jedi-academy/code/ui/ui_atoms.cpp
2013-04-23 15:21:39 +10:00

480 lines
10 KiB
C++

/**********************************************************************
UI_ATOMS.C
User interface building blocks and support functions.
**********************************************************************/
// leave this at the top of all UI_xxxx files for PCH reasons...
//
#include "../server/exe_headers.h"
#include "ui_local.h"
#include "gameinfo.h"
#include "../qcommon/stv_version.h"
uiimport_t ui;
uiStatic_t uis;
//externs
static void UI_LoadMenu_f( void );
static void UI_SaveMenu_f( void );
//locals
/*
=================
UI_ForceMenuOff
=================
*/
void UI_ForceMenuOff (void)
{
ui.Key_SetCatcher( ui.Key_GetCatcher() & ~KEYCATCH_UI );
ui.Key_ClearStates();
ui.Cvar_Set( "cl_paused", "0" );
}
/*
=================
UI_SetActiveMenu -
this should be the ONLY way the menu system is brought up
=================
*/
void UI_SetActiveMenu( const char* menuname,const char *menuID )
{
// this should be the ONLY way the menu system is brought up (besides the UI_ConsoleCommand below)
if (cls.state != CA_DISCONNECTED && !ui.SG_GameAllowedToSaveHere(qtrue)) //don't check full sytem, only if incamera
{
return;
}
if ( !menuname ) {
UI_ForceMenuOff();
return;
}
//make sure force-speed and slowmodeath doesn't slow down menus - NOTE: they should reset the timescale when the game un-pauses
Cvar_SetValue( "timescale", 1.0f );
UI_Cursor_Show(qtrue);
// enusure minumum menu data is cached
Menu_Cache();
if ( Q_stricmp (menuname, "mainMenu") == 0 )
{
UI_MainMenu();
return;
}
if ( Q_stricmp (menuname, "ingame") == 0 )
{
ui.Cvar_Set( "cl_paused", "1" );
UI_InGameMenu(menuID);
return;
}
if ( Q_stricmp (menuname, "datapad") == 0 )
{
ui.Cvar_Set( "cl_paused", "1" );
UI_DataPadMenu();
return;
}
if ( Q_stricmp (menuname, "missionfailed_menu") == 0 )
{
Menus_CloseAll();
Menus_ActivateByName("missionfailed_menu");
ui.Key_SetCatcher( KEYCATCH_UI );
return;
}
//JLF SPLASHMAIN MPSKIPPED
#ifdef _XBOX
{
Menus_CloseAll();
if (Menus_ActivateByName(menuname))
ui.Key_SetCatcher( KEYCATCH_UI );
else
UI_MainMenu();
}
#endif
}
/*
=================
UI_Argv
=================
*/
static char *UI_Argv( int arg )
{
static char buffer[MAX_STRING_CHARS];
ui.Argv( arg, buffer, sizeof( buffer ) );
return buffer;
}
/*
=================
UI_Cvar_VariableString
=================
*/
char *UI_Cvar_VariableString( const char *var_name )
{
static char buffer[MAX_STRING_CHARS];
ui.Cvar_VariableStringBuffer( var_name, buffer, sizeof( buffer ) );
return buffer;
}
/*
=================
UI_Cache
=================
*/
static void UI_Cache_f( void )
{
int index;
Menu_Cache();
extern const char *lukeForceStatusSounds[];
extern const char *kyleForceStatusSounds[];
for (index = 0; index < 5; index++)
{
DC->registerSound(lukeForceStatusSounds[index], qfalse);
DC->registerSound(kyleForceStatusSounds[index], qfalse);
}
for (index = 1; index <= 18; index++)
{
DC->registerSound(va("sound/chars/storyinfo/%d",index), qfalse);
}
trap_S_RegisterSound("sound/chars/kyle/04kyk001.mp3", qfalse);
trap_S_RegisterSound("sound/chars/kyle/05kyk001.mp3", qfalse);
trap_S_RegisterSound("sound/chars/kyle/07kyk001.mp3", qfalse);
trap_S_RegisterSound("sound/chars/kyle/14kyk001.mp3", qfalse);
trap_S_RegisterSound("sound/chars/kyle/21kyk001.mp3", qfalse);
trap_S_RegisterSound("sound/chars/kyle/24kyk001.mp3", qfalse);
trap_S_RegisterSound("sound/chars/kyle/25kyk001.mp3", qfalse);
trap_S_RegisterSound("sound/chars/luke/06luk001.mp3", qfalse);
trap_S_RegisterSound("sound/chars/luke/08luk001.mp3", qfalse);
