ioef/code/q3_ui/ui_mods.c

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2005-08-26 17:39:27 +00:00
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code 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.
Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software
2005-08-26 17:39:27 +00:00
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
#include "ui_local.h"
#define ART_BACK0 "menu/art/back_0"
#define ART_BACK1 "menu/art/back_1"
#define ART_FIGHT0 "menu/art/load_0"
#define ART_FIGHT1 "menu/art/load_1"
#define ART_FRAMEL "menu/art/frame2_l"
#define ART_FRAMER "menu/art/frame1_r"
#define MAX_MODS 64
#define NAMEBUFSIZE ( MAX_MODS * 48 )
#define GAMEBUFSIZE ( MAX_MODS * 16 )
#define ID_BACK 10
#define ID_GO 11
#define ID_LIST 12
typedef struct {
menuframework_s menu;
menutext_s banner;
menubitmap_s framel;
menubitmap_s framer;
menulist_s list;
menubitmap_s back;
menubitmap_s go;
char description[NAMEBUFSIZE];
char fs_game[GAMEBUFSIZE];
char *descriptionPtr;
char *fs_gamePtr;
char *descriptionList[MAX_MODS];
char *fs_gameList[MAX_MODS];
} mods_t;
static mods_t s_mods;
/*
===============
UI_Mods_MenuEvent
===============
*/
static void UI_Mods_MenuEvent( void *ptr, int event ) {
if( event != QM_ACTIVATED ) {
return;
}
switch ( ((menucommon_s*)ptr)->id ) {
case ID_GO:
trap_Cvar_Set( "fs_game", s_mods.fs_gameList[s_mods.list.curvalue] );
trap_Cmd_ExecuteText( EXEC_APPEND, "vid_restart;" );
UI_PopMenu();
break;
case ID_BACK:
UI_PopMenu();
break;
}
}
/*
===============
UI_Mods_ParseInfos
===============
*/
static void UI_Mods_ParseInfos( char *modDir, char *modDesc ) {
s_mods.fs_gameList[s_mods.list.numitems] = s_mods.fs_gamePtr;
Q_strncpyz( s_mods.fs_gamePtr, modDir, 16 );
s_mods.descriptionList[s_mods.list.numitems] = s_mods.descriptionPtr;
Q_strncpyz( s_mods.descriptionPtr, modDesc, 48 );
s_mods.list.itemnames[s_mods.list.numitems] = s_mods.descriptionPtr;
s_mods.descriptionPtr += strlen( s_mods.descriptionPtr ) + 1;
s_mods.fs_gamePtr += strlen( s_mods.fs_gamePtr ) + 1;
s_mods.list.numitems++;
}
/*
===============
UI_Mods_LoadMods
===============
*/
static void UI_Mods_LoadMods( void ) {
int numdirs;
char dirlist[2048];
char *dirptr;
char *descptr;
int i;
int dirlen;
s_mods.list.itemnames = (const char **)s_mods.descriptionList;
s_mods.descriptionPtr = s_mods.description;
s_mods.fs_gamePtr = s_mods.fs_game;
// always start off with baseq3
s_mods.list.numitems = 1;
s_mods.list.itemnames[0] = s_mods.descriptionList[0] = "Quake III Arena";
s_mods.fs_gameList[0] = "";
numdirs = trap_FS_GetFileList( "$modlist", "", dirlist, sizeof(dirlist) );
dirptr = dirlist;
for( i = 0; i < numdirs; i++ ) {
dirlen = strlen( dirptr ) + 1;
descptr = dirptr + dirlen;
UI_Mods_ParseInfos( dirptr, descptr);
dirptr += dirlen + strlen(descptr) + 1;
}
