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https://git.code.sf.net/p/quake/quakeforge
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0ad9f559ea
sprintf, vsprintf and strlen now in rua_strings, and strlen now returns int like it should.
518 lines
11 KiB
R
518 lines
11 KiB
R
/*
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controls_o.qc
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Controls settings menu
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Copyright (C) 2002 Robin Redeker <elmex@x-paste.de>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public
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License along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#include "Array.h"
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#include "menu.h"
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#include "draw.h"
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#include "system.h"
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#include "debug.h"
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#include "legacy_string.h"
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#include "string.h"
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#include "key.h"
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#include "options_util.h"
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int set_key_flag; // holds flag for the key-setting
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// three global hashes for the main binding groups
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Array *movement_bindings;
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Array *misc_bindings;
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Array *weapon_bindings;
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struct binding_s {
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string text;
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string command;
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string keys;
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};
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typedef struct binding_s binding_t;
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@interface Binding : Object
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{
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@public
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string text;
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string command;
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string keys;
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}
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-initWithBinding: (binding_t) binding;
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@end
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@implementation Binding
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-initWithBinding: (binding_t) binding
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{
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self = [self init];
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if (self) {
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text = binding.text;
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command = binding.command;
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keys = binding.keys;
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}
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return self;
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}
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@end
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binding_t movement_binding_list[16] = {
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{"Jump/Swin up", "+jump"},
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{"Walk forward", "+forward"},
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{"Backpedal", "+back"},
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{"Turn left", "+left"},
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{"Turn right", "+right"},
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{"Run", "+speed"},
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{"Step left", "+moveleft"},
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{"Step right", "+moveright"},
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{"Sidestep", "+strafe"},
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{"Look up", "+lookup"},
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{"Look down", "+lookdown"},
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{"Center view", "centerview"},
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{"Mouse look", "+mlook"},
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{"Keyboard look", "+klook"},
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{"Swim up", "+moveup"},
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{"Swim down", "+movedown"},
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};
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binding_t misc_binding_list [4] = {
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{"Pause game", "pause"},
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{"Tog. m.-grab", "toggle in_grab"},
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{"Messagemode", "messagemode"},
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{"Screenshot", "screenshot"},
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};
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binding_t weapon_binding_list [11] = {
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{"Attack", "+attack"},
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{"Next weapon", "impulse 10"},
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{"Prev. weapon", "impulse 12"},
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{"Axe", "impulse 1"},
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{"Shotgun", "impulse 2"},
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{"Super Shotgun", "impulse 3"},
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{"Nailgun", "impulse 4"},
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{"Super Nailgun", "impulse 5"},
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{"Grenade L. ", "impulse 6"},
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{"Rocket L. ", "impulse 7"},
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{"Thunderbolt", "impulse 8"},
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};
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Binding *
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new_binding (binding_t binding)
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{
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return [[Binding alloc] initWithBinding:binding];
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}
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/*
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init_binding_hash
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this function initializes the hashes for the binding menus
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*/
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void ()
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init_binding_hash =
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{
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local int i;
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movement_bindings = [[Array alloc] init];
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for (i = 0; i < @sizeof (movement_binding_list) / @sizeof (movement_binding_list[0]); i++)
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[movement_bindings addObject: new_binding (movement_binding_list[i])];
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misc_bindings = [[Array alloc] init];
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for (i = 0; i < @sizeof (misc_binding_list) / @sizeof (misc_binding_list[0]); i++)
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[misc_bindings addObject: new_binding (misc_binding_list[i])];
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weapon_bindings = [[Array alloc] init];
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for (i = 0; i < @sizeof (weapon_binding_list) / @sizeof (weapon_binding_list[0]); i++)
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[weapon_bindings addObject: new_binding (weapon_binding_list[i])];
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};
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/*
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get_keyname
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Gets the string of the key, which is bound to a special binding.
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bindnum is the number of the binding.
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As a command/binding can be bound to many keys, you can get the second,
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third, etc. key by giving the bindnum.
