dhewm3/neo/ui/ChoiceWindow.cpp
Daniel Gibson c0e8e20628 Nasty hack to show more default resolutions in menu
the resolutions are really hardcoded in an ugly combination of the
values r_mode supports, a string in strings/*.lang ("#str_04222")
describing the resolutions r_mode supports
("640x480;800x600;1024x768;1152x864;1280x1024;1600x1200")
and a string in mainmenu.gui with the corresponding r_mode values
("3;4;5;6;7;8").. as neither the strings nor mainmenu.gui are GPL'ed
I can't really redistribute a changed version of them.

So I added lots of resolutions to r_vidModes and wrote two functions
that generate the resolutions list string and r_mode value
string for the GUI.
Then I added a hack in the code that detects when the "window" for the
system options ("choiceDef OS2Primary") is created and overwrites the
hardcoded strings with custom ones from my new functions.

This is tested with both the main game and the official d3xp
(Resurrection of Evil) Addon.
No idea if it works with other mods, depends on whether they just copied
that part of the menu or wrote their own.
2015-09-28 16:01:18 +02:00

418 lines
11 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 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 3 of the License, or
(at your option) any later version.
Doom 3 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "sys/platform.h"
#include "idlib/LangDict.h"
#include "framework/KeyInput.h"
#include "ui/DeviceContext.h"
#include "ui/Window.h"
#include "ui/UserInterfaceLocal.h"
#include "ui/ChoiceWindow.h"
/*
============
idChoiceWindow::InitVars
============
*/
void idChoiceWindow::InitVars( ) {
if ( cvarStr.Length() ) {
cvar = cvarSystem->Find( cvarStr );
if ( !cvar ) {
if (strcmp(cvarStr.c_str(), "s_driver") && strcmp(cvarStr.c_str(), "net_serverAllowServerMod"))
common->Warning( "idChoiceWindow::InitVars: gui '%s' window '%s' references undefined cvar '%s'", gui->GetSourceFile(), name.c_str(), cvarStr.c_str() );
return;
}
updateStr.Append( &cvarStr );
}
if ( guiStr.Length() ) {
updateStr.Append( &guiStr );
}
updateStr.SetGuiInfo( gui->GetStateDict() );
updateStr.Update();
}
/*
============
idChoiceWindow::CommonInit
============
*/
void idChoiceWindow::CommonInit() {
currentChoice = 0;
choiceType = 0;
cvar = NULL;
liveUpdate = true;
choices.Clear();
}
idChoiceWindow::idChoiceWindow(idDeviceContext *d, idUserInterfaceLocal *g) : idWindow(d, g) {
dc = d;
gui = g;
CommonInit();
}
idChoiceWindow::idChoiceWindow(idUserInterfaceLocal *g) : idWindow(g) {
gui = g;
CommonInit();
}
idChoiceWindow::~idChoiceWindow() {
}
void idChoiceWindow::RunNamedEvent( const char* eventName ) {
idStr event, group;
if ( !idStr::Cmpn( eventName, "cvar read ", 10 ) ) {
event = eventName;
group = event.Mid( 10, event.Length() - 10 );
if ( !group.Cmp( updateGroup ) ) {
UpdateVars( true, true );
}
} else if ( !idStr::Cmpn( eventName, "cvar write ", 11 ) ) {
event = eventName;
group = event.Mid( 11, event.Length() - 11 );
if ( !group.Cmp( updateGroup ) ) {
UpdateVars( false, true );
}
}
}
void idChoiceWindow::UpdateVars( bool read, bool force ) {
if ( force || liveUpdate ) {
if ( cvar && cvarStr.NeedsUpdate() ) {
if ( read ) {
cvarStr.Set( cvar->GetString() );
} else {
cvar->SetString( cvarStr.c_str() );
}
}
if ( !read && guiStr.NeedsUpdate() ) {
guiStr.Set( va( "%i", currentChoice ) );
}
}
}
