mirror of
https://git.code.sf.net/p/quake/quakeforge
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20922dd408
bindings from the movement menu to the weapon menu. now the movment menu /just/ fits on a 320x200 screen.
487 lines
12 KiB
C++
487 lines
12 KiB
C++
/*
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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 "menu.h"
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#include "stringh.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 "string.h"
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#include "key.h"
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#include "../include/string.h"
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#include "options_util.h"
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integer 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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integer movement_binding_hash;
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integer misc_binding_hash;
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integer weapon_binding_hash;
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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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/*
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DESIGN NOTES for the Menu:
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binding config is loaded into hashes.
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the key of the hash is the string, which will
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be displayed as binding description.
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The first value of the key is the command, which
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is bound.
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The second valu (loaded later) of the hash
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will be the keyname. (see get_hash_keys())
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*/
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// Movement keys
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movement_binding_hash = StringHash_Create();
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StringHash_Set(movement_binding_hash, "Jump/Swin up", "+jump", 0);
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StringHash_Set(movement_binding_hash, "Walk forward", "+forward", 0);
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StringHash_Set(movement_binding_hash, "Backpedal", "+back", 0);
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StringHash_Set(movement_binding_hash, "Turn left", "+left", 0);
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StringHash_Set(movement_binding_hash, "Turn right", "+right", 0);
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StringHash_Set(movement_binding_hash, "Run", "+speed", 0);
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StringHash_Set(movement_binding_hash, "Step left", "+moveleft", 0);
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StringHash_Set(movement_binding_hash, "Step right", "+moveright", 0);
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StringHash_Set(movement_binding_hash, "Sidestep", "+strafe", 0);
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StringHash_Set(movement_binding_hash, "Look up", "+lookup", 0);
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StringHash_Set(movement_binding_hash, "Look down", "+lookdown", 0);
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StringHash_Set(movement_binding_hash, "Center view", "centerview", 0);
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StringHash_Set(movement_binding_hash, "Mouse look", "+mlook", 0);
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StringHash_Set(movement_binding_hash, "Keyboard look", "+klook", 0);
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StringHash_Set(movement_binding_hash, "Swim up", "+moveup", 0);
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StringHash_Set(movement_binding_hash, "Swim down", "+movedown", 0);
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// Misc keys
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misc_binding_hash = StringHash_Create();
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StringHash_Set(misc_binding_hash, "Pause game", "pause", 0);
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StringHash_Set(misc_binding_hash, "Tog. m.-grab", "toggle in_grab", 0);
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StringHash_Set(misc_binding_hash, "Messagemode", "messagemode", 0);
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StringHash_Set(misc_binding_hash, "Screenshot", "screenshot", 0);
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// Weapon keys
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weapon_binding_hash = StringHash_Create();
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StringHash_Set(weapon_binding_hash, "Attack", "+attack", 0);
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StringHash_Set(weapon_binding_hash, "Next weapon", "impulse 10", 0);
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StringHash_Set(weapon_binding_hash, "Axe", "impulse 1", 0);
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StringHash_Set(weapon_binding_hash, "Shotgun", "impulse 2", 0);
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StringHash_Set(weapon_binding_hash, "Super Shotgun", "impulse 3", 0);
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StringHash_Set(weapon_binding_hash, "Nailgun", "impulse 4", 0);
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StringHash_Set(weapon_binding_hash, "Super Nailgun", "impulse 5", 0);
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StringHash_Set(weapon_binding_hash, "Grenade L. ", "impulse 6", 0);
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StringHash_Set(weapon_binding_hash, "Rocket L. ", "impulse 7", 0);
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StringHash_Set(weapon_binding_hash, "Thunderbolt", "impulse 8", 0);
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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
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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,
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you can get the second, third, etc. key by giving
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the bindnum.
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*/
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string (string binding, integer bindnum)
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get_keyname =
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{
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local integer 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 (integer hash_id)
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get_hash_keys =
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{
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local integer i,hlen;
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local string binding, desc1 = "", desc2 = "";
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hlen = StringHash_Length(hash_id);
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for(i = 0;i < hlen; i++) {
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binding = StringHash_GetIdx(hash_id, i, 0);
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desc1 = get_keyname(binding, 1); // first key bound to
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desc2 = get_keyname(binding, 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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StringHash_SetIdx(hash_id, i, desc1, 1);
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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_binding_hash);
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get_hash_keys(misc_binding_hash);
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get_hash_keys(weapon_binding_hash);
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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
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has its own hash for holding the keybindings.