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*/
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string (string binding, int bindnum)
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get_keyname =
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{
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local int keynum;
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local string keyname;
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keynum = Key_LookupBinding("imt_0", bindnum, binding);
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if(keynum == -1) {
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keyname = "";
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} else {
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keyname = Key_KeynumToString(keynum);
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// cut away the "K_", thats maybe enough as description for now
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//keyname = String_Cut(0, 2, keyname);
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}
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return keyname;
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};
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/*
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get_hash_keys
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gets the keys for a keybinding-hash
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*/
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void
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get_hash_keys (Array *list)
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{
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local int i,hlen;
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local Binding *binding;
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local string desc1 = "", desc2 = "";
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hlen = [list count];
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for(i = 0; i < hlen; i++) {
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binding = [list objectAtIndex: i];
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desc1 = get_keyname (binding.command, 1); // first key bound to
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desc2 = get_keyname (binding.command, 2); // second key bound to
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if (desc2 != "") {
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desc1 += ", " + desc2;
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}
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if (binding.keys) {
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str_free (binding.keys);
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binding.keys = nil;
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}
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if (desc1) {
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binding.keys = str_new ();
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str_copy (binding.keys, desc1);
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}
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}
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};
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/*
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load_keybindings
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Loads the kername for into the hashes
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*/
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void ()
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load_keybindings =
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{
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get_hash_keys (movement_bindings);
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get_hash_keys (misc_bindings);
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get_hash_keys (weapon_bindings);
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};
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/*******************
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* BINDINGS OPTIONS
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* Binding settings
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*******************/
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/*
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DESIGN NOTE (by elmex):
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Every sub-menu for control bindings has its own hash for holding the
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keybindings. Thats why there are three different functions, which shadow
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the CB_MAIN_control_binding() function. They get the binding from the
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correct hash.
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*/
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/*
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CB_MAIN_control_binding
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The core function of all control_binding function.
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It takes the binding as argument.
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This function is called by the real callbacks.
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*/
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int
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CB_MAIN_control_binding (Binding *binding, int key)
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{
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local int retval = 0, bindcnt = 0;
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if(set_key_flag) {
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bindcnt = Key_CountBinding("imt_0", binding.command);
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/* we are not binding keys for more than one command
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by the menu (maybe extended later) */
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if(bindcnt < 2) {
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Key_SetBinding ("imt_0", key, binding.command);
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} else {
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// else, remove a binding and assign a new one
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Key_SetBinding ("imt_0", Key_LookupBinding("imt_0", 1, binding.command), "");
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Key_SetBinding ("imt_0", key, binding.command);
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}
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set_key_flag = 0;
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retval = 1;
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} else {
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if(key == QFK_RETURN) {
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set_key_flag = 1;
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retval = 1;
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} else if(key == QFK_BACKSPACE || key == QFK_DELETE) {
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Key_SetBinding ("imt_0", Key_LookupBinding("imt_0", 1, binding.command), "");
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retval = 1;
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}
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}
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return retval;
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};
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/*
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CB_basic_control_binding
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Callback for the basic control bindings menu
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*/
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int (string text, int key)
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CB_basic_control_binding =
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{
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local Binding *binding = [movement_bindings objectAtIndex: stoi (text)];
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local int ret = CB_MAIN_control_binding (binding, key);
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// fetch all keynames (possible to optimize.. but not very neccessary)
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get_hash_keys (movement_bindings);
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return ret;
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};
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/*
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CB_ME_basic_control_binding
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Loading basic keynames when entering the menu
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*/
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void ()
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CB_ME_basic_control_binding =
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{
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get_hash_keys (movement_bindings);
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};
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/*
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DRAW_basic_control_binding
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Draws the menu for the basic control bindins
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*/
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int (int x, int y)
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DRAW_basic_control_binding =
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{
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local int cursor_pad = 40, bind_desc_pad, hl, i;
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bind_desc_pad = 120;
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Draw_String (x + 20, y + 10, "Backspace/Delete: Del binding");
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Draw_String (x + 20, y + 20, "Enter: New binding");
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hl = [movement_bindings count];
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for(i = 0; i < hl; i++) {
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local Binding *binding = [movement_bindings objectAtIndex: i];
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draw_val_item (x + 20, y + 40 + ( i * 10), bind_desc_pad,
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binding.text, binding.keys);
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}
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opt_cursor (x + 12, y + (Menu_GetIndex () * 10) + cursor_pad);
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return 0;
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};
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/*
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MENU_basic_control_binding
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Menu making function for the control bindings
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*/
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void ()
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MENU_basic_control_binding =
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{
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local int i,hl;
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Menu_Begin (54, 40, "Movement bindings");
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Menu_FadeScreen (1);
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Menu_EnterHook (CB_ME_basic_control_binding);
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Menu_Draw (DRAW_basic_control_binding);
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hl = [movement_bindings count];
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for (i = 0; i < hl; i++) {
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Menu_Item (20, 40 + i * 10, itos (i), CB_basic_control_binding, 1);
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}
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Menu_End ();
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};
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/*
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CB_misc_control_binding
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Callback for misc control bindings.
