quakeforge/cs-code/controls_o.qc

489 lines
12 KiB
C++
Raw Normal View History

/*
options.qc
Options menu
Copyright (C) 2002 Robin Redeker <elmex@x-paste.de>
This program 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 2
of the License, or (at your option) any later version.
This program 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 this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
/*
This is a array of the commands, which
can be binded by menu.
*/
#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 1",
"impulse 2",
"impulse 3",
"impulse 4",
"impulse 5",
"impulse 6",
"impulse 7",
"impulse 8"
#define NUM_WEAPON_KEYS NUM_MISC_KEYS + 9
};
// this array holds readable information about the binded keys
string [NUM_BINDED_KEYS] key_bindings_desc;
integer set_key_flag; // holds flag for the key-setting
// three global hashes for the main binding groups
integer basic_binding_hash;
integer misc_binding_hash;
integer weapon_binding_hash;
/*
init_binding_hash
this function initializes the hashes for the binding menus
*/
void ()
init_binding_hash =
{
/*
DESIGN NOTES for the Menu:
binding config is loaded into hashes.
the key of the hash is the string, which will
be displayed as binding description.
The first value of the key is the command, which
is binded.
The second valu (loaded later) of the hash
will be the keyname. (see get_hash_keys())
*/
// Basic keys
basic_binding_hash = StringHash_Create();
StringHash_Set(basic_binding_hash, "Attack", "+attack", 0);
StringHash_Set(basic_binding_hash, "Next weapon", "impulse 10", 0);
StringHash_Set(basic_binding_hash, "Jump/Swin up", "+jump", 0);
StringHash_Set(basic_binding_hash, "Walk forward", "+forward", 0);
StringHash_Set(basic_binding_hash, "Backpedal", "+back", 0);
StringHash_Set(basic_binding_hash, "Turn left", "+left", 0);
StringHash_Set(basic_binding_hash, "Turn right", "+right", 0);
StringHash_Set(basic_binding_hash, "Run", "+speed", 0);
StringHash_Set(basic_binding_hash, "Step left", "+moveleft", 0);
StringHash_Set(basic_binding_hash, "Step right", "+moveright", 0);
StringHash_Set(basic_binding_hash, "Sidestep", "+strafe", 0);
StringHash_Set(basic_binding_hash, "Look up", "+lookup", 0);
StringHash_Set(basic_binding_hash, "Look down", "+lookdown", 0);
StringHash_Set(basic_binding_hash, "Center view", "centerview", 0);
StringHash_Set(basic_binding_hash, "Mouse look", "+mlook", 0);
StringHash_Set(basic_binding_hash, "Keyboard look", "+klook", 0);
StringHash_Set(basic_binding_hash, "Swim up", "+moveup", 0);
StringHash_Set(basic_binding_hash, "Swim down", "+movedown", 0);
// Misc keys
misc_binding_hash = StringHash_Create();
StringHash_Set(misc_binding_hash, "Pause game", "pause", 0);
StringHash_Set(misc_binding_hash, "Tog. m.-grab", "toggle in_grab", 0);
StringHash_Set(misc_binding_hash, "Messagemode", "messagemode", 0);
StringHash_Set(misc_binding_hash, "Screenshot", "screenshot", 0);
// Weapon keys
weapon_binding_hash = StringHash_Create();
StringHash_Set(weapon_binding_hash, "Axe", "impulse 1", 0);
StringHash_Set(weapon_binding_hash, "Shotgun", "impulse 2", 0);
StringHash_Set(weapon_binding_hash, "Super Shotgun", "impulse 3", 0);
StringHash_Set(weapon_binding_hash, "Nailgun", "impulse 4", 0);
StringHash_Set(weapon_binding_hash, "Super Nailgun", "impulse 5", 0);
StringHash_Set(weapon_binding_hash, "Rocket L. ", "impulse 6", 0);
StringHash_Set(weapon_binding_hash, "Grenade L. ", "impulse 7", 0);
StringHash_Set(weapon_binding_hash, "Thunderbolt", "impulse 8", 0);
};
/*
get_keyname
Gets the string of the key, which is binded
to a special binding.
bindnum is the number of the binding.
