mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-15 15:01:19 +00:00
411 lines
No EOL
15 KiB
C++
411 lines
No EOL
15 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#pragma hdrstop
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#include "precompiled.h"
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#include "../Game_local.h"
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const static int NUM_GAME_OPTIONS_OPTIONS = 8;
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const float MIN_FOV = 80.0f;
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const float MAX_FOV = 100.0f;
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const float MIN_FOV_GUN = 3.0f;
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const float MAX_FOV_GUN = 0.0f;
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/*
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========================
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idMenuScreen_Shell_GameOptions::Initialize
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========================
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*/
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void idMenuScreen_Shell_GameOptions::Initialize( idMenuHandler* data )
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{
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idMenuScreen::Initialize( data );
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if( data != NULL )
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{
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menuGUI = data->GetGUI();
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}
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SetSpritePath( "menuGameOptions" );
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options = new( TAG_SWF ) idMenuWidget_DynamicList();
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options->SetNumVisibleOptions( NUM_GAME_OPTIONS_OPTIONS );
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options->SetSpritePath( GetSpritePath(), "info", "options" );
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options->SetWrappingAllowed( true );
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options->SetControlList( true );
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options->Initialize( data );
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AddChild( options );
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btnBack = new( TAG_SWF ) idMenuWidget_Button();
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btnBack->Initialize( data );
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btnBack->SetLabel( "#str_swf_settings" );
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btnBack->SetSpritePath( GetSpritePath(), "info", "btnBack" );
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btnBack->AddEventAction( WIDGET_EVENT_PRESS ).Set( WIDGET_ACTION_GO_BACK );
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AddChild( btnBack );
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idMenuWidget_ControlButton* control;
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control = new( TAG_SWF ) idMenuWidget_ControlButton();
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control->SetOptionType( OPTION_SLIDER_TEXT );
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control->SetLabel( "#str_swf_fov" );
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control->SetDataSource( &systemData, idMenuDataSource_GameSettings::GAME_FIELD_FOV );
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control->SetupEvents( DEFAULT_REPEAT_TIME, options->GetChildren().Num() );
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control->AddEventAction( WIDGET_EVENT_PRESS ).Set( WIDGET_ACTION_PRESS_FOCUSED, options->GetChildren().Num() );
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options->AddChild( control );
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control = new( TAG_SWF ) idMenuWidget_ControlButton();
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control->SetOptionType( OPTION_SLIDER_TOGGLE );
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control->SetLabel( "#str_swf_checkpoints" );
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control->SetDataSource( &systemData, idMenuDataSource_GameSettings::GAME_FIELD_CHECKPOINTS );
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control->SetupEvents( DEFAULT_REPEAT_TIME, options->GetChildren().Num() );
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control->AddEventAction( WIDGET_EVENT_PRESS ).Set( WIDGET_ACTION_PRESS_FOCUSED, options->GetChildren().Num() );
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options->AddChild( control );
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control = new( TAG_SWF ) idMenuWidget_ControlButton();
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control->SetOptionType( OPTION_SLIDER_TOGGLE );
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control->SetLabel( "#str_02135" ); // Auto Weapon Switch
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control->SetDataSource( &systemData, idMenuDataSource_GameSettings::GAME_FIELD_AUTO_SWITCH );
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control->SetupEvents( DEFAULT_REPEAT_TIME, options->GetChildren().Num() );
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control->AddEventAction( WIDGET_EVENT_PRESS ).Set( WIDGET_ACTION_PRESS_FOCUSED, options->GetChildren().Num() );
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options->AddChild( control );
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control = new( TAG_SWF ) idMenuWidget_ControlButton();
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control->SetOptionType( OPTION_SLIDER_TOGGLE );
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control->SetLabel( "#str_02134" ); // Auto Weapon Reload
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control->SetDataSource( &systemData, idMenuDataSource_GameSettings::GAME_FIELD_AUTO_RELOAD );
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control->SetupEvents( DEFAULT_REPEAT_TIME, options->GetChildren().Num() );
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control->AddEventAction( WIDGET_EVENT_PRESS ).Set( WIDGET_ACTION_PRESS_FOCUSED, options->GetChildren().Num() );
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options->AddChild( control );
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control = new( TAG_SWF ) idMenuWidget_ControlButton();
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control->SetOptionType( OPTION_SLIDER_TOGGLE );
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control->SetLabel( "#str_swf_aim_assist" ); // Aim Assist
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control->SetDataSource( &systemData, idMenuDataSource_GameSettings::GAME_FIELD_AIM_ASSIST );
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control->SetupEvents( DEFAULT_REPEAT_TIME, options->GetChildren().Num() );
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control->AddEventAction( WIDGET_EVENT_PRESS ).Set( WIDGET_ACTION_PRESS_FOCUSED, options->GetChildren().Num() );
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options->AddChild( control );
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control = new( TAG_SWF ) idMenuWidget_ControlButton();
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control->SetOptionType( OPTION_SLIDER_TOGGLE );