const char *idChoiceWindow::HandleEvent(const sysEvent_t *event, bool *updateVisuals) {
int key;
bool runAction = false;
bool runAction2 = false;
if ( event->evType == SE_KEY ) {
key = event->evValue;
if ( key == K_RIGHTARROW || key == K_KP_RIGHTARROW || key == K_MOUSE1) {
// never affects the state, but we want to execute script handlers anyway
if ( !event->evValue2 ) {
RunScript( ON_ACTIONRELEASE );
return cmd;
}
currentChoice++;
if (currentChoice >= choices.Num()) {
currentChoice = 0;
}
runAction = true;
}
if ( key == K_LEFTARROW || key == K_KP_LEFTARROW || key == K_MOUSE2) {
// never affects the state, but we want to execute script handlers anyway
if ( !event->evValue2 ) {
RunScript( ON_ACTIONRELEASE );
return cmd;
}
currentChoice--;
if (currentChoice < 0) {
currentChoice = choices.Num() - 1;
}
runAction = true;
}
if ( !event->evValue2 ) {
// is a key release with no action catch
return "";
}
} else if ( event->evType == SE_CHAR ) {
key = event->evValue;
int potentialChoice = -1;
for ( int i = 0; i < choices.Num(); i++ ) {
if ( toupper(key) == toupper(choices[i][0]) ) {
if ( i < currentChoice && potentialChoice < 0 ) {
potentialChoice = i;
} else if ( i > currentChoice ) {
potentialChoice = -1;
currentChoice = i;
break;
}
}
}
if ( potentialChoice >= 0 ) {
currentChoice = potentialChoice;
}
runAction = true;
runAction2 = true;
} else {
return "";
}
if ( runAction ) {
RunScript( ON_ACTION );
}
if ( choiceType == 0 ) {
cvarStr.Set( va( "%i", currentChoice ) );
} else if ( values.Num() ) {
cvarStr.Set( values[ currentChoice ] );
} else {
cvarStr.Set( choices[ currentChoice ] );
}
UpdateVars( false );
if ( runAction2 ) {
RunScript( ON_ACTIONRELEASE );
}
return cmd;
}
void idChoiceWindow::ValidateChoice() {
if ( currentChoice < 0 || currentChoice >= choices.Num() ) {
currentChoice = 0;
}
if ( choices.Num() == 0 ) {
choices.Append( "No Choices Defined" );
}
}
void idChoiceWindow::UpdateChoice() {
if ( !updateStr.Num() ) {
return;
}
UpdateVars( true );
updateStr.Update();
if ( choiceType == 0 ) {
// ChoiceType 0 stores current as an integer in either cvar or gui
// If both cvar and gui are defined then cvar wins, but they are both updated
if ( updateStr[ 0 ]->NeedsUpdate() ) {
currentChoice = atoi( updateStr[ 0 ]->c_str() );
}
ValidateChoice();
} else {
// ChoiceType 1 stores current as a cvar string
int c = ( values.Num() ) ? values.Num() : choices.Num();
int i;
for ( i = 0; i < c; i++ ) {
if ( idStr::Icmp( cvarStr.c_str(), ( values.Num() ) ? values[i] : choices[i] ) == 0 ) {
break;
}
}
if (i == c) {
i = 0;
}
currentChoice = i;
ValidateChoice();
}
}
bool idChoiceWindow::ParseInternalVar(const char *_name, idParser *src) {
if (idStr::Icmp(_name, "choicetype") == 0) {
choiceType = src->ParseInt();
return true;
}
if (idStr::Icmp(_name, "currentchoice") == 0) {
currentChoice = src->ParseInt();
return true;
}
return idWindow::ParseInternalVar(_name, src);
}
idWinVar *idChoiceWindow::GetWinVarByName(const char *_name, bool fixup, drawWin_t** owner) {
if ( idStr::Icmp( _name, "choices" ) == 0 ) {
return &choicesStr;
}
if ( idStr::Icmp( _name, "values" ) == 0 ) {
return &choiceVals;
}
if ( idStr::Icmp( _name, "cvar" ) == 0 ) {
return &cvarStr;
}
if ( idStr::Icmp( _name, "gui" ) == 0 ) {
return &guiStr;
}
if ( idStr::Icmp( _name, "liveUpdate" ) == 0 ) {
return &liveUpdate;
}
if ( idStr::Icmp( _name, "updateGroup" ) == 0 ) {