As a command/binding can be binded to many keys,
you can get the second, third, etc. key by giving
the bindnum.
*/
string (string binding, integer bindnum)
get_keyname =
{
local integer keynum;
local string keyname;
keynum = Key_LookupBinding(IMT_0, bindnum, binding);
if(keynum == -1) {
keyname = "";
} else {
keyname = Key_KeynumToString(keynum);
// cut away the "K_", thats maybe enough as description for now
keyname = String_Cut(0, 2, keyname);
}
return keyname;
};
//XXX: make_key_desc will be removed soon
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;
};
/*
get_hash_keys
gets the keys for a keybinding-hash
*/
void (integer hash_id)
get_hash_keys =
{
local integer i,hlen;
local string binding, desc1 = "", desc2 = "";
hlen = StringHash_Length(hash_id);
for(i = 0;i < hlen; i++) {
binding = StringHash_GetIdx(hash_id, i, 0);
desc1 = get_keyname(binding, 1); // first key binded to
desc2 = get_keyname(binding, 2); // second key binded to
if(desc2 != "") {
desc1 += ", " + desc2;
}
StringHash_SetIdx(hash_id, i, desc1, 1);
}
};
/*
load_keybindings
Loads the kername for into the hashes
*/
void ()
load_keybindings =
{
get_hash_keys(basic_binding_hash);
get_hash_keys(misc_binding_hash);
get_hash_keys(weapon_binding_hash);
};
/*******************
* BINDINGS OPTIONS
* Binding settings
*******************/
/*
DESIGN NOTE (by elmex):
Every sub-menu for control bindings
has its own hash for holding the keybindings.
Thats why there are three different functions, which
shadow the CB_MAIN_control_binding() function.
They get the binding from the correct hash.
*/
/*
CB_MAIN_control_binding
The core function of all control_binding function.
Its taking the binding as argument.
This function is called by the real callbacks.
*/
integer (string binding, integer key)
CB_MAIN_control_binding =
{
local integer retval = 0, bindcnt = 0;
if(set_key_flag) {
bindcnt = Key_CountBinding(IMT_0, binding);
/* we are not binding keys for more than one command
by the menu (maybe extended later) */
if(bindcnt < 2) {
Key_SetBinding (IMT_0, key, binding);
} // else: not bind the key
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;
};
/*
CB_basic_control_binding
Callback for the basic control bindings menu
*/
integer (string text, integer key)
CB_basic_control_binding =
{
local string binding = StringHash_GetIdx(basic_binding_hash, stoi(text), 0);
return CB_MAIN_control_binding(binding, key);
};
/*
DRAW_basic_control_binding
Draws the menu for the basic control bindins
*/
integer ()
DRAW_basic_control_binding =
{
local integer cursor_pad = 40, bind_desc_pad;
local integer i, hl;
bind_desc_pad = 120;
Draw_String (20, 10, "Backspace/Delete: Del binding");
Draw_String (20, 20, "Enter: New binding");
hl = StringHash_Length(basic_binding_hash);
for(i=0;i < hl; i++) {
draw_val_item (20, 40+(i*10), bind_desc_pad,
StringHash_GetIdx(basic_binding_hash, i, -1),
StringHash_GetIdx(basic_binding_hash, i, 1));
}
opt_cursor (12, (Menu_GetIndex() * 10) + cursor_pad);
return 1;
};
/*
MENU_basic_control_binding
Menu making function for the control bindings
*/
void ()
MENU_basic_control_binding =
{
local integer i,hl;
Menu_Begin (54, 40, "Basic bindings");
Menu_FadeScreen (1);
Menu_Draw (DRAW_basic_control_binding);
hl = StringHash_Length(basic_binding_hash);
for (i = 0; i < hl; i++) {
Menu_Item (20, 40 + i*10, itos(i), CB_basic_control_binding, 1);
}
Menu_End ();
};
/*
CB_misc_control_binding
Callback for misc control bindings.