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control->SetLabel( "#str_04102" ); // Always Run
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control->SetDataSource( &systemData, idMenuDataSource_GameSettings::GAME_FIELD_ALWAYS_SPRINT );
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control->SetupEvents( DEFAULT_REPEAT_TIME, options->GetChildren().Num() );
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control->AddEventAction( WIDGET_EVENT_PRESS ).Set( WIDGET_ACTION_PRESS_FOCUSED, options->GetChildren().Num() );
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options->AddChild( control );
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control = new( TAG_SWF ) idMenuWidget_ControlButton();
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control->SetOptionType( OPTION_SLIDER_TOGGLE );
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control->SetLabel( "#str_swf_flashlight_shadows" );
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control->SetDataSource( &systemData, idMenuDataSource_GameSettings::GAME_FIELD_FLASHLIGHT_SHADOWS );
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control->SetupEvents( DEFAULT_REPEAT_TIME, options->GetChildren().Num() );
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control->AddEventAction( WIDGET_EVENT_PRESS ).Set( WIDGET_ACTION_PRESS_FOCUSED, options->GetChildren().Num() );
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options->AddChild( control );
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options->AddEventAction( WIDGET_EVENT_SCROLL_DOWN ).Set( new( TAG_SWF ) idWidgetActionHandler( options, WIDGET_ACTION_EVENT_SCROLL_DOWN_START_REPEATER, WIDGET_EVENT_SCROLL_DOWN ) );
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options->AddEventAction( WIDGET_EVENT_SCROLL_UP ).Set( new( TAG_SWF ) idWidgetActionHandler( options, WIDGET_ACTION_EVENT_SCROLL_UP_START_REPEATER, WIDGET_EVENT_SCROLL_UP ) );
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options->AddEventAction( WIDGET_EVENT_SCROLL_DOWN_RELEASE ).Set( new( TAG_SWF ) idWidgetActionHandler( options, WIDGET_ACTION_EVENT_STOP_REPEATER, WIDGET_EVENT_SCROLL_DOWN_RELEASE ) );
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options->AddEventAction( WIDGET_EVENT_SCROLL_UP_RELEASE ).Set( new( TAG_SWF ) idWidgetActionHandler( options, WIDGET_ACTION_EVENT_STOP_REPEATER, WIDGET_EVENT_SCROLL_UP_RELEASE ) );
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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 ) );
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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 ) );
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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 ) );
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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 ) );
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}
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/*
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========================
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idMenuScreen_Shell_GameOptions::Update
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========================
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*/
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void idMenuScreen_Shell_GameOptions::Update()
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{
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if( menuData != NULL )
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{
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idMenuWidget_CommandBar* cmdBar = menuData->GetCmdBar();
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if( cmdBar != NULL )
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{
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cmdBar->ClearAllButtons();
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idMenuWidget_CommandBar::buttonInfo_t* buttonInfo;
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buttonInfo = cmdBar->GetButton( idMenuWidget_CommandBar::BUTTON_JOY2 );
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if( menuData->GetPlatform() != 2 )
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{
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buttonInfo->label = "#str_00395";
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}
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buttonInfo->action.Set( WIDGET_ACTION_GO_BACK );
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buttonInfo = cmdBar->GetButton( idMenuWidget_CommandBar::BUTTON_JOY1 );
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buttonInfo->action.Set( WIDGET_ACTION_PRESS_FOCUSED );
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}
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}
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idSWFScriptObject& root = GetSWFObject()->GetRootObject();
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if( BindSprite( root ) )
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{
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idSWFTextInstance* heading = GetSprite()->GetScriptObject()->GetNestedText( "info", "txtHeading" );
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if( heading != NULL )
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{
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heading->SetText( "#str_02129" ); // SYSTEM SETTINGS
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heading->SetStrokeInfo( true, 0.75f, 1.75f );
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}
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idSWFSpriteInstance* gradient = GetSprite()->GetScriptObject()->GetNestedSprite( "info", "gradient" );
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if( gradient != NULL && heading != NULL )
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{
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gradient->SetXPos( heading->GetTextLength() );
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}
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}
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if( btnBack != NULL )
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{
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btnBack->BindSprite( root );
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}
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idMenuScreen::Update();
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}
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/*
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========================
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idMenuScreen_Shell_GameOptions::ShowScreen
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========================
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*/
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void idMenuScreen_Shell_GameOptions::ShowScreen( const mainMenuTransition_t transitionType )
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{
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systemData.LoadData();
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idMenuScreen::ShowScreen( transitionType );
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}
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/*
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========================