return &updateGroup;
}
return idWindow::GetWinVarByName(_name, fixup, owner);
}
// update the lists whenever the WinVar have changed
void idChoiceWindow::UpdateChoicesAndVals( void ) {
idToken token;
idStr str2, str3;
idLexer src;
if ( latchedChoices.Icmp( choicesStr ) ) {
choices.Clear();
src.FreeSource();
src.SetFlags( LEXFL_NOFATALERRORS | LEXFL_ALLOWPATHNAMES | LEXFL_ALLOWMULTICHARLITERALS | LEXFL_ALLOWBACKSLASHSTRINGCONCAT );
src.LoadMemory( choicesStr, choicesStr.Length(), "<ChoiceList>" );
if ( src.IsLoaded() ) {
while( src.ReadToken( &token ) ) {
if ( token == ";" ) {
if ( str2.Length() ) {
str2.StripTrailingWhitespace();
str2 = common->GetLanguageDict()->GetString( str2 );
choices.Append(str2);
str2 = "";
}
continue;
}
str2 += token;
str2 += " ";
}
if ( str2.Length() ) {
str2.StripTrailingWhitespace();
choices.Append( str2 );
}
}
latchedChoices = choicesStr.c_str();
}
if ( choiceVals.Length() && latchedVals.Icmp( choiceVals ) ) {
values.Clear();
src.FreeSource();
src.SetFlags( LEXFL_ALLOWPATHNAMES | LEXFL_ALLOWMULTICHARLITERALS | LEXFL_ALLOWBACKSLASHSTRINGCONCAT );
src.LoadMemory( choiceVals, choiceVals.Length(), "<ChoiceVals>" );
str2 = "";
bool negNum = false;
if ( src.IsLoaded() ) {
while( src.ReadToken( &token ) ) {
if (token == "-") {
negNum = true;
continue;
}
if (token == ";") {
if (str2.Length()) {
str2.StripTrailingWhitespace();
values.Append( str2 );
str2 = "";
}
continue;
}
if ( negNum ) {
str2 += "-";
negNum = false;
}
str2 += token;
str2 += " ";
}
if ( str2.Length() ) {
str2.StripTrailingWhitespace();
values.Append( str2 );
}
}
if ( choices.Num() != values.Num() ) {
common->Warning( "idChoiceWindow:: gui '%s' window '%s' has value count unequal to choices count", gui->GetSourceFile(), name.c_str());
}
latchedVals = choiceVals.c_str();
}
}
idStr R_GetVidModeListString();
idStr R_GetVidModeValsString();
void idChoiceWindow::PostParse() {
idWindow::PostParse();
// DG: HACKHACKFUCKINGUGLYHACK: overwrite resolution list from mainmenu.gui
// to support more resolutions and widescreen and stuff.
if( idStr::Cmp(GetName(), "OS2Primary") == 0 && cvarStr == "r_mode"
&& idStr::Icmp(GetGui()->GetSourceFile(), "guis/mainmenu.gui") == 0 )
{
choicesStr.Set( R_GetVidModeListString() );
choiceVals.Set( R_GetVidModeValsString() );
}
// DG end
UpdateChoicesAndVals();
InitVars();
UpdateChoice();
UpdateVars(false);
flags |= WIN_CANFOCUS;
}
void idChoiceWindow::Draw(int time, float x, float y) {
idVec4 color = foreColor;
UpdateChoicesAndVals();
UpdateChoice();
// FIXME: It'd be really cool if textAlign worked, but a lot of the guis have it set wrong because it used to not work
textAlign = 0;
if ( textShadow ) {
idStr shadowText = choices[currentChoice];
idRectangle shadowRect = textRect;
shadowText.RemoveColors();
shadowRect.x += textShadow;
shadowRect.y += textShadow;
dc->DrawText( shadowText, textScale, textAlign, colorBlack, shadowRect, false, -1 );
}
if ( hover && !noEvents && Contains(gui->CursorX(), gui->CursorY()) ) {
color = hoverColor;
} else {
hover = false;
}
if ( flags & WIN_FOCUS ) {
color = hoverColor;
}
dc->DrawText( choices[currentChoice], textScale, textAlign, color, textRect, false, -1 );
}
void idChoiceWindow::Activate( bool activate, idStr &act ) {
idWindow::Activate( activate, act );
if ( activate ) {
// sets the gui state based on the current choice the window contains
UpdateChoice();
}
}