trap_Print( va( "%i mods parsed\n", s_mods.list.numitems ) );
if (s_mods.list.numitems > MAX_MODS) {
s_mods.list.numitems = MAX_MODS;
}
}
/*
===============
UI_Mods_MenuInit
===============
*/
static void UI_Mods_MenuInit( void ) {
UI_ModsMenu_Cache();
memset( &s_mods, 0 ,sizeof(mods_t) );
s_mods.menu.wrapAround = qtrue;
s_mods.menu.fullscreen = qtrue;
s_mods.banner.generic.type = MTYPE_BTEXT;
s_mods.banner.generic.x = 320;
s_mods.banner.generic.y = 16;
s_mods.banner.string = "MODS";
s_mods.banner.color = color_white;
s_mods.banner.style = UI_CENTER;
s_mods.framel.generic.type = MTYPE_BITMAP;
s_mods.framel.generic.name = ART_FRAMEL;
s_mods.framel.generic.flags = QMF_INACTIVE;
s_mods.framel.generic.x = 0;
s_mods.framel.generic.y = 78;
s_mods.framel.width = 256;
s_mods.framel.height = 329;
s_mods.framer.generic.type = MTYPE_BITMAP;
s_mods.framer.generic.name = ART_FRAMER;
s_mods.framer.generic.flags = QMF_INACTIVE;
s_mods.framer.generic.x = 376;
s_mods.framer.generic.y = 76;
s_mods.framer.width = 256;
s_mods.framer.height = 334;
s_mods.back.generic.type = MTYPE_BITMAP;
s_mods.back.generic.name = ART_BACK0;
s_mods.back.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS;
s_mods.back.generic.id = ID_BACK;
s_mods.back.generic.callback = UI_Mods_MenuEvent;
s_mods.back.generic.x = 0;
s_mods.back.generic.y = 480-64;
s_mods.back.width = 128;
s_mods.back.height = 64;
s_mods.back.focuspic = ART_BACK1;
s_mods.go.generic.type = MTYPE_BITMAP;
s_mods.go.generic.name = ART_FIGHT0;
s_mods.go.generic.flags = QMF_RIGHT_JUSTIFY|QMF_PULSEIFFOCUS;
s_mods.go.generic.id = ID_GO;
s_mods.go.generic.callback = UI_Mods_MenuEvent;
s_mods.go.generic.x = 640;
s_mods.go.generic.y = 480-64;
s_mods.go.width = 128;
s_mods.go.height = 64;
s_mods.go.focuspic = ART_FIGHT1;
// scan for mods
s_mods.list.generic.type = MTYPE_SCROLLLIST;
s_mods.list.generic.flags = QMF_PULSEIFFOCUS|QMF_CENTER_JUSTIFY;
s_mods.list.generic.callback = UI_Mods_MenuEvent;
s_mods.list.generic.id = ID_LIST;
s_mods.list.generic.x = 320;
s_mods.list.generic.y = 130;
s_mods.list.width = 48;
s_mods.list.height = 14;
UI_Mods_LoadMods();
Menu_AddItem( &s_mods.menu, &s_mods.banner );
Menu_AddItem( &s_mods.menu, &s_mods.framel );
Menu_AddItem( &s_mods.menu, &s_mods.framer );
Menu_AddItem( &s_mods.menu, &s_mods.list );
Menu_AddItem( &s_mods.menu, &s_mods.back );
Menu_AddItem( &s_mods.menu, &s_mods.go );
}
/*
=================
UI_Mods_Cache
=================
*/
void UI_ModsMenu_Cache( void ) {
trap_R_RegisterShaderNoMip( ART_BACK0 );
trap_R_RegisterShaderNoMip( ART_BACK1 );
trap_R_RegisterShaderNoMip( ART_FIGHT0 );
trap_R_RegisterShaderNoMip( ART_FIGHT1 );
trap_R_RegisterShaderNoMip( ART_FRAMEL );
trap_R_RegisterShaderNoMip( ART_FRAMER );
}
/*
===============
UI_ModsMenu
===============
*/
void UI_ModsMenu( void ) {
UI_Mods_MenuInit();
UI_PushMenu( &s_mods.menu );
}