*/
integer (string text, integer key)
CB_misc_control_binding =
{
local string binding = StringHash_GetIdx(misc_binding_hash, stoi(text), 0);
return CB_MAIN_control_binding(binding, key);
};
/*
DRAW_misc_control_binding
Draw the bindings for the misc controls
*/
integer ()
DRAW_misc_control_binding =
{
local integer cursor_pad = 40, bind_desc_pad;
local integer i, hl;
bind_desc_pad = 120;
Draw_String (20, 10, "Backspace/Delete: Del binding");
Draw_String (20, 20, "Enter: New binding");
hl = StringHash_Length(misc_binding_hash);
for(i=0;i < hl; i++) {
draw_val_item (20, 40+(i*10), bind_desc_pad,
StringHash_GetIdx(misc_binding_hash, i, -1),
StringHash_GetIdx(misc_binding_hash, i, 1));
}
opt_cursor (12, (Menu_GetIndex() * 10) + cursor_pad);
return 1;
};
/*
MENU_misc_control_binding
Menu maker function for the misc control binding
*/
void ()
MENU_misc_control_binding =
{
local integer i,hl;
Menu_Begin (54, 50, "Misc bindings");
Menu_FadeScreen (1);
Menu_Draw (DRAW_misc_control_binding);
hl = StringHash_Length(basic_binding_hash);
for (i = 0; i < hl; i++) {
Menu_Item (20, 40 + i*10, itos(i), CB_misc_control_binding, 1);
}
Menu_End ();
};
/*
CB_weapon_control_binding
Callback function for the weapons control bindings
*/
integer (string text, integer key)
CB_weapon_control_binding =
{
local string binding = StringHash_GetIdx(weapon_binding_hash, stoi(text),0);
return CB_MAIN_control_binding(binding, key);
};
/*
DRAW_weapon_control_binding
Draw the weapon binding menu
*/
integer ()
DRAW_weapon_control_binding =
{
local integer cursor_pad = 40, bind_desc_pad;
local integer i,hl;
bind_desc_pad = 120;
Draw_String (20, 10, "Backspace/Delete: Del binding");
Draw_String (20, 20, "Enter: New binding");
hl = StringHash_Length(weapon_binding_hash);
for(i=0;i < hl; i++) {
draw_val_item (20, 40+(i*10), bind_desc_pad,
StringHash_GetIdx(weapon_binding_hash, i, -1),
StringHash_GetIdx(weapon_binding_hash, i, 1));
}
opt_cursor (12, (Menu_GetIndex() * 10) + cursor_pad);
return 1;
};
/*
MENU_weapon_control_binding
Menu maker for the weapons menu
*/
void ()
MENU_weapon_control_binding =
{
local integer i,hl;
Menu_Begin (54, 60, "Weapon bindings");
Menu_FadeScreen (1);
Menu_Draw (DRAW_weapon_control_binding);
hl = StringHash_Length(basic_binding_hash);
for (i = 0; i < hl; i++) {
Menu_Item (20, 40 + i*10, itos(i), CB_weapon_control_binding, 1);
}
Menu_End ();
};
/*
MENU_control_binding
Main controls menu, for selecting the sub control menus
*/
void ()
MENU_control_binding =
{
init_binding_hash (); // init the keybinding hashes
load_keybindings (); // load the keybindings into hashes
Menu_Begin (54, 60, "Bindings");
Menu_Pic (16, 4, "gfx/qplaque.lmp");
Menu_CenterPic (160, 4, "gfx/p_option.lmp");
Menu_FadeScreen (1);
MENU_basic_control_binding ();
MENU_misc_control_binding ();
MENU_weapon_control_binding();
Menu_End ();
};