quakeforge/cs-code/controls_o.qc

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#define NUM_BINDED_KEYS 34
string [NUM_BINDED_KEYS] key_bindings =
{
"+attack",
"impulse 10",
"+jump",
"+forward",
"+back",
"+left",
"+right",
"+speed",
"+moveleft",
"+moveright",
"+strafe",
"+loookup",
"+lookdown",
"centerview",
"+mlook",
"+klook",
"+moveup",
"+movedown",
#define NUM_BASIC_KEYS 18
"pause",
"toggle in_grab",
"messagemode",
"screenshot",
#define NUM_MISC_KEYS NUM_BASIC_KEYS + 4
"impulse 0",
"impulse 1",
"impulse 2",
"impulse 3",
"impulse 4",
"impulse 5",
"impulse 6",
"impulse 7",
"impulse 8"
#define NUM_WEAPON_KEYS NUM_MISC_KEYS + 9
};
string [NUM_BINDED_KEYS] key_bindings_desc;
integer set_key_flag;
string (integer key, integer bindnum) make_key_desc =
{
local integer keynum;
local string keyname;
keynum = Key_LookupBinding(IMT_0, bindnum, key_bindings[key]);
if(keynum == -1) {
keyname = "";
} else {
keyname = Key_KeynumToString(keynum);
// cut away the "K_"
keyname = String_Cut(0, 2, keyname);
}
return keyname;
};
void () load_keybindings =
{
local integer i;
local string nddesc = "";
for(i = 0;i < NUM_BINDED_KEYS; i++) {
key_bindings_desc[i] = make_key_desc(i, 1);
nddesc = make_key_desc(i, 2);
if(nddesc != "") {
key_bindings_desc[i] += ", " + nddesc;
}
}
};
//**** BINDINGS OPTIONS
integer (string text, integer key) control_bind_f =
{
local string binding;
local integer retval = 0, bindcnt = 0;
binding = key_bindings[stoi(text)];
if(set_key_flag) {
bindcnt = Key_CountBinding(IMT_0, binding);
if(bindcnt < 2) {
Key_SetBinding (IMT_0, key, binding);
}
// else: not bind
set_key_flag = 0;
retval = 1;
} else {
if(key == QFK_RETURN) {
if(Key_CountBinding(IMT_0, binding) < 2)
set_key_flag = 1;
retval = 1;
} else if(key == QFK_BACKSPACE || key == QFK_DELETE) {
Key_SetBinding (IMT_0, Key_LookupBinding(IMT_0, 1, binding), "");
retval = 1;
}
}
load_keybindings();
return retval;
};
integer () basic_control_bind_draw =
{
local integer cursor_pad = 40, bind_desc_pad;
bind_desc_pad = 120;
Draw_String (20, 10, "Backspace/Delete: Del binding");
Draw_String (20, 20, "Enter: New binding");
draw_val_item (20, 40, bind_desc_pad, "Attack", key_bindings_desc[0]);
draw_val_item (20, 50, bind_desc_pad, "Next weapon", key_bindings_desc[1]);
draw_val_item (20, 60, bind_desc_pad, "Jump/Swin up", key_bindings_desc[2]);
draw_val_item (20, 70, bind_desc_pad, "Walf forward", key_bindings_desc[3]);
draw_val_item (20, 80, bind_desc_pad, "Backpedal", key_bindings_desc[4]);
draw_val_item (20, 90, bind_desc_pad, "Turn left", key_bindings_desc[5]);
draw_val_item (20, 100, bind_desc_pad, "Turn right", key_bindings_desc[6]);
draw_val_item (20, 110, bind_desc_pad, "Run", key_bindings_desc[7]);
draw_val_item (20, 120, bind_desc_pad, "Step left", key_bindings_desc[8]);
draw_val_item (20, 130, bind_desc_pad, "Step right", key_bindings_desc[9]);
draw_val_item (20, 140, bind_desc_pad, "Sidestep", key_bindings_desc[10]);
draw_val_item (20, 150, bind_desc_pad, "Look up", key_bindings_desc[11]);
draw_val_item (20, 160, bind_desc_pad, "Look down", key_bindings_desc[12]);
draw_val_item (20, 170, bind_desc_pad, "Center view", key_bindings_desc[13]);
