doom3-bfg/neo/d3xp/menus/MenuScreen_Shell_GameOptions.cpp

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2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition 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 BFG Edition 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.
===========================================================================
*/
#pragma hdrstop
#include "../../idLib/precompiled.h"
#include "../Game_local.h"
const static int NUM_GAME_OPTIONS_OPTIONS = 8;
const float MIN_FOV = 80.0f;
const float MAX_FOV = 100.0f;
const float MIN_FOV_GUN = 3.0f;
const float MAX_FOV_GUN = 0.0f;
/*
========================
idMenuScreen_Shell_GameOptions::Initialize
========================
*/
void idMenuScreen_Shell_GameOptions::Initialize( idMenuHandler * data ) {
idMenuScreen::Initialize( data );
if ( data != NULL ) {
menuGUI = data->GetGUI();
}
SetSpritePath( "menuGameOptions" );
options = new (TAG_SWF) idMenuWidget_DynamicList();
options->SetNumVisibleOptions( NUM_GAME_OPTIONS_OPTIONS );
options->SetSpritePath( GetSpritePath(), "info", "options" );
options->SetWrappingAllowed( true );
options->SetControlList( true );
options->Initialize( data );
AddChild( options );
btnBack = new (TAG_SWF) idMenuWidget_Button();
btnBack->Initialize( data );
btnBack->SetLabel( "#str_swf_settings" );
btnBack->SetSpritePath( GetSpritePath(), "info", "btnBack" );
btnBack->AddEventAction( WIDGET_EVENT_PRESS ).Set( WIDGET_ACTION_GO_BACK );
AddChild( btnBack );
idMenuWidget_ControlButton * control;
control = new (TAG_SWF) idMenuWidget_ControlButton();
control->SetOptionType( OPTION_SLIDER_TEXT );
control->SetLabel( "#str_swf_fov" );
control->SetDataSource( &systemData, idMenuDataSource_GameSettings::GAME_FIELD_FOV );
control->SetupEvents( DEFAULT_REPEAT_TIME, options->GetChildren().Num() );
control->AddEventAction( WIDGET_EVENT_PRESS ).Set( WIDGET_ACTION_PRESS_FOCUSED, options->GetChildren().Num() );
options->AddChild( control );
control = new (TAG_SWF) idMenuWidget_ControlButton();
control->SetOptionType( OPTION_SLIDER_TOGGLE );
control->SetLabel( "#str_swf_checkpoints" );
control->SetDataSource( &systemData, idMenuDataSource_GameSettings::GAME_FIELD_CHECKPOINTS );
control->SetupEvents( DEFAULT_REPEAT_TIME, options->GetChildren().Num() );
control->AddEventAction( WIDGET_EVENT_PRESS ).Set( WIDGET_ACTION_PRESS_FOCUSED, options->GetChildren().Num() );
options->AddChild( control );
control = new (TAG_SWF) idMenuWidget_ControlButton();
control->SetOptionType( OPTION_SLIDER_TOGGLE );
control->SetLabel( "#str_02135" ); // Auto Weapon Switch
control->SetDataSource( &systemData, idMenuDataSource_GameSettings::GAME_FIELD_AUTO_SWITCH );
control->SetupEvents( DEFAULT_REPEAT_TIME, options->GetChildren().Num() );
control->AddEventAction( WIDGET_EVENT_PRESS ).Set( WIDGET_ACTION_PRESS_FOCUSED, options->GetChildren().Num() );
options->AddChild( control );
control = new (TAG_SWF) idMenuWidget_ControlButton();
control->SetOptionType( OPTION_SLIDER_TOGGLE );
control->SetLabel( "#str_02134" ); // Auto Weapon Reload
control->SetDataSource( &systemData, idMenuDataSource_GameSettings::GAME_FIELD_AUTO_RELOAD );
control->SetupEvents( DEFAULT_REPEAT_TIME, options->GetChildren().Num() );
control->AddEventAction( WIDGET_EVENT_PRESS ).Set( WIDGET_ACTION_PRESS_FOCUSED, options->GetChildren().Num() );
