/* =========================================================================== 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 . 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 "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; }