thirtyflightsofloving/ui/ui_subsystem.c
Knightmare66 15d8479c9b Refactored menu utility funcs for fonts, crosshairs, savegames, serverlist, start server maplist, and player models and moved them to ui_utils.c.
Renamed "cursor" cursor_t struct to "ui_menucursor".
Renamed "currentweaponmodel" char pointer to "ui_currentweaponmodel".
Added shutdown functions for console, screen, and UI.
2021-02-17 04:11:49 -05:00

608 lines
15 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_subsystem.c -- menu handling 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;
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
void (*m_drawfunc) (void);
const char *(*m_keyfunc) (int key);
/*
=======================================================================
MENU SUBSYSTEM
=======================================================================
*/
#define MAX_MENU_DEPTH 8
typedef struct
{
void (*draw) (void);
const char *(*key) (int k);
} menulayer_t;
menulayer_t m_layers[MAX_MENU_DEPTH];
int m_menudepth;
/*
=================
UI_AddButton
From Q2max
=================
*/
void UI_AddButton (buttonmenuobject_t *thisObj, int index, float x, float y, float w, float h)
{
float x1, y1, w1, h1;
x1 = x; y1 = y; w1 = w; h1 = h;
SCR_AdjustFrom640 (&x1, &y1, &w1, &h1, ALIGN_CENTER);
thisObj->min[0] = x1; thisObj->max[0] = x1 + w1;
thisObj->min[1] = y1; thisObj->max[1] = y1 + h1;
thisObj->index = index;
}
/*
=============
UI_AddMainButton
From Q2max
=============
*/
void UI_AddMainButton (mainmenuobject_t *thisObj, int index, int x, int y, char *name)
{
int w, h;
float x1, y1, w1, h1;
R_DrawGetPicSize (&w, &h, name);
x1 = x; y1 = y; w1 = w; h1 = h;
SCR_AdjustFrom640 (&x1, &y1, &w1, &h1, ALIGN_CENTER);
thisObj->min[0] = x1; thisObj->max[0] = x1 + w1;
thisObj->min[1] = y1; thisObj->max[1] = y1 + h1;
switch (index)
{
case 0:
thisObj->OpenMenu = M_Menu_Game_f;
break;
case 1:
thisObj->OpenMenu = M_Menu_Multiplayer_f;
break;
case 2:
thisObj->OpenMenu = M_Menu_Options_f;
break;
case 3:
thisObj->OpenMenu = M_Menu_Video_f;
break;
case 4:
thisObj->OpenMenu = M_Menu_Quit_f;
break;
}
}
/*
=================
UI_RefreshCursorButtons
From Q2max
=================
*/
void UI_RefreshCursorButtons (void)
{
ui_mousecursor.buttonused[MOUSEBUTTON1] = true;
ui_mousecursor.buttondown[MOUSEBUTTON1] = false;
ui_mousecursor.buttonclicks[MOUSEBUTTON1] = 0;
ui_mousecursor.buttonused[MOUSEBUTTON2] = true;
ui_mousecursor.buttondown[MOUSEBUTTON2] = false;
ui_mousecursor.buttonclicks[MOUSEBUTTON2] = 0;
}
/*
=================
UI_PushMenu
=================
*/
void UI_PushMenu ( void (*draw) (void), const char *(*key) (int k) )
{
int i;
if (Cvar_VariableValue ("maxclients") == 1 && Com_ServerState () && !cls.consoleActive) // Knightmare added
Cvar_Set ("paused", "1");
// Knightmare- if just opened menu, and ingame and not DM, grab screen first
if (cls.key_dest != key_menu && !Cvar_VariableValue("deathmatch")
&& Com_ServerState() == 2) //ss_game
//&& !cl.cinematictime && Com_ServerState())
R_GrabScreen();
// if this menu is already present, drop back to that level
// to avoid stacking menus by hotkeys
for (i=0 ; i<m_menudepth ; i++)
if (m_layers[i].draw == draw &&
m_layers[i].key == key)
{
m_menudepth = i;
}
if (i == m_menudepth)
{
if (m_menudepth >= MAX_MENU_DEPTH)
Com_Error (ERR_FATAL, "UI_PushMenu: MAX_MENU_DEPTH");
m_layers[m_menudepth].draw = m_drawfunc;
m_layers[m_menudepth].key = m_keyfunc;
m_menudepth++;
}
m_drawfunc = draw;
m_keyfunc = key;
ui_entersound = true;
// Knightmare- added Psychospaz's mouse support
UI_RefreshCursorLink();
UI_RefreshCursorButtons();
cls.key_dest = key_menu;
}
/*
=================
UI_ForceMenuOff
=================
*/
void UI_ForceMenuOff (void)
{
// Knightmare- added Psychospaz's mouse support
UI_RefreshCursorLink();
m_drawfunc = 0;
m_keyfunc = 0;
cls.key_dest = key_game;
m_menudepth = 0;
Key_ClearStates ();
if (!cls.consoleActive && Cvar_VariableValue ("maxclients") == 1 && Com_ServerState()) // Knightmare added
Cvar_Set ("paused", "0");
}
/*
=================
UI_PopMenu
=================
*/
void UI_PopMenu (void)
{
S_StartLocalSound( menu_out_sound );
if (m_menudepth < 1)
