand ("menu_joinserver");
Cmd_RemoveCommand ("menu_addressbook");
Cmd_RemoveCommand ("menu_startserver");
Cmd_RemoveCommand ("menu_dmoptions");
Cmd_RemoveCommand ("menu_playerconfig");
Cmd_RemoveCommand ("menu_downloadoptions");
Cmd_RemoveCommand ("menu_video");
Cmd_RemoveCommand ("menu_video_advanced");
Cmd_RemoveCommand ("menu_options");
Cmd_RemoveCommand ("menu_sound");
Cmd_RemoveCommand ("menu_controls");
Cmd_RemoveCommand ("menu_keys");
Cmd_RemoveCommand ("menu_screen");
Cmd_RemoveCommand ("menu_effects");
Cmd_RemoveCommand ("menu_interface");
Cmd_RemoveCommand ("menu_quit");
ui_initialized = false;
}
/*
=================
UI_RefreshData
=================
*/
void UI_RefreshData (void)
{
// Don't refresh data if not initialized
// Fixes errors in dedicated console
if (!ui_initialized)
return;
// Close all menus before refreshing data
UI_ForceMenuOff ();
UI_FreeVideoInfo ();
// UI_FreeModList ();
UI_FreeFontNames ();
// UI_FreeHudNames ();
UI_FreeCrosshairs ();
UI_FreeMapList ();
UI_FreePlayerModels ();
UI_GetVideoInfo (); // build video mode list
// UI_GetModList (); // load mods list
UI_LoadFontNames (); // load font list
// UI_LoadHudNames (); // load hud list
UI_LoadCrosshairs (); // load crosshairs
UI_InitServerList (); // init join server list
UI_LoadMapList (); // load map list
UI_LoadPlayerModels (); // load player models
UI_InitSavegameData (); // load savegame data
}