This commit is contained in:
Andrei Drexler 2002-04-30 11:56:54 +00:00
parent f5100250e4
commit 9b91bc80a8
5 changed files with 113 additions and 73 deletions

View file

@ -6,7 +6,7 @@
--------------------Configuration: ui - Win32 Release TA--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP183E.tmp" with contents
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP196A.tmp" with contents
[
/nologo /G6 /ML /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "UI_EXPORTS" /Fp"Release_TA/ta_ui.pch" /YX /Fo"Release_TA/" /Fd"Release_TA/" /FD /c
"C:\Games\Quake3\rq3source\reaction\game\bg_misc.c"
@ -20,8 +20,8 @@ Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP183E.tmp" with cont
"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_syscalls.c"
"C:\Games\Quake3\rq3source\reaction\ta_ui\ui_util.c"
]
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP183E.tmp"
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP183F.tmp" with contents
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP196A.tmp"
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP196B.tmp" with contents
[
/nologo /base:"0x40000000" /dll /incremental:no /pdb:"Release_TA/uix86.pdb" /map:"Release_TA/uix86.map" /machine:I386 /def:".\ui.def" /out:"uix86.dll" /implib:"Release_TA/uix86.lib"
.\Release_TA\bg_misc.obj
@ -35,7 +35,7 @@ Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP183F.tmp" with cont
.\Release_TA\ui_syscalls.obj
.\Release_TA\ui_util.obj
]
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP183F.tmp"
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP196B.tmp"
<h3>Output Window</h3>
Compiling...
bg_misc.c

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@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.10 2002/04/30 11:56:54 makro
// Stuff
//
// Revision 1.9 2002/04/07 17:51:49 makro
// Abbey
//
@ -425,6 +428,15 @@ qboolean UI_ConsoleCommand( int realTime ) {
return qtrue;
}
//Makro - tkok menu
if ( Q_stricmp (cmd, "ui_RQ3_tkok") == 0 ) {
if ( trap_Cvar_VariableValue("g_gametype") >= GT_TEAM)
_UI_SetActiveMenu(UIMENU_RQ3_TKOK);
else
Com_Printf("Not playing a team-based game.\n");
return qtrue;
}
//Makro - I've always wanted a command to inc/dec a cvar :)
if ( Q_stricmp (cmd, "inc") == 0 ) {
if (trap_Argc() >= 2) {

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@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.19 2002/04/30 11:56:54 makro
// Stuff
//
// Revision 1.18 2002/04/22 18:40:58 makro
// Model validation
//
@ -5569,6 +5572,9 @@ void _UI_Init( qboolean inGameLoad ) {
uiInfo.playingIntro = "";
uiInfo.playingLoop = "";
//Makro - set default bot skill to max
uiInfo.skillIndex = numSkillLevels - 1;
uiInfo.serverStatus.currentServerCinematic = -1;
uiInfo.previewMovie = -1;
@ -5730,6 +5736,13 @@ void _UI_SetActiveMenu( uiMenuCommand_t menu ) {
Menus_CloseAll();
Menus_ActivateByName("ingame_join");
return;
case UIMENU_RQ3_TKOK:
trap_Cvar_Set( "cl_paused", "1" );
trap_Key_SetCatcher( KEYCATCH_UI );
UI_BuildPlayerList();
Menus_CloseAll();
Menus_ActivateByName("ingame_tkok");
return;
}
}
}
@ -6201,7 +6214,8 @@ static cvarTable_t cvarTable[] = {
{ &ui_smallFont, "ui_smallFont", "0.25", CVAR_ARCHIVE},
{ &ui_bigFont, "ui_bigFont", "0.4", CVAR_ARCHIVE},
{ &ui_findPlayer, "ui_findPlayer", "Sarge", CVAR_ARCHIVE},
{ &ui_Q3Model, "ui_q3model", "0", CVAR_ARCHIVE},
//Makro - adding CVAR_ROM
{ &ui_Q3Model, "ui_q3model", "1", CVAR_ARCHIVE | CVAR_ROM},
{ &ui_hudFiles, "cg_hudFiles", "ui/hud.txt", CVAR_ARCHIVE},
{ &ui_recordSPDemo, "ui_recordSPDemo", "0", CVAR_ARCHIVE},
{ &ui_teamArenaFirstRun, "ui_teamArenaFirstRun", "0", CVAR_ARCHIVE},
@ -6209,9 +6223,9 @@ static cvarTable_t cvarTable[] = {
{ &ui_realCaptureLimit, "capturelimit", "8", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART},
{ &ui_serverStatusTimeOut, "ui_serverStatusTimeOut", "7000", CVAR_ARCHIVE},
//Makro - cvar for player model display
{ &ui_RQ3_modelCommand, "ui_RQ3_modelCommand", "0", CVAR_ARCHIVE},
{ &ui_RQ3_modelCommand, "ui_RQ3_modelCommand", "0", 0},
{ &ui_RQ3_ssgCrosshair, "ui_RQ3_ssgCrosshair", "0", 0},
{ &ui_RQ3_weapAfterJoin, "ui_RQ3_weapAfterJoin", "0", CVAR_ARCHIVE},
{ &ui_RQ3_weapAfterJoin, "ui_RQ3_weapAfterJoin", "1", CVAR_ARCHIVE},
//Makro - team counts
{ &ui_RQ3_teamCount1, "g_RQ3_teamCount1", "0", 0},
{ &ui_RQ3_teamCount2, "g_RQ3_teamCount2", "0", 0},