Com_Error (ERR_FATAL, "UI_PopMenu: depth < 1");
m_menudepth--;
m_drawfunc = m_layers[m_menudepth].draw;
m_keyfunc = m_layers[m_menudepth].key;
// Knightmare- added Psychospaz's mouse support
UI_RefreshCursorLink();
UI_RefreshCursorButtons();
if (!m_menudepth)
UI_ForceMenuOff ();
}
/*
=================
UI_BackMenu
=================
*/
void UI_BackMenu (void *unused)
{
// We need to manually save changes for playerconfig menu here
if (m_drawfunc == PlayerConfig_MenuDraw)
M_PConfigSaveChanges ();
UI_PopMenu ();
}
/*
=================
Default_MenuKey
=================
*/
const char *Default_MenuKey ( menuframework_s *m, int key )
{
const char *sound = NULL;
menucommon_s *item;
if ( m )
{
if ( ( item = Menu_ItemAtCursor( m ) ) != 0 )
{
if ( item->type == MTYPE_FIELD )
{
if ( MenuField_Key( ( menufield_s * ) item, key ) )
return NULL;
}
}
}
switch ( key )
{
case K_ESCAPE:
UI_PopMenu();
return menu_out_sound;
case K_KP_UPARROW:
case K_UPARROW:
if ( m )
{
m->cursor--;
// Knightmare- added Psychospaz's mouse support
UI_RefreshCursorLink();
Menu_AdjustCursor( m, -1 );
sound = menu_move_sound;
}
break;
case K_TAB:
case K_KP_DOWNARROW:
case K_DOWNARROW:
if ( m )
{
m->cursor++;
// Knightmare- added Psychospaz's mouse support
UI_RefreshCursorLink();
Menu_AdjustCursor( m, 1 );
sound = menu_move_sound;
}
break;
case K_KP_LEFTARROW:
case K_LEFTARROW:
if ( m )
{
Menu_SlideItem( m, -1 );
sound = menu_move_sound;
}
break;
case K_KP_RIGHTARROW:
case K_RIGHTARROW:
if ( m )
{
Menu_SlideItem( m, 1 );
sound = menu_move_sound;
}
break;
/*case K_MOUSE1:
case K_MOUSE2:
case K_MOUSE3:
//Knightmare 12/22/2001
case K_MOUSE4:
case K_MOUSE5:*/
//end Knightmare
case K_JOY1:
case K_JOY2:
case K_JOY3:
case K_JOY4:
case K_AUX1:
case K_AUX2:
case K_AUX3:
case K_AUX4:
case K_AUX5:
case K_AUX6:
case K_AUX7:
case K_AUX8:
case K_AUX9:
case K_AUX10:
case K_AUX11:
case K_AUX12:
case K_AUX13:
case K_AUX14:
case K_AUX15:
case K_AUX16:
case K_AUX17:
case K_AUX18:
case K_AUX19:
case K_AUX20:
case K_AUX21:
case K_AUX22:
case K_AUX23:
case K_AUX24:
case K_AUX25:
case K_AUX26:
case K_AUX27:
case K_AUX28:
case K_AUX29:
case K_AUX30:
case K_AUX31:
case K_AUX32:
case K_KP_ENTER:
case K_ENTER:
if ( m )
Menu_SelectItem( m );
sound = menu_move_sound;
break;
}
return sound;
}
/*
=================
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);
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/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_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", M_Menu_Main_f);
Cmd_AddCommand ("menu_game", M_Menu_Game_f);
Cmd_AddCommand ("menu_loadgame", M_Menu_LoadGame_f);
Cmd_AddCommand ("menu_savegame", M_Menu_SaveGame_f);
Cmd_AddCommand ("menu_credits", M_Menu_Credits_f );
Cmd_AddCommand ("menu_multiplayer", M_Menu_Multiplayer_f );
Cmd_AddCommand ("menu_joinserver", M_Menu_JoinServer_f);
Cmd_AddCommand ("menu_addressbook", M_Menu_AddressBook_f);
Cmd_AddCommand ("menu_startserver", M_Menu_StartServer_f);
Cmd_AddCommand ("menu_dmoptions", M_Menu_DMOptions_f);
Cmd_AddCommand ("menu_playerconfig", M_Menu_PlayerConfig_f);
Cmd_AddCommand ("menu_downloadoptions", M_Menu_DownloadOptions_f);
Cmd_AddCommand ("menu_video", M_Menu_Video_f);
Cmd_AddCommand ("menu_video_advanced", M_Menu_Video_Advanced_f);
Cmd_AddCommand ("menu_options", M_Menu_Options_f);
Cmd_AddCommand ("menu_sound", M_Menu_Options_Sound_f);
Cmd_AddCommand ("menu_controls", M_Menu_Options_Controls_f);
Cmd_AddCommand ("menu_keys", M_Menu_Keys_f);
Cmd_AddCommand ("menu_screen", M_Menu_Options_Screen_f);
Cmd_AddCommand ("menu_effects", M_Menu_Options_Effects_f);
Cmd_AddCommand ("menu_interface", M_Menu_Options_Interface_f);
Cmd_AddCommand ("menu_quit", M_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_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_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);
SCR_DrawPic(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, ALIGN_CENTER, 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);
SCR_DrawPic(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, ALIGN_CENTER, 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( 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 );
}