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Dhewm3SettingsMenu: Get rid of obscureBindingEntries list
they're part of the regular list now. this will help with the actual binding implementation I'll merge next
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parent
809bbfcccf
commit
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1 changed files with 14 additions and 14 deletions
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@ -276,7 +276,7 @@ const idDict* GetEntityDefDict( const char* name )
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}
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static idList<BindingEntry> bindingEntries;
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static idList<BindingEntry> obscureBindingEntries;
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static int firstObscureEntryIndex = 0;
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static void InitBindingEntries()
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{
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@ -335,6 +335,7 @@ static void InitBindingEntries()
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int numReserve = IM_ARRAYSIZE(betsMoveLookAttack) + IM_ARRAYSIZE(betsOther);
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numReserve += 16; // up to 14 weapons + weaponheading + moveLookHeading
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numReserve += 43; // the remaining "obscure" impulses
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if(bindingEntries.NumAllocated() < numReserve) {
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bindingEntries.Resize( numReserve );
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}
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@ -357,7 +358,7 @@ static void InitBindingEntries()
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int impulseNum = i;
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if (i == 13) {
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// Hack: D3XP uses def_weapon18 for (MP-only) weapon_chainsaw
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// and the corresponding impulse is _impulse17
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// and the corresponding impulse is _impulse27
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// (otherwise def_weaponX corresponds to _impulseX)
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weapNum = 18;
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impulseNum = 27;
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@ -394,26 +395,25 @@ static void InitBindingEntries()
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bindingEntries.Append( BindingEntry( bet ) );
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}
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firstObscureEntryIndex = bindingEntries.Num();
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// TODO: could instead save bindingEntries.Num() as "firstObscureIndex"
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// and put all the obscure bindings into the same list
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// => makes handling the code ("what action are we currently trying to bind?")
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// more uniform and thus simpler
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obscureBindingEntries.Clear();
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obscureBindingEntries.Resize(43);
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obscureBindingEntries.Append( BindingEntry( "_impulse16", "_impulse16" ) );
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obscureBindingEntries.Append( BindingEntry( "_impulse21", "_impulse21" ) );
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bindingEntries.Append( BindingEntry( "_impulse16", "_impulse16" ) );
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bindingEntries.Append( BindingEntry( "_impulse21", "_impulse21" ) );
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// _impulse22 is "spectate", handled in "Other" section
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obscureBindingEntries.Append( BindingEntry( "_impulse23", "_impulse23" ) );
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obscureBindingEntries.Append( BindingEntry( "_impulse24", "_impulse24" ) );
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obscureBindingEntries.Append( BindingEntry( "_impulse25", "_impulse25 / midnight CTF light",
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bindingEntries.Append( BindingEntry( "_impulse23", "_impulse23" ) );
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bindingEntries.Append( BindingEntry( "_impulse24", "_impulse24" ) );
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bindingEntries.Append( BindingEntry( "_impulse25", "_impulse25 / midnight CTF light",
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"In RoE's Capture The Flag with si_midnight = 2, this appears to toggle some kind of light" ) );
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for ( int i=26; i <= 63; ++i ) {
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if ( i==40 ) // _impulse40 is "use vehicle", handled above in "Other" section
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continue;
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idStr impName = idStr::Format( "_impulse%d", i );
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obscureBindingEntries.Append( BindingEntry( impName, impName ) );
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bindingEntries.Append( BindingEntry( impName, impName ) );
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}
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// player.def defines, in player_base, used by player_doommarine and player_doommarine_mp (and player_doommarine_ctf),
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@ -428,14 +428,14 @@ static void InitBindingEntries()
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static void DrawBindingsMenu()
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{
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for( BindingEntry& be : bindingEntries ) {
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be.Draw();
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for ( int i=0, n=firstObscureEntryIndex; i < n; ++i ) {
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bindingEntries[i].Draw();
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}
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bool showObscImp = ImGui::CollapsingHeader( "Obscure Impulses" );
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AddDescrTooltip( "_impulseXY commands that are usually unused, but might be used by some mods, e.g. for additional weapons" );
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if (showObscImp) {
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for( BindingEntry& be : obscureBindingEntries ) {
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be.Draw();
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for ( int i=firstObscureEntryIndex, n=bindingEntries.Num(); i < n; ++i ) {
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bindingEntries[i].Draw();
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}
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}
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}
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