options->AddChild( control );
control = new (TAG_SWF) idMenuWidget_ControlButton();
control->SetOptionType( OPTION_SLIDER_TOGGLE );
control->SetLabel( "#str_swf_aim_assist" ); // Aim Assist
control->SetDataSource( &systemData, idMenuDataSource_GameSettings::GAME_FIELD_AIM_ASSIST );
control->SetupEvents( DEFAULT_REPEAT_TIME, options->GetChildren().Num() );
control->AddEventAction( WIDGET_EVENT_PRESS ).Set( WIDGET_ACTION_PRESS_FOCUSED, options->GetChildren().Num() );
options->AddChild( control );
control = new (TAG_SWF) idMenuWidget_ControlButton();
control->SetOptionType( OPTION_SLIDER_TOGGLE );
control->SetLabel( "#str_04102" ); // Always Run
control->SetDataSource( &systemData, idMenuDataSource_GameSettings::GAME_FIELD_ALWAYS_SPRINT );
control->SetupEvents( DEFAULT_REPEAT_TIME, options->GetChildren().Num() );
control->AddEventAction( WIDGET_EVENT_PRESS ).Set( WIDGET_ACTION_PRESS_FOCUSED, options->GetChildren().Num() );
options->AddChild( control );
control = new (TAG_SWF) idMenuWidget_ControlButton();
control->SetOptionType( OPTION_SLIDER_TOGGLE );
control->SetLabel( "#str_swf_flashlight_shadows" );
control->SetDataSource( &systemData, idMenuDataSource_GameSettings::GAME_FIELD_FLASHLIGHT_SHADOWS );
control->SetupEvents( DEFAULT_REPEAT_TIME, options->GetChildren().Num() );
control->AddEventAction( WIDGET_EVENT_PRESS ).Set( WIDGET_ACTION_PRESS_FOCUSED, options->GetChildren().Num() );
options->AddChild( control );
options->AddEventAction( WIDGET_EVENT_SCROLL_DOWN ).Set( new (TAG_SWF) idWidgetActionHandler( options, WIDGET_ACTION_EVENT_SCROLL_DOWN_START_REPEATER, WIDGET_EVENT_SCROLL_DOWN ) );
options->AddEventAction( WIDGET_EVENT_SCROLL_UP ).Set( new (TAG_SWF) idWidgetActionHandler( options, WIDGET_ACTION_EVENT_SCROLL_UP_START_REPEATER, WIDGET_EVENT_SCROLL_UP ) );
options->AddEventAction( WIDGET_EVENT_SCROLL_DOWN_RELEASE ).Set( new (TAG_SWF) idWidgetActionHandler( options, WIDGET_ACTION_EVENT_STOP_REPEATER, WIDGET_EVENT_SCROLL_DOWN_RELEASE ) );
options->AddEventAction( WIDGET_EVENT_SCROLL_UP_RELEASE ).Set( new (TAG_SWF) idWidgetActionHandler( options, WIDGET_ACTION_EVENT_STOP_REPEATER, WIDGET_EVENT_SCROLL_UP_RELEASE ) );
options->AddEventAction( WIDGET_EVENT_SCROLL_DOWN_LSTICK ).Set( new (TAG_SWF) idWidgetActionHandler( options, WIDGET_ACTION_EVENT_SCROLL_DOWN_START_REPEATER, WIDGET_EVENT_SCROLL_DOWN_LSTICK ) );
options->AddEventAction( WIDGET_EVENT_SCROLL_UP_LSTICK ).Set( new (TAG_SWF) idWidgetActionHandler( options, WIDGET_ACTION_EVENT_SCROLL_UP_START_REPEATER, WIDGET_EVENT_SCROLL_UP_LSTICK ) );
options->AddEventAction( WIDGET_EVENT_SCROLL_DOWN_LSTICK_RELEASE ).Set( new (TAG_SWF) idWidgetActionHandler( options, WIDGET_ACTION_EVENT_STOP_REPEATER, WIDGET_EVENT_SCROLL_DOWN_LSTICK_RELEASE ) );
options->AddEventAction( WIDGET_EVENT_SCROLL_UP_LSTICK_RELEASE ).Set( new (TAG_SWF) idWidgetActionHandler( options, WIDGET_ACTION_EVENT_STOP_REPEATER, WIDGET_EVENT_SCROLL_UP_LSTICK_RELEASE ) );
}
/*
========================
idMenuScreen_Shell_GameOptions::Update
========================
*/
void idMenuScreen_Shell_GameOptions::Update() {
if ( menuData != NULL ) {
idMenuWidget_CommandBar * cmdBar = menuData->GetCmdBar();
if ( cmdBar != NULL ) {
cmdBar->ClearAllButtons();
idMenuWidget_CommandBar::buttonInfo_t * buttonInfo;
buttonInfo = cmdBar->GetButton( idMenuWidget_CommandBar::BUTTON_JOY2 );