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idMenuScreen_Shell_GameOptions::HideScreen
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========================
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*/
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void idMenuScreen_Shell_GameOptions::HideScreen( const mainMenuTransition_t transitionType )
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{
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if( systemData.IsDataChanged() )
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{
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systemData.CommitData();
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}
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idMenuScreen::HideScreen( transitionType );
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}
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/*
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========================
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idMenuScreen_Shell_GameOptions::HandleAction h
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========================
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*/
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bool idMenuScreen_Shell_GameOptions::HandleAction( idWidgetAction& action, const idWidgetEvent& event, idMenuWidget* widget, bool forceHandled )
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{
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if( menuData == NULL )
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{
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return true;
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}
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if( menuData->ActiveScreen() != SHELL_AREA_GAME_OPTIONS )
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{
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return false;
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}
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widgetAction_t actionType = action.GetType();
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const idSWFParmList& parms = action.GetParms();
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switch( actionType )
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{
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case WIDGET_ACTION_GO_BACK:
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{
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menuData->SetNextScreen( SHELL_AREA_SETTINGS, MENU_TRANSITION_SIMPLE );
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return true;
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}
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case WIDGET_ACTION_PRESS_FOCUSED:
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{
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if( options == NULL )
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{
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return true;
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}
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int selectionIndex = options->GetFocusIndex();
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if( parms.Num() > 0 )
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{
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selectionIndex = parms[0].ToInteger();
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}
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if( selectionIndex != options->GetFocusIndex() )
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{
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options->SetViewIndex( options->GetViewOffset() + selectionIndex );
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options->SetFocusIndex( selectionIndex );
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}
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systemData.AdjustField( selectionIndex, 1 );
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options->Update();
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return true;
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}
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case WIDGET_ACTION_START_REPEATER:
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{
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if( parms.Num() == 4 )
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{
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int selectionIndex = parms[3].ToInteger();
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if( selectionIndex != options->GetFocusIndex() )
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{
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options->SetViewIndex( options->GetViewOffset() + selectionIndex );
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options->SetFocusIndex( selectionIndex );
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}
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}
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break;
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}
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}
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return idMenuWidget::HandleAction( action, event, widget, forceHandled );
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}
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/////////////////////////////////
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// SCREEN SETTINGS
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/////////////////////////////////
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extern idCVar ui_autoSwitch;
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extern idCVar ui_autoReload;
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extern idCVar aa_targetAimAssistEnable;
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extern idCVar in_alwaysRun;
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extern idCVar g_checkpoints;
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extern idCVar g_weaponShadows;
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/*
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========================
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idMenuScreen_Shell_GameOptions::idMenuDataSource_AudioSettings::idMenuDataSource_AudioSettings
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========================
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*/
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idMenuScreen_Shell_GameOptions::idMenuDataSource_GameSettings::idMenuDataSource_GameSettings()
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{
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fields.SetNum( MAX_GAME_FIELDS );
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originalFields.SetNum( MAX_GAME_FIELDS );
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}
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/*
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========================
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idMenuScreen_Shell_GameOptions::idMenuDataSource_AudioSettings::LoadData
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========================
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*/