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@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.5 2002/04/30 11:56:54 makro
// Stuff
//
// Revision 1.4 2002/03/03 21:22:58 makro
// no message
//
@ -139,7 +142,8 @@ typedef enum {
//Makro - added weapon menu
UIMENU_RQ3_WEAPON,
//Makro - added join menu
UIMENU_RQ3_JOIN
UIMENU_RQ3_JOIN,
UIMENU_RQ3_TKOK
} uiMenuCommand_t;
#define SORT_HOST 0

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@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.15 2002/04/30 11:56:54 makro
// Stuff
//
// Revision 1.14 2002/04/20 15:06:28 makro
// Cool stuff :p
//
@ -2923,7 +2926,7 @@ static void Display_CloseCinematics() {
void Menus_Activate(menuDef_t *menu) {
int i;
//Makro - better to check for this kind of stuff
//Makro - it's better to check for this kind of stuff
if (!menu) {
return;
}
@ -2953,22 +2956,24 @@ void Menus_Activate(menuDef_t *menu) {
for (i=0; i<menu->itemCount; i++) {
if (menu->items[i]->type == ITEM_TYPE_LISTBOX && menu->items[i]->special == FEEDER_Q3HEADS) {
//Makro - select the right player model icon
listBoxDef_t *listPtr;
int size = 2, start = 0, pos = UI_SelectedQ3Head(qtrue);
listBoxDef_t *listPtr = (listBoxDef_t*)menu->items[i]->typeData;
int size = 2, start = 0, end = 2, pos = UI_SelectedQ3Head(qtrue);
listPtr = (listBoxDef_t*)menu->items[i]->typeData;
if (listPtr->elementWidth) {
size = (int) (menu->items[i]->window.rect.w / listPtr->elementWidth);
if (size < 2)
break;
if (size >= 2) {
start = listPtr->startPos;
if ( start + size < pos)
end = listPtr->endPos;
if (start + size <= pos || pos + size <= end)
start = ((int) (pos / size)) * size;
if (start + size > DC->feederCount(FEEDER_Q3HEADS))
start = DC->feederCount(FEEDER_Q3HEADS) - size;
if (start < 0)
start = 0;
listPtr->startPos = start;
listPtr->endPos = start + size;
}
}
listPtr->cursorPos = pos;
menu->items[i]->cursorPos = pos;
}
@ -3633,14 +3638,17 @@ typedef struct
static bind_t g_bindings[] =
{
//Makro - 3rd column was filled with -1; adding secondary binds
// - also, fixed the tabbing
//Makro - using scores instead of +scores
{"scores", K_TAB, -1, -1, -1},
{"+button2", K_ENTER, -1, -1, -1},
//Makro - button2 was enter
{"+button2", -1, -1, -1, -1},
{"+speed", K_SHIFT, -1, -1, -1},
{"+forward", K_UPARROW, -1, -1, -1},
{"+back", K_DOWNARROW, -1, -1, -1},
{"+moveleft", ',', -1, -1, -1},
{"+moveright", '.', -1, -1, -1},
{"+forward", K_UPARROW, 'w', -1, -1},
{"+back", K_DOWNARROW, 's', -1, -1},
{"+moveleft", ',', 'a', -1, -1},
{"+moveright", '.', 'd', -1, -1},
{"+moveup", K_SPACE, -1, -1, -1},
{"+movedown", 'c', -1, -1, -1},
{"+left", K_LEFTARROW, -1, -1, -1},
@ -3662,28 +3670,30 @@ static bind_t g_bindings[] =
