/* controls_o.qc Controls settings menu Copyright (C) 2002 Robin Redeker 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 */ #include "Array.h" #include "menu.h" #include "draw.h" #include "system.h" #include "debug.h" #include "string.h" #include "key.h" #include "options_util.h" integer set_key_flag; // holds flag for the key-setting // three global hashes for the main binding groups Array []movement_bindings; Array []misc_bindings; Array []weapon_bindings; struct binding_s { string text; string command; string keys; }; typedef struct binding_s binding_t; @interface Binding : Object { @public string text; string command; string keys; } -initWithBinding: (binding_t) binding; @end @implementation Binding -initWithBinding: (binding_t) binding { self = [self init]; if (self) { text = binding.text; command = binding.command; keys = binding.keys; } return self; } @end binding_t [16] movement_binding_list = { {"Jump/Swin up", "+jump"}, {"Walk forward", "+forward"}, {"Backpedal", "+back"}, {"Turn left", "+left"}, {"Turn right", "+right"}, {"Run", "+speed"}, {"Step left", "+moveleft"}, {"Step right", "+moveright"}, {"Sidestep", "+strafe"}, {"Look up", "+lookup"}, {"Look down", "+lookdown"}, {"Center view", "centerview"}, {"Mouse look", "+mlook"}, {"Keyboard look", "+klook"}, {"Swim up", "+moveup"}, {"Swim down", "+movedown"}, }; binding_t [4] misc_binding_list = { {"Pause game", "pause"}, {"Tog. m.-grab", "toggle in_grab"}, {"Messagemode", "messagemode"}, {"Screenshot", "screenshot"}, }; binding_t [10] weapon_binding_list = { {"Attack", "+attack"}, {"Next weapon", "impulse 10"}, {"Axe", "impulse 1"}, {"Shotgun", "impulse 2"}, {"Super Shotgun", "impulse 3"}, {"Nailgun", "impulse 4"}, {"Super Nailgun", "impulse 5"}, {"Grenade L. ", "impulse 6"}, {"Rocket L. ", "impulse 7"}, {"Thunderbolt", "impulse 8"}, }; Binding [](binding_t binding) new_binding = { return [[Binding alloc] initWithBinding:binding]; }; /* init_binding_hash this function initializes the hashes for the binding menus */ void () init_binding_hash = { local integer i; movement_bindings = [[Array alloc] init]; for (i = 0; i < @sizeof (movement_binding_list) / @sizeof (movement_binding_list[0]); i++) [movement_bindings addObject: new_binding (movement_binding_list[i])]; misc_bindings = [[Array alloc] init]; for (i = 0; i < @sizeof (misc_binding_list) / @sizeof (misc_binding_list[0]); i++) [misc_bindings addObject: new_binding (misc_binding_list[i])]; weapon_bindings = [[Array alloc] init]; for (i = 0; i < @sizeof (weapon_binding_list) / @sizeof (weapon_binding_list[0]); i++) [weapon_bindings addObject: new_binding (weapon_binding_list[i])]; }; /* get_keyname Gets the string of the key, which is bound to a special binding. bindnum is the number of the binding. As a command/binding can be bound 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; }; /* get_hash_keys gets the keys for a keybinding-hash */ void (Array []list) get_hash_keys = { local integer i,hlen; local Binding []binding; local string desc1 = "", desc2 = ""; hlen = [list count]; for(i = 0; i < hlen; i++) { binding = [list objectAtIndex: i]; desc1 = get_keyname (binding.command, 1); // first key bound to desc2 = get_keyname (binding.command, 2); // second key bound to if (desc2 != "") { desc1 += ", " + desc2; } if (binding.keys) { str_free (binding.keys); binding.keys = NIL; } if (desc1) { binding.keys = str_new (); str_copy (binding.keys, desc1); } } }; /* load_keybindings Loads the kername for into the hashes */ void () load_keybindings = { get_hash_keys (movement_bindings); get_hash_keys (misc_bindings); get_hash_keys (weapon_bindings); }; /******************* * 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. It takes the binding as argument. This function is called by the real callbacks. */ integer (Binding []binding, integer key) CB_MAIN_control_binding = { local integer retval = 0, bindcnt = 0; if(set_key_flag) { bindcnt = Key_CountBinding(IMT_0, binding.command); /* 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.command); } else { // else, remove a binding and assign a new one Key_SetBinding (IMT_0, Key_LookupBinding(IMT_0, 1, binding.command), ""); Key_SetBinding (IMT_0, key, binding.command); } set_key_flag = 0; retval = 1; } else { if(key == QFK_RETURN) { set_key_flag = 1; retval = 1; } else if(key == QFK_BACKSPACE || key == QFK_DELETE) { Key_SetBinding (IMT_0, Key_LookupBinding(IMT_0, 1, binding.command), ""); retval = 1; } } return retval; }; /* CB_basic_control_binding Callback for the basic control bindings menu */ integer (string text, integer key) CB_basic_control_binding = { local Binding []binding = [movement_bindings objectAtIndex: stoi (text)]; local integer ret = CB_MAIN_control_binding (binding, key); // fetch all keynames (possible to optimize.. but not very neccessary) get_hash_keys (movement_bindings); return ret; }; /* CB_ME_basic_control_binding Loading basic keynames when entering the menu */ void () CB_ME_basic_control_binding = { get_hash_keys (movement_bindings); }; /* DRAW_basic_control_binding Draws the menu for the basic control bindins */ integer (integer x, integer y) DRAW_basic_control_binding = { local integer cursor_pad = 40, bind_desc_pad, hl, i; bind_desc_pad = 120; Draw_String (x + 20, y + 10, "Backspace/Delete: Del binding"); Draw_String (x + 20, y + 20, "Enter: New binding"); hl = [movement_bindings count]; for(i = 0; i < hl; i++) { local Binding []binding = [movement_bindings objectAtIndex: i]; draw_val_item (x + 20, y + 40 + ( i * 10), bind_desc_pad, binding.text, binding.keys); } opt_cursor (x + 12, y + (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, "Movement bindings"); Menu_FadeScreen (1); Menu_EnterHook (CB_ME_basic_control_binding); Menu_Draw (DRAW_basic_control_binding); hl = [movement_bindings count]; 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 Binding []binding = [misc_bindings objectAtIndex: stoi (text)]; local integer ret = CB_MAIN_control_binding (binding, key); // fetch all keynames (possible to optimize.. but not very neccessary) get_hash_keys (misc_bindings); return ret; }; /* CB_ME_misc_control_binding Loading misc keynames when entering the menu */ void () CB_ME_misc_control_binding = { get_hash_keys(misc_bindings); }; /* DRAW_misc_control_binding Draw the bindings for the misc controls */ integer (integer x, integer y) DRAW_misc_control_binding = { local integer cursor_pad = 40, bind_desc_pad; local integer i, hl; bind_desc_pad = 120; Draw_String (x + 20, y + 10, "Backspace/Delete: Del binding"); Draw_String (x + 20, y + 20, "Enter: New binding"); hl = [misc_bindings count]; for(i=0;i < hl; i++) { local Binding []binding = [misc_bindings objectAtIndex: i]; draw_val_item (x + 20, y + 40+(i*10), bind_desc_pad, binding.text, binding.keys); } opt_cursor (x + 12, y + (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 hl, i; Menu_Begin (54, 50, "Misc bindings"); Menu_FadeScreen (1); Menu_EnterHook (CB_ME_misc_control_binding); Menu_Draw (DRAW_misc_control_binding); hl = [misc_bindings count]; 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 Binding []binding = [weapon_bindings objectAtIndex: stoi (text)]; local integer ret = CB_MAIN_control_binding (binding, key); // fetch all keynames (possible to optimize.. but not very neccessary) get_hash_keys (weapon_bindings); return ret; }; /* CB_ME_weapon_control_binding Loading weapon keynames when entering the menu */ void () CB_ME_weapon_control_binding = { get_hash_keys(weapon_bindings); }; /* DRAW_weapon_control_binding Draw the weapon binding menu */ integer (integer x, integer y) DRAW_weapon_control_binding = { local integer cursor_pad = 40, bind_desc_pad, hl, i; bind_desc_pad = 120; Draw_String (x + 20, y + 10, "Backspace/Delete: Del binding"); Draw_String (x + 20, y + 20, "Enter: New binding"); hl = [weapon_bindings count]; for(i = 0; i < hl; i++) { local Binding []binding = [weapon_bindings objectAtIndex: i]; draw_val_item (x + 20, y + 40 + (i * 10), bind_desc_pad, binding.text, binding.keys); } opt_cursor (x + 12, y + (Menu_GetIndex () * 10) + cursor_pad); return 1; }; /* MENU_weapon_control_binding Menu maker for the weapons menu */ void () MENU_weapon_control_binding = { local integer hl, i; Menu_Begin (54, 60, "Weapon bindings"); Menu_FadeScreen (1); Menu_EnterHook (CB_ME_weapon_control_binding); Menu_Draw (DRAW_weapon_control_binding); hl = [weapon_bindings count]; 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 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 (); };