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https://github.com/UberGames/ioef.git
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672cfbf16f
* Bump Q3_VERSION to 1.35
247 lines
6.4 KiB
C
247 lines
6.4 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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#include "ui_local.h"
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#define ART_BACK0 "menu/art/back_0"
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#define ART_BACK1 "menu/art/back_1"
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#define ART_FIGHT0 "menu/art/load_0"
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#define ART_FIGHT1 "menu/art/load_1"
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#define ART_FRAMEL "menu/art/frame2_l"
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#define ART_FRAMER "menu/art/frame1_r"
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#define MAX_MODS 64
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#define NAMEBUFSIZE ( MAX_MODS * 48 )
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#define GAMEBUFSIZE ( MAX_MODS * 16 )
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#define ID_BACK 10
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#define ID_GO 11
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#define ID_LIST 12
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typedef struct {
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menuframework_s menu;
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menutext_s banner;
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menubitmap_s framel;
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menubitmap_s framer;
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menulist_s list;
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menubitmap_s back;
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menubitmap_s go;
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char description[NAMEBUFSIZE];
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char fs_game[GAMEBUFSIZE];
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char *descriptionPtr;
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char *fs_gamePtr;
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char *descriptionList[MAX_MODS];
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char *fs_gameList[MAX_MODS];
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} mods_t;
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static mods_t s_mods;
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/*
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===============
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UI_Mods_MenuEvent
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===============
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*/
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static void UI_Mods_MenuEvent( void *ptr, int event ) {
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if( event != QM_ACTIVATED ) {
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return;
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}
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switch ( ((menucommon_s*)ptr)->id ) {
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case ID_GO:
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trap_Cvar_Set( "fs_game", s_mods.fs_gameList[s_mods.list.curvalue] );
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trap_Cmd_ExecuteText( EXEC_APPEND, "vid_restart;" );
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UI_PopMenu();
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break;
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case ID_BACK:
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UI_PopMenu();
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break;
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}
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}
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/*
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===============
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UI_Mods_ParseInfos
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===============
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*/
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static void UI_Mods_ParseInfos( char *modDir, char *modDesc ) {
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s_mods.fs_gameList[s_mods.list.numitems] = s_mods.fs_gamePtr;
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Q_strncpyz( s_mods.fs_gamePtr, modDir, 16 );
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s_mods.descriptionList[s_mods.list.numitems] = s_mods.descriptionPtr;
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Q_strncpyz( s_mods.descriptionPtr, modDesc, 48 );
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s_mods.list.itemnames[s_mods.list.numitems] = s_mods.descriptionPtr;
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s_mods.descriptionPtr += strlen( s_mods.descriptionPtr ) + 1;
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s_mods.fs_gamePtr += strlen( s_mods.fs_gamePtr ) + 1;
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s_mods.list.numitems++;
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}
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/*
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===============
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UI_Mods_LoadMods
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===============
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*/
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static void UI_Mods_LoadMods( void ) {
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int numdirs;
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char dirlist[2048];
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char *dirptr;
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char *descptr;
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int i;
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int dirlen;
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s_mods.list.itemnames = (const char **)s_mods.descriptionList;
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s_mods.descriptionPtr = s_mods.description;
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s_mods.fs_gamePtr = s_mods.fs_game;
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// always start off with baseq3
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s_mods.list.numitems = 1;
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s_mods.list.itemnames[0] = s_mods.descriptionList[0] = "Quake III Arena";
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s_mods.fs_gameList[0] = "";
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numdirs = trap_FS_GetFileList( "$modlist", "", dirlist, sizeof(dirlist) );
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dirptr = dirlist;
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for( i = 0; i < numdirs; i++ ) {
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dirlen = strlen( dirptr ) + 1;
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descptr = dirptr + dirlen;
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UI_Mods_ParseInfos( dirptr, descptr);
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dirptr += dirlen + strlen(descptr) + 1;
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}
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trap_Print( va( "%i mods parsed\n", s_mods.list.numitems ) );
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if (s_mods.list.numitems > MAX_MODS) {