draw_val_item (20, 180, bind_desc_pad, "Mouse look", key_bindings_desc[14]);
draw_val_item (20, 190, bind_desc_pad, "Keyboard look", key_bindings_desc[15]);
draw_val_item (20, 200, bind_desc_pad, "Swim up", key_bindings_desc[16]);
draw_val_item (20, 210, bind_desc_pad, "Swim down", key_bindings_desc[17]);
opt_cursor (12, (Menu_GetIndex() * 10) + cursor_pad);
return 1;
};
integer () misc_control_bind_draw =
{
local integer cursor_pad = 40, bind_desc_pad;
bind_desc_pad = 120;
Draw_String (20, 10, "Backspace/Delete: Del binding");
Draw_String (20, 20, "Enter: New binding");
draw_val_item (20, 40, bind_desc_pad, "Pause game", key_bindings_desc[NUM_BASIC_KEYS]);
draw_val_item (20, 50, bind_desc_pad, "Tog. m.-grab", key_bindings_desc[NUM_BASIC_KEYS + 1]);
draw_val_item (20, 60, bind_desc_pad, "Messagemode", key_bindings_desc[NUM_BASIC_KEYS + 2]);
draw_val_item (20, 70, bind_desc_pad, "Screenshot", key_bindings_desc[NUM_BASIC_KEYS + 3]);
opt_cursor (12, (Menu_GetIndex() * 10) + cursor_pad);
return 1;
};
integer () weapon_control_bind_draw =
{
local integer cursor_pad = 40, bind_desc_pad;
bind_desc_pad = 120;
Draw_String (20, 10, "Backspace/Delete: Del binding");
Draw_String (20, 20, "Enter: New binding");
draw_val_item (20, 40, bind_desc_pad, "Axe", key_bindings_desc[NUM_MISC_KEYS]);
draw_val_item (20, 50, bind_desc_pad, "Shotgun", key_bindings_desc[NUM_MISC_KEYS + 1]);
draw_val_item (20, 60, bind_desc_pad, "Super Shotgun", key_bindings_desc[NUM_MISC_KEYS + 2]);
draw_val_item (20, 70, bind_desc_pad, "Nailgun", key_bindings_desc[NUM_MISC_KEYS + 3]);
draw_val_item (20, 80, bind_desc_pad, "Super Nailgun", key_bindings_desc[NUM_MISC_KEYS + 4]);
draw_val_item (20, 90, bind_desc_pad, "Rocket L. ", key_bindings_desc[NUM_MISC_KEYS + 5]);
draw_val_item (20, 100, bind_desc_pad, "Grenade L. ", key_bindings_desc[NUM_MISC_KEYS + 6]);
draw_val_item (20, 110, bind_desc_pad, "Thunderbolt", key_bindings_desc[NUM_MISC_KEYS + 7]);
opt_cursor (12, (Menu_GetIndex() * 10) + cursor_pad);
return 1;
};
void () basic_control_bind_menu =
{
local integer i;
Menu_Begin (54, 40, "Basic bindings");
Menu_FadeScreen (1);
Menu_Draw (basic_control_bind_draw);
for (i = 0; i < NUM_BASIC_KEYS; i++) {
Menu_Item (20, 40 + i*10, itos(i), control_bind_f, 1);
}
Menu_End ();
};
void () misc_control_bind_menu =
{
local integer i;
Menu_Begin (54, 50, "Misc bindings");
Menu_FadeScreen (1);
Menu_Draw (misc_control_bind_draw);
for (i = NUM_BASIC_KEYS; i < NUM_MISC_KEYS; i++) {
Menu_Item (20, 40 + i*10, itos(i), control_bind_f, 1);
}
Menu_End ();
};
void () weapon_control_bind_menu =
{
local integer i;
Menu_Begin (54, 60, "Weapon bindings");
Menu_FadeScreen (1);
Menu_Draw (weapon_control_bind_draw);
for (i = NUM_MISC_KEYS; i < NUM_WEAPON_KEYS; i++) {
Menu_Item (20, 40 + i*10, itos(i), control_bind_f, 1);
}
Menu_End ();
};
void () control_bind_menu =
{
Menu_Begin (54, 60, "Bindings");
Menu_Pic (16, 4, "gfx/qplaque.lmp");
Menu_CenterPic (160, 4, "gfx/p_option.lmp");
Menu_FadeScreen (1);
basic_control_bind_menu ();
misc_control_bind_menu ();
weapon_control_bind_menu ();
Menu_End ();
};