{"weapon 7", '7', -1, -1, -1},
{"weapon 8", '8', -1, -1, -1},
{"weapon 9", '9', -1, -1, -1},
{"+attack", K_CTRL, -1, -1, -1},
{"+attack", K_CTRL, K_MOUSE1, -1, -1},
{"weapprev", '[', -1, -1, -1},
{"weapnext", ']', -1, -1, -1},
{"+button3", K_MOUSE3, -1, -1, -1},
{"weapnext", ']', 'q', -1, -1},
//Makro - button3 was mouse3
{"+button3", -1, -1, -1, -1},
{"messagemode", 't', -1, -1, -1},
{"messagemode2", -1, -1, -1, -1},
{"messagemode3", -1, -1, -1, -1},
{"messagemode4", -1, -1, -1, -1},
{"bandage", -1, -1, -1, -1},
{"bandage", 'b', -1, -1, -1},
//reload
{"+button5", -1, -1, -1, -1},
{"weapon", -1, -1, -1, -1},
{"opendoor", -1, -1, -1, -1},
{"dropweapon", -1, -1, -1, -1},
{"dropitem", -1, -1, -1, -1},
{"irvision", -1, -1, -1, -1},
{"+button5", 'r', -1, -1, -1},
{"weapon", K_MOUSE3, -1, -1, -1},
{"opendoor", K_ENTER, -1, -1, -1},
{"dropweapon", 'x', -1, -1, -1},
{"dropitem", 'z', -1, -1, -1},
{"irvision", 'v', -1, -1, -1},
//Makro - this one was missing
{"specialweapon", -1, -1, -1, -1},
{"specialweapon", 'e', -1, -1, -1},
//Makro - for the weapon/item, join and radio menus
{"ui_RQ3_loadout", -1, -1, -1, -1},
{"ui_RQ3_joinTeam", -1, -1, -1, -1},
{"ui_RQ3_radio", -1, -1, -1, -1}
{"ui_RQ3_loadout", 'l', -1, -1, -1},
{"ui_RQ3_joinTeam", 'j', -1, -1, -1},
{"ui_RQ3_radio", -1, -1, -1, -1},
{"ui_RQ3_tkok", -1, -1, -1, -1}
};
@ -3918,7 +3928,8 @@ void Item_Bind_Paint(itemDef_t *item) {
value = (item->cvar) ? DC->getCVarValue(item->cvar) : 0;
if (item->window.flags & WINDOW_HASFOCUS) {
if (g_bindItem == item) {
//Makro - if you bind a key, the item shouldn't keep flashing when you're done
if (g_bindItem == item && g_waitingForKey) {
lowLight[0] = 0.8f * 1.0f;
lowLight[1] = 0.8f * 0.0f;
lowLight[2] = 0.8f * 0.0f;
@ -3972,25 +3983,24 @@ void UI_ClearBind( const char *cvar ) {
qboolean Item_Bind_HandleKey(itemDef_t *item, int key, qboolean down) {
int id;
int i;
qboolean ok;
qboolean ok, returnVal;
//Makro - the mouse doesn't have to be over the item unless we're clicking on it instead of using the keyboard
ok = (Rect_ContainsPoint(&item->window.rect, DC->cursorx, DC->cursory) && UI_IsMouse(key)) || (item->window.flags && WINDOW_HASFOCUS);
if (ok && !g_waitingForKey)
{
returnVal = qfalse;
if (down && (key == K_MOUSE1 || key == K_ENTER)) {
g_waitingForKey = qtrue;
g_bindItem = item;
returnVal = qtrue;
//Makro - moved backspace code here; added up/down functionality (wtf was this missing?)
} else if (key == K_BACKSPACE) {
UI_ClearBind(item->cvar);
} else if (key == K_UPARROW) {
Menu_SetPrevCursorItem(item->parent);
} else if (key == K_DOWNARROW) {
Menu_SetNextCursorItem(item->parent);
returnVal = qtrue;
}
return qtrue;
return returnVal;
}
else
{