if ( menuData->GetPlatform() != 2 ) {
buttonInfo->label = "#str_00395";
}
buttonInfo->action.Set( WIDGET_ACTION_GO_BACK );
buttonInfo = cmdBar->GetButton( idMenuWidget_CommandBar::BUTTON_JOY1 );
buttonInfo->action.Set( WIDGET_ACTION_PRESS_FOCUSED );
}
}
idSWFScriptObject & root = GetSWFObject()->GetRootObject();
if ( BindSprite( root ) ) {
idSWFTextInstance * heading = GetSprite()->GetScriptObject()->GetNestedText( "info", "txtHeading" );
if ( heading != NULL ) {
heading->SetText( "#str_02129" ); // SYSTEM SETTINGS
heading->SetStrokeInfo( true, 0.75f, 1.75f );
}
idSWFSpriteInstance * gradient = GetSprite()->GetScriptObject()->GetNestedSprite( "info", "gradient" );
if ( gradient != NULL && heading != NULL ) {
gradient->SetXPos( heading->GetTextLength() );
}
}
if ( btnBack != NULL ) {
btnBack->BindSprite( root );
}
idMenuScreen::Update();
}
/*
========================
idMenuScreen_Shell_GameOptions::ShowScreen
========================
*/
void idMenuScreen_Shell_GameOptions::ShowScreen( const mainMenuTransition_t transitionType ) {
systemData.LoadData();
idMenuScreen::ShowScreen( transitionType );
}
/*
========================
idMenuScreen_Shell_GameOptions::HideScreen
========================
*/
void idMenuScreen_Shell_GameOptions::HideScreen( const mainMenuTransition_t transitionType ) {
if ( systemData.IsDataChanged() ) {
systemData.CommitData();
}
idMenuScreen::HideScreen( transitionType );
}
/*
========================
idMenuScreen_Shell_GameOptions::HandleAction h
========================
*/
bool idMenuScreen_Shell_GameOptions::HandleAction( idWidgetAction & action, const idWidgetEvent & event, idMenuWidget * widget, bool forceHandled ) {
if ( menuData == NULL ) {
return true;
}
if ( menuData->ActiveScreen() != SHELL_AREA_GAME_OPTIONS ) {
return false;
}
widgetAction_t actionType = action.GetType();
const idSWFParmList & parms = action.GetParms();
switch ( actionType ) {
case WIDGET_ACTION_GO_BACK: {
menuData->SetNextScreen( SHELL_AREA_SETTINGS, MENU_TRANSITION_SIMPLE );
return true;
}
case WIDGET_ACTION_PRESS_FOCUSED: {
if ( options == NULL ) {
return true;
}
int selectionIndex = options->GetFocusIndex();
if ( parms.Num() > 0 ) {
selectionIndex = parms[0].ToInteger();
}
if ( selectionIndex != options->GetFocusIndex() ) {
options->SetViewIndex( options->GetViewOffset() + selectionIndex );
options->SetFocusIndex( selectionIndex );
}
systemData.AdjustField( selectionIndex, 1 );
options->Update();
return true;
}
case WIDGET_ACTION_START_REPEATER: {
if ( parms.Num() == 4 ) {
int selectionIndex = parms[3].ToInteger();
if ( selectionIndex != options->GetFocusIndex() ) {
options->SetViewIndex( options->GetViewOffset() + selectionIndex );
options->SetFocusIndex( selectionIndex );
}
}
break;
}
}
return idMenuWidget::HandleAction( action, event, widget, forceHandled );
}
/////////////////////////////////
// SCREEN SETTINGS
/////////////////////////////////
extern idCVar ui_autoSwitch;
extern idCVar ui_autoReload;
extern idCVar aa_targetAimAssistEnable;
extern idCVar in_alwaysRun;
extern idCVar g_checkpoints;
extern idCVar g_weaponShadows;
/*
========================
idMenuScreen_Shell_GameOptions::idMenuDataSource_AudioSettings::idMenuDataSource_AudioSettings
========================
*/
idMenuScreen_Shell_GameOptions::idMenuDataSource_GameSettings::idMenuDataSource_GameSettings() {