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Thats why there are three different functions, which
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shadow the CB_MAIN_control_binding() function.
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They get the binding from the 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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Its taking the binding as argument.
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This function is called by the real callbacks.
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*/
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integer (string binding, integer key)
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CB_MAIN_control_binding =
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{
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local integer retval = 0, bindcnt = 0;
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if(set_key_flag) {
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bindcnt = Key_CountBinding(IMT_0, binding);
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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);
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} else {
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// else, remove a binding and assign a new one
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dprint ("FOO\n");
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Key_SetBinding (IMT_0, Key_LookupBinding(IMT_0, 1, binding), "");
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Key_SetBinding (IMT_0, key, binding);
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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), "");
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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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integer (string text, integer key)
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CB_basic_control_binding =
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{
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local string binding = StringHash_GetIdx(movement_binding_hash, stoi(text), 0);
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local integer 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_binding_hash);
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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
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menu
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*/
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integer ()
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CB_ME_basic_control_binding =
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{
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get_hash_keys(movement_binding_hash);
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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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integer ()
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DRAW_basic_control_binding =
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{
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local integer cursor_pad = 40, bind_desc_pad;
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local integer i, hl;
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bind_desc_pad = 120;
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Draw_String (20, 10, "Backspace/Delete: Del binding");
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Draw_String (20, 20, "Enter: New binding");
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hl = StringHash_Length(movement_binding_hash);
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for(i=0;i < hl; i++) {
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draw_val_item (20, 40+(i*10), bind_desc_pad,
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StringHash_GetIdx(movement_binding_hash, i, -1),
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StringHash_GetIdx(movement_binding_hash, i, 1));
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}
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opt_cursor (12, (Menu_GetIndex() * 10) + cursor_pad);
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return 1;
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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 integer 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 = StringHash_Length(movement_binding_hash);
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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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integer (string text, integer key)
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CB_misc_control_binding =
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{
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local string binding = StringHash_GetIdx(misc_binding_hash, stoi(text), 0);
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local integer 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_binding_hash);
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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
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menu
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*/
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integer ()
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CB_ME_misc_control_binding =
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{
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get_hash_keys(misc_binding_hash);
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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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integer ()
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DRAW_misc_control_binding =
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{
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local integer cursor_pad = 40, bind_desc_pad;
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local integer i, hl;
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bind_desc_pad = 120;
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Draw_String (20, 10, "Backspace/Delete: Del binding");
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Draw_String (20, 20, "Enter: New binding");
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hl = StringHash_Length(misc_binding_hash);
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for(i=0;i < hl; i++) {
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draw_val_item (20, 40+(i*10), bind_desc_pad,
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StringHash_GetIdx(misc_binding_hash, i, -1),
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StringHash_GetIdx(misc_binding_hash, i, 1));
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}
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opt_cursor (12, (Menu_GetIndex() * 10) + cursor_pad);
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return 1;
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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 integer i,hl;
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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 = StringHash_Length(movement_binding_hash);
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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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integer (string text, integer key)
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CB_weapon_control_binding =
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{
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local string binding = StringHash_GetIdx(weapon_binding_hash, stoi(text),0);
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local integer 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_binding_hash);
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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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integer ()
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CB_ME_weapon_control_binding =
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{
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get_hash_keys(weapon_binding_hash);
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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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integer ()
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DRAW_weapon_control_binding =
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{
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local integer cursor_pad = 40, bind_desc_pad;
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local integer i,hl;
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bind_desc_pad = 120;
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Draw_String (20, 10, "Backspace/Delete: Del binding");
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Draw_String (20, 20, "Enter: New binding");
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hl = StringHash_Length(weapon_binding_hash);
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for(i=0;i < hl; i++) {
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draw_val_item (20, 40+(i*10), bind_desc_pad,
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StringHash_GetIdx(weapon_binding_hash, i, -1),
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StringHash_GetIdx(weapon_binding_hash, i, 1));
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}
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opt_cursor (12, (Menu_GetIndex() * 10) + cursor_pad);
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return 1;
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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 integer i,hl;
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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 = StringHash_Length(movement_binding_hash);
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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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