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1d385ec5bf
- added +attack2 - fade blink reworked - onos charge reworked git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@348 67975925-1194-0748-b3d5-c16f83f1a3a1
186 lines
4.6 KiB
C++
186 lines
4.6 KiB
C++
/***
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//
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// menu.cpp
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//
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// generic menu handler
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//
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#include "hud.h"
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#include "cl_util.h"
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#include "mod/AvHNetworkMessages.h"
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#include <string.h>
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#include <stdio.h>
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#include "vgui_TeamFortressViewport.h"
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#define MAX_MENU_STRING 512
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char g_szMenuString[MAX_MENU_STRING];
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char g_szPrelocalisedMenuString[MAX_MENU_STRING];
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int KB_ConvertString( char *in, char **ppout );
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DECLARE_MESSAGE( m_Menu, ShowMenu );
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int CHudMenu :: Init( void )
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{
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gHUD.AddHudElem( this );
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HOOK_MESSAGE( ShowMenu );
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InitHUDData();
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return 1;
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}
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void CHudMenu :: InitHUDData( void )
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{
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m_fMenuDisplayed = 0;
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m_bitsValidSlots = 0;
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Reset();
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}
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void CHudMenu :: Reset( void )
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{
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g_szPrelocalisedMenuString[0] = 0;
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m_fWaitingForMore = FALSE;
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}
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int CHudMenu :: VidInit( void )
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{
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return 1;
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}
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int CHudMenu :: Draw( float flTime )
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{
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// check for if menu is set to disappear
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if ( m_flShutoffTime > 0 )
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{
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if ( m_flShutoffTime <= gHUD.m_flTime )
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{ // times up, shutoff
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m_fMenuDisplayed = 0;
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m_iFlags &= ~HUD_ACTIVE;
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return 1;
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}
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}
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// don't draw the menu if the scoreboard is being shown
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if ( gViewPort && gViewPort->IsScoreBoardVisible() )
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return 1;
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// draw the menu, along the left-hand side of the screen
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// count the number of newlines
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int nlc = 0;
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for ( int i = 0; i < MAX_MENU_STRING && g_szMenuString[i] != '\0'; i++ )
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{
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if ( g_szMenuString[i] == '\n' )
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nlc++;
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}
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// center it
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int y = (ScreenHeight()/2) - ((nlc/2)*12) - 40; // make sure it is above the say text
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int x = 20;
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i = 0;
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while ( i < MAX_MENU_STRING && g_szMenuString[i] != '\0' )
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{
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gHUD.DrawHudString( x, y, 320, g_szMenuString + i, 255, 255, 255 );
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y += 12;
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while ( i < MAX_MENU_STRING && g_szMenuString[i] != '\0' && g_szMenuString[i] != '\n' )
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i++;
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if ( g_szMenuString[i] == '\n' )
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i++;
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}
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return 1;
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}
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// selects an item from the menu
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void CHudMenu :: SelectMenuItem( int menu_item )
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{
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// if menu_item is in a valid slot, send a menuselect command to the server
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if ( (menu_item > 0) && (m_bitsValidSlots & (1 << (menu_item-1))) )
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{
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char szbuf[32];
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sprintf( szbuf, "menuselect %d\n", menu_item );
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ClientCmd( szbuf );
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// remove the menu
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m_fMenuDisplayed = 0;
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m_iFlags &= ~HUD_ACTIVE;
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}
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}
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// Message handler for ShowMenu message
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// takes four values:
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// short: a bitfield of keys that are valid input
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// char : the duration, in seconds, the menu should stay up. -1 means is stays until something is chosen.
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// byte : a boolean, TRUE if there is more string yet to be received before displaying the menu, FALSE if it's the last string
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// string: menu string to display
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// if this message is never received, then scores will simply be the combined totals of the players.
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int CHudMenu :: MsgFunc_ShowMenu( const char *pszName, int iSize, void *pbuf )
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{
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char *temp = NULL;
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int DisplayTime, NeedMore;
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string content;
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NetMsg_ShowMenu( pbuf, iSize, m_bitsValidSlots, DisplayTime, NeedMore, content );
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if ( DisplayTime > 0 )
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m_flShutoffTime = DisplayTime + gHUD.m_flTime;
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else
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m_flShutoffTime = -1;
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if ( m_bitsValidSlots )
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{
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if ( !m_fWaitingForMore ) // this is the start of a new menu
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{
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strncpy( g_szPrelocalisedMenuString, content.c_str(), MAX_MENU_STRING );
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}
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else
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{ // append to the current menu string
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strncat( g_szPrelocalisedMenuString, content.c_str(), MAX_MENU_STRING - strlen(g_szPrelocalisedMenuString) );
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}
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g_szPrelocalisedMenuString[MAX_MENU_STRING-1] = 0; // ensure null termination (strncat/strncpy does not)
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if ( !NeedMore )
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{ // we have the whole string, so we can localise it now
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strcpy( g_szMenuString, gHUD.m_TextMessage.BufferedLocaliseTextString( g_szPrelocalisedMenuString ) );
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// Swap in characters
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if ( KB_ConvertString( g_szMenuString, &temp ) )
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{
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strcpy( g_szMenuString, temp );
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free( temp );
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}
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}
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m_fMenuDisplayed = 1;
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m_iFlags |= HUD_ACTIVE;
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}
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else
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{
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m_fMenuDisplayed = 0; // no valid slots means that the menu should be turned off
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m_iFlags &= ~HUD_ACTIVE;
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}
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m_fWaitingForMore = NeedMore;
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return 1;
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}
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