fields.SetNum( MAX_GAME_FIELDS );
originalFields.SetNum( MAX_GAME_FIELDS );
}
/*
========================
idMenuScreen_Shell_GameOptions::idMenuDataSource_AudioSettings::LoadData
========================
*/
void idMenuScreen_Shell_GameOptions::idMenuDataSource_GameSettings::LoadData() {
fields[ GAME_FIELD_FOV ].SetInteger( g_fov.GetFloat() );
fields[ GAME_FIELD_CHECKPOINTS ].SetBool( g_checkpoints.GetBool() );
fields[ GAME_FIELD_AUTO_SWITCH ].SetBool( ui_autoSwitch.GetBool() );
fields[ GAME_FIELD_AUTO_RELOAD ].SetBool( ui_autoReload.GetBool() );
fields[ GAME_FIELD_AIM_ASSIST ].SetBool( aa_targetAimAssistEnable.GetBool() );
fields[ GAME_FIELD_ALWAYS_SPRINT ].SetBool( in_alwaysRun.GetBool() );
fields[ GAME_FIELD_FLASHLIGHT_SHADOWS ].SetBool( g_weaponShadows.GetBool() );
originalFields = fields;
}
/*
========================
idMenuScreen_Shell_GameOptions::idMenuDataSource_AudioSettings::CommitData
========================
*/
void idMenuScreen_Shell_GameOptions::idMenuDataSource_GameSettings::CommitData() {
g_fov.SetFloat( fields[ GAME_FIELD_FOV ].ToFloat() );
g_gun_x.SetFloat( Lerp( MIN_FOV_GUN, MAX_FOV_GUN, ( fields[ GAME_FIELD_FOV ].ToFloat() - MIN_FOV ) / ( MAX_FOV - MIN_FOV ) ) );
g_checkpoints.SetBool( fields[ GAME_FIELD_CHECKPOINTS ].ToBool() );
ui_autoSwitch.SetBool( fields[ GAME_FIELD_AUTO_SWITCH ].ToBool() );
ui_autoReload.SetBool( fields[ GAME_FIELD_AUTO_RELOAD ].ToBool() );
aa_targetAimAssistEnable.SetBool( fields[ GAME_FIELD_AIM_ASSIST ].ToBool() );
in_alwaysRun.SetBool( fields[ GAME_FIELD_ALWAYS_SPRINT ].ToBool() );
g_weaponShadows.SetBool( fields[ GAME_FIELD_FLASHLIGHT_SHADOWS ].ToBool() );
cvarSystem->SetModifiedFlags( CVAR_ARCHIVE );
// make the committed fields into the backup fields
originalFields = fields;
}
/*
========================
idMenuScreen_Shell_GameOptions::idMenuDataSource_AudioSettings::AdjustField
========================
*/
void idMenuScreen_Shell_GameOptions::idMenuDataSource_GameSettings::AdjustField( const int fieldIndex, const int adjustAmount ) {
if ( fieldIndex == GAME_FIELD_FOV ) {
fields[ fieldIndex ].SetInteger( idMath::ClampInt( MIN_FOV, MAX_FOV, fields[ fieldIndex ].ToInteger() + adjustAmount * 5 ) );
} else {
fields[ fieldIndex ].SetBool( !fields[ fieldIndex ].ToBool() );
}
}
/*
========================
idMenuScreen_Shell_GameOptions::idMenuDataSource_AudioSettings::IsDataChanged
========================
*/
bool idMenuScreen_Shell_GameOptions::idMenuDataSource_GameSettings::IsDataChanged() const {
if ( fields[ GAME_FIELD_FOV ].ToInteger() != originalFields[ GAME_FIELD_FOV ].ToInteger() ) {
return true;
}
if ( fields[ GAME_FIELD_CHECKPOINTS ].ToBool() != originalFields[ GAME_FIELD_CHECKPOINTS ].ToBool() ) {
return true;
}
if ( fields[ GAME_FIELD_AUTO_SWITCH ].ToBool() != originalFields[ GAME_FIELD_AUTO_SWITCH ].ToBool() ) {
return true;
}
if ( fields[ GAME_FIELD_AUTO_RELOAD ].ToBool() != originalFields[ GAME_FIELD_AUTO_RELOAD ].ToBool() ) {
return true;
}
if ( fields[ GAME_FIELD_AIM_ASSIST ].ToBool() != originalFields[ GAME_FIELD_AIM_ASSIST ].ToBool() ) {
return true;
}
if ( fields[ GAME_FIELD_ALWAYS_SPRINT ].ToBool() != originalFields[ GAME_FIELD_ALWAYS_SPRINT ].ToBool() ) {
return true;
}
if ( fields[ GAME_FIELD_FLASHLIGHT_SHADOWS ].ToBool() != originalFields[ GAME_FIELD_FLASHLIGHT_SHADOWS ].ToBool() ) {
return true;
}
return false;
}