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void idMenuScreen_Shell_GameOptions::idMenuDataSource_GameSettings::LoadData()
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{
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fields[ GAME_FIELD_FOV ].SetInteger( g_fov.GetFloat() );
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fields[ GAME_FIELD_CHECKPOINTS ].SetBool( g_checkpoints.GetBool() );
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fields[ GAME_FIELD_AUTO_SWITCH ].SetBool( ui_autoSwitch.GetBool() );
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fields[ GAME_FIELD_AUTO_RELOAD ].SetBool( ui_autoReload.GetBool() );
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fields[ GAME_FIELD_AIM_ASSIST ].SetBool( aa_targetAimAssistEnable.GetBool() );
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fields[ GAME_FIELD_ALWAYS_SPRINT ].SetBool( in_alwaysRun.GetBool() );
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fields[ GAME_FIELD_FLASHLIGHT_SHADOWS ].SetBool( g_weaponShadows.GetBool() );
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originalFields = fields;
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}
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/*
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========================
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idMenuScreen_Shell_GameOptions::idMenuDataSource_AudioSettings::CommitData
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========================
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*/
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void idMenuScreen_Shell_GameOptions::idMenuDataSource_GameSettings::CommitData()
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{
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g_fov.SetFloat( fields[ GAME_FIELD_FOV ].ToFloat() );
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g_gun_x.SetFloat( Lerp( MIN_FOV_GUN, MAX_FOV_GUN, ( fields[ GAME_FIELD_FOV ].ToFloat() - MIN_FOV ) / ( MAX_FOV - MIN_FOV ) ) );
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g_checkpoints.SetBool( fields[ GAME_FIELD_CHECKPOINTS ].ToBool() );
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ui_autoSwitch.SetBool( fields[ GAME_FIELD_AUTO_SWITCH ].ToBool() );
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ui_autoReload.SetBool( fields[ GAME_FIELD_AUTO_RELOAD ].ToBool() );
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aa_targetAimAssistEnable.SetBool( fields[ GAME_FIELD_AIM_ASSIST ].ToBool() );
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in_alwaysRun.SetBool( fields[ GAME_FIELD_ALWAYS_SPRINT ].ToBool() );
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g_weaponShadows.SetBool( fields[ GAME_FIELD_FLASHLIGHT_SHADOWS ].ToBool() );
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cvarSystem->SetModifiedFlags( CVAR_ARCHIVE );
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// make the committed fields into the backup fields
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originalFields = fields;
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}
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/*
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========================
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idMenuScreen_Shell_GameOptions::idMenuDataSource_AudioSettings::AdjustField
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========================
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*/
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void idMenuScreen_Shell_GameOptions::idMenuDataSource_GameSettings::AdjustField( const int fieldIndex, const int adjustAmount )
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{
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if( fieldIndex == GAME_FIELD_FOV )
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{
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fields[ fieldIndex ].SetInteger( idMath::ClampInt( MIN_FOV, MAX_FOV, fields[ fieldIndex ].ToInteger() + adjustAmount * 5 ) );
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}
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else
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{
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fields[ fieldIndex ].SetBool( !fields[ fieldIndex ].ToBool() );
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}
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}
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/*
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========================
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idMenuScreen_Shell_GameOptions::idMenuDataSource_AudioSettings::IsDataChanged
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========================
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*/
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bool idMenuScreen_Shell_GameOptions::idMenuDataSource_GameSettings::IsDataChanged() const
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{
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if( fields[ GAME_FIELD_FOV ].ToInteger() != originalFields[ GAME_FIELD_FOV ].ToInteger() )
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{
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return true;
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}
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if( fields[ GAME_FIELD_CHECKPOINTS ].ToBool() != originalFields[ GAME_FIELD_CHECKPOINTS ].ToBool() )
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{
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return true;
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}
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if( fields[ GAME_FIELD_AUTO_SWITCH ].ToBool() != originalFields[ GAME_FIELD_AUTO_SWITCH ].ToBool() )
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{
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return true;
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}
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if( fields[ GAME_FIELD_AUTO_RELOAD ].ToBool() != originalFields[ GAME_FIELD_AUTO_RELOAD ].ToBool() )
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{
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return true;
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}
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if( fields[ GAME_FIELD_AIM_ASSIST ].ToBool() != originalFields[ GAME_FIELD_AIM_ASSIST ].ToBool() )
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{
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return true;
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}
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if( fields[ GAME_FIELD_ALWAYS_SPRINT ].ToBool() != originalFields[ GAME_FIELD_ALWAYS_SPRINT ].ToBool() )
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{
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return true;
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}
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if( fields[ GAME_FIELD_FLASHLIGHT_SHADOWS ].ToBool() != originalFields[ GAME_FIELD_FLASHLIGHT_SHADOWS ].ToBool() )
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{
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return true;
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}
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return false;
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} |