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s_mods.list.numitems = MAX_MODS;
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}
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}
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/*
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===============
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UI_Mods_MenuInit
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===============
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*/
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static void UI_Mods_MenuInit( void ) {
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UI_ModsMenu_Cache();
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memset( &s_mods, 0 ,sizeof(mods_t) );
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s_mods.menu.wrapAround = qtrue;
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s_mods.menu.fullscreen = qtrue;
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s_mods.banner.generic.type = MTYPE_BTEXT;
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s_mods.banner.generic.x = 320;
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s_mods.banner.generic.y = 16;
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s_mods.banner.string = "MODS";
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s_mods.banner.color = color_white;
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s_mods.banner.style = UI_CENTER;
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s_mods.framel.generic.type = MTYPE_BITMAP;
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s_mods.framel.generic.name = ART_FRAMEL;
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s_mods.framel.generic.flags = QMF_INACTIVE;
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s_mods.framel.generic.x = 0;
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s_mods.framel.generic.y = 78;
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s_mods.framel.width = 256;
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s_mods.framel.height = 329;
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s_mods.framer.generic.type = MTYPE_BITMAP;
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s_mods.framer.generic.name = ART_FRAMER;
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s_mods.framer.generic.flags = QMF_INACTIVE;
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s_mods.framer.generic.x = 376;
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s_mods.framer.generic.y = 76;
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s_mods.framer.width = 256;
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s_mods.framer.height = 334;
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s_mods.back.generic.type = MTYPE_BITMAP;
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s_mods.back.generic.name = ART_BACK0;
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s_mods.back.generic.flags = QMF_LEFT_JUSTIFY|QMF_PULSEIFFOCUS;
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s_mods.back.generic.id = ID_BACK;
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s_mods.back.generic.callback = UI_Mods_MenuEvent;
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s_mods.back.generic.x = 0;
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s_mods.back.generic.y = 480-64;
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s_mods.back.width = 128;
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s_mods.back.height = 64;
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s_mods.back.focuspic = ART_BACK1;
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s_mods.go.generic.type = MTYPE_BITMAP;
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s_mods.go.generic.name = ART_FIGHT0;
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s_mods.go.generic.flags = QMF_RIGHT_JUSTIFY|QMF_PULSEIFFOCUS;
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s_mods.go.generic.id = ID_GO;
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s_mods.go.generic.callback = UI_Mods_MenuEvent;
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s_mods.go.generic.x = 640;
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s_mods.go.generic.y = 480-64;
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s_mods.go.width = 128;
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s_mods.go.height = 64;
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s_mods.go.focuspic = ART_FIGHT1;
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// scan for mods
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s_mods.list.generic.type = MTYPE_SCROLLLIST;
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s_mods.list.generic.flags = QMF_PULSEIFFOCUS|QMF_CENTER_JUSTIFY;
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s_mods.list.generic.callback = UI_Mods_MenuEvent;
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s_mods.list.generic.id = ID_LIST;
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s_mods.list.generic.x = 320;
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s_mods.list.generic.y = 130;
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s_mods.list.width = 48;
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s_mods.list.height = 14;
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UI_Mods_LoadMods();
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Menu_AddItem( &s_mods.menu, &s_mods.banner );
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Menu_AddItem( &s_mods.menu, &s_mods.framel );
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Menu_AddItem( &s_mods.menu, &s_mods.framer );
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Menu_AddItem( &s_mods.menu, &s_mods.list );
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Menu_AddItem( &s_mods.menu, &s_mods.back );
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Menu_AddItem( &s_mods.menu, &s_mods.go );
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}
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/*
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=================
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UI_Mods_Cache
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=================
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*/
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void UI_ModsMenu_Cache( void ) {
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trap_R_RegisterShaderNoMip( ART_BACK0 );
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trap_R_RegisterShaderNoMip( ART_BACK1 );
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trap_R_RegisterShaderNoMip( ART_FIGHT0 );
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trap_R_RegisterShaderNoMip( ART_FIGHT1 );
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trap_R_RegisterShaderNoMip( ART_FRAMEL );
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trap_R_RegisterShaderNoMip( ART_FRAMER );
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}
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/*
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===============
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UI_ModsMenu
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===============
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*/
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void UI_ModsMenu( void ) {
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UI_Mods_MenuInit();
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UI_PushMenu( &s_mods.menu );
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}
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