trap_S_RegisterSound("sound/chars/luke/22luk001.mp3", qfalse);
trap_S_RegisterSound("sound/chars/luke/23luk001.mp3", qfalse);
trap_S_RegisterSound("sound/chars/protocol/12pro001.mp3", qfalse);
trap_S_RegisterSound("sound/chars/protocol/15pro001.mp3", qfalse);
trap_S_RegisterSound("sound/chars/protocol/16pro001.mp3", qfalse);
trap_S_RegisterSound("sound/chars/wedge/13wea001.mp3", qfalse);
Menus_ActivateByName("ingameMissionSelect1");
Menus_ActivateByName("ingameMissionSelect2");
Menus_ActivateByName("ingameMissionSelect3");
}
/*
=================
UI_ConsoleCommand
=================
*/
void UI_Load(void); //in UI_main.cpp
qboolean UI_ConsoleCommand( void )
{
char *cmd;
if (!ui.SG_GameAllowedToSaveHere(qtrue)) //only check if incamera
{
return qfalse;
}
cmd = UI_Argv( 0 );
// ensure minimum menu data is available
Menu_Cache();
if ( Q_stricmp (cmd, "ui_cache") == 0 )
{
UI_Cache_f();
return qtrue;
}
if ( Q_stricmp (cmd, "levelselect") == 0 )
{
UI_LoadMenu_f();
return qtrue;
}
if ( Q_stricmp (cmd, "ui_teamOrders") == 0 )
{
UI_SaveMenu_f();
return qtrue;
}
if ( Q_stricmp (cmd, "ui_report") == 0 )
{
UI_Report();
return qtrue;
}
if ( Q_stricmp (cmd, "ui_load") == 0 )
{
UI_Load();
return qtrue;
}
return qfalse;
}
/*
=================
UI_Init
=================
*/
void UI_Init( int apiVersion, uiimport_t *uiimport, qboolean inGameLoad )
{
ui = *uiimport;
if ( apiVersion != UI_API_VERSION ) {
ui.Error( ERR_FATAL, "Bad UI_API_VERSION: expected %i, got %i\n", UI_API_VERSION, apiVersion );
}
// get static data (glconfig, media)
ui.GetGlconfig( &uis.glconfig );
uis.scaley = uis.glconfig.vidHeight * (1.0/480.0);
uis.scalex = uis.glconfig.vidWidth * (1.0/640.0);
Menu_Cache( );
ui.Cvar_Create( "cg_drawCrosshair", "1", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_marks", "1", CVAR_ARCHIVE );
ui.Cvar_Create ("s_language", "english", CVAR_ARCHIVE | CVAR_NORESTART);
ui.Cvar_Create( "g_char_model", "jedi_tf", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
ui.Cvar_Create( "g_char_skin_head", "head_a1", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
ui.Cvar_Create( "g_char_skin_torso", "torso_a1", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
ui.Cvar_Create( "g_char_skin_legs", "lower_a1", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
ui.Cvar_Create( "g_char_color_red", "255", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
ui.Cvar_Create( "g_char_color_green", "255", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
ui.Cvar_Create( "g_char_color_blue", "255", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
ui.Cvar_Create( "g_saber_type", "single", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
ui.Cvar_Create( "g_saber", "single_1", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
ui.Cvar_Create( "g_saber2", "", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
ui.Cvar_Create( "g_saber_color", "yellow", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
ui.Cvar_Create( "g_saber2_color", "yellow", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART );
ui.Cvar_Create( "ui_forcepower_inc", "0", CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART);
ui.Cvar_Create( "tier_storyinfo", "0", CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART);
ui.Cvar_Create( "tiers_complete", "", CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART);
ui.Cvar_Create( "ui_prisonerobj_currtotal", "0", CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART);
ui.Cvar_Create( "ui_prisonerobj_mintotal", "0", CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART);