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*/
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int (string text, int key)
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CB_misc_control_binding =
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{
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local Binding *binding = [misc_bindings objectAtIndex: stoi (text)];
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local int ret = CB_MAIN_control_binding (binding, key);
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// fetch all keynames (possible to optimize.. but not very neccessary)
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get_hash_keys (misc_bindings);
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return ret;
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};
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/*
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CB_ME_misc_control_binding
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Loading misc keynames when entering the menu
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*/
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void ()
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CB_ME_misc_control_binding =
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{
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get_hash_keys(misc_bindings);
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};
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/*
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DRAW_misc_control_binding
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Draw the bindings for the misc controls
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*/
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int (int x, int y)
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DRAW_misc_control_binding =
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{
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local int cursor_pad = 40, bind_desc_pad;
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local int i, hl;
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bind_desc_pad = 120;
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Draw_String (x + 20, y + 10, "Backspace/Delete: Del binding");
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Draw_String (x + 20, y + 20, "Enter: New binding");
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hl = [misc_bindings count];
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for(i=0;i < hl; i++) {
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local Binding *binding = [misc_bindings objectAtIndex: i];
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draw_val_item (x + 20, y + 40+(i*10), bind_desc_pad,
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binding.text, binding.keys);
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}
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opt_cursor (x + 12, y + (Menu_GetIndex() * 10) + cursor_pad);
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return 0;
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};
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/*
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MENU_misc_control_binding
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Menu maker function for the misc control binding
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*/
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void ()
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MENU_misc_control_binding =
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{
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local int hl, i;
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Menu_Begin (54, 50, "Misc bindings");
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Menu_FadeScreen (1);
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Menu_EnterHook (CB_ME_misc_control_binding);
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Menu_Draw (DRAW_misc_control_binding);
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hl = [misc_bindings count];
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for (i = 0; i < hl; i++) {
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Menu_Item (20, 40 + i * 10, itos (i), CB_misc_control_binding, 1);
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}
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Menu_End ();
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};
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/*
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CB_weapon_control_binding
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Callback function for the weapons control bindings
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*/
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int (string text, int key)
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CB_weapon_control_binding =
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{
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local Binding *binding = [weapon_bindings objectAtIndex: stoi (text)];
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local int ret = CB_MAIN_control_binding (binding, key);
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// fetch all keynames (possible to optimize.. but not very neccessary)
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get_hash_keys (weapon_bindings);
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return ret;
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};
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/*
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CB_ME_weapon_control_binding
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Loading weapon keynames when entering the
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menu
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*/
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void ()
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CB_ME_weapon_control_binding =
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{
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get_hash_keys(weapon_bindings);
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};
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/*
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DRAW_weapon_control_binding
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Draw the weapon binding menu
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*/
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int (int x, int y)
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DRAW_weapon_control_binding =
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{
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local int cursor_pad = 40, bind_desc_pad, hl, i;
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bind_desc_pad = 120;
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Draw_String (x + 20, y + 10, "Backspace/Delete: Del binding");
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Draw_String (x + 20, y + 20, "Enter: New binding");
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hl = [weapon_bindings count];
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for(i = 0; i < hl; i++) {
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local Binding *binding = [weapon_bindings objectAtIndex: i];
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draw_val_item (x + 20, y + 40 + (i * 10), bind_desc_pad,
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binding.text, binding.keys);
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}
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opt_cursor (x + 12, y + (Menu_GetIndex () * 10) + cursor_pad);
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return 0;
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};
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/*
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MENU_weapon_control_binding
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Menu maker for the weapons menu
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*/
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void ()
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MENU_weapon_control_binding =
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{
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local int hl, i;
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Menu_Begin (54, 60, "Weapon bindings");
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Menu_FadeScreen (1);
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Menu_EnterHook (CB_ME_weapon_control_binding);
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Menu_Draw (DRAW_weapon_control_binding);
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hl = [weapon_bindings count];
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for (i = 0; i < hl; i++) {
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Menu_Item (20, 40 + i * 10, itos (i), CB_weapon_control_binding, 1);
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}
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Menu_End ();
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};
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/*
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MENU_control_binding
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Main controls menu, for selecting the sub control menus
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*/
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void ()
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MENU_control_binding =
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{
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init_binding_hash (); // init the keybinding hashes
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Menu_Begin (54, 60, "Bindings");
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Menu_Pic (16, 4, "gfx/qplaque.lmp");
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Menu_CenterPic (160, 4, "gfx/p_option.lmp");
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Menu_FadeScreen (1);
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MENU_basic_control_binding ();
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MENU_misc_control_binding ();
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MENU_weapon_control_binding();
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Menu_End ();
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};
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