ui.Cvar_Create( "g_dismemberment", "3", CVAR_ARCHIVE );//0 = none, 1 = arms and hands, 2 = legs, 3 = waist and head
ui.Cvar_Create( "cg_gunAutoFirst", "1", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_crosshairIdentifyTarget", "1", CVAR_ARCHIVE );
ui.Cvar_Create( "g_subtitles", "0", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_marks", "1", CVAR_ARCHIVE );
ui.Cvar_Create( "d_slowmodeath", "3", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_shadows", "1", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_runpitch", "0.002", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_runroll", "0.005", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_bobup", "0.005", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_bobpitch", "0.002", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_bobroll", "0.002", CVAR_ARCHIVE );
ui.Cvar_Create( "ui_disableWeaponSway", "0", CVAR_ARCHIVE );
_UI_Init(inGameLoad);
}
// these are only here so the functions in q_shared.c can link
#ifndef UI_HARD_LINKED
/*
================
Com_Error
=================
*/
/*
void Com_Error( int level, const char *error, ... )
{
va_list argptr;
char text[1024];
va_start (argptr, error);
vsprintf (text, error, argptr);
va_end (argptr);
ui.Error( level, "%s", text);
}
*/
/*
================
Com_Printf
=================
*/
/*
void Com_Printf( const char *msg, ... )
{
va_list argptr;
char text[1024];
va_start (argptr, msg);
vsprintf (text, msg, argptr);
va_end (argptr);
ui.Printf( "%s", text);
}
*/
#endif
/*
================
UI_DrawNamedPic
=================
*/
void UI_DrawNamedPic( float x, float y, float width, float height, const char *picname )
{
qhandle_t hShader;
hShader = ui.R_RegisterShaderNoMip( picname );
ui.R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader );
}
/*
================
UI_DrawHandlePic
=================
*/
void UI_DrawHandlePic( float x, float y, float w, float h, qhandle_t hShader )
{
float s0;
float s1;
float t0;
float t1;
if( w < 0 ) { // flip about horizontal
w = -w;
s0 = 1;
s1 = 0;
}
else {
s0 = 0;
s1 = 1;
}
if( h < 0 ) { // flip about vertical
h = -h;
t0 = 1;
t1 = 0;
}
else {
t0 = 0;
t1 = 1;
}
ui.R_DrawStretchPic( x, y, w, h, s0, t0, s1, t1, hShader );
}
/*
================
UI_FillRect
Coordinates are 640*480 virtual values
=================
*/
void UI_FillRect( float x, float y, float width, float height, const float *color )
{
ui.R_SetColor( color );
ui.R_DrawStretchPic( x, y, width, height, 0, 0, 0, 0, uis.whiteShader );
ui.R_SetColor( NULL );
}
/*
=================
UI_UpdateScreen
=================
*/
void UI_UpdateScreen( void )
{
ui.UpdateScreen();
}
/*
===============
UI_LoadMenu_f
===============
*/
static void UI_LoadMenu_f( void )
{
trap_Key_SetCatcher( KEYCATCH_UI );
Menus_ActivateByName("ingameloadMenu");
}
/*
===============
UI_SaveMenu_f
===============
*/
static void UI_SaveMenu_f( void )
{
// ui.PrecacheScreenshot();
trap_Key_SetCatcher( KEYCATCH_UI );
Menus_ActivateByName("ingamesaveMenu");
}
//--------------------------------------------
/*
=================
UI_SetColor
=================
*/
void UI_SetColor( const float *rgba )
{
trap_R_SetColor( rgba );
}
/*int registeredFontCount = 0;
#define MAX_FONTS 6
static fontInfo_t registeredFont[MAX_FONTS];
*/
/*
=================
UI_RegisterFont
=================
*/
int UI_RegisterFont(const char *fontName)
{
int iFontIndex = ui.R_RegisterFont(fontName);
if (iFontIndex == 0)
{
iFontIndex = ui.R_RegisterFont("ergoec"); // fall back
}
return iFontIndex;
}