rpg-x2/ui/ui_playermodel_bak.c

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2011-06-01 12:20:56 +00:00
// Copyright (C) 1999-2000 Id Software, Inc.
//
//=================================================
//
// TiM: Just a reference for my whacky jargon in here
// Character = the player model as a whole group (ie kulhane )
// Model = the .model file used to build the character ( ie admiral, cadet etc)
// Skin = the skinset field in the .model file, dictating which .skins to use (ie red/teal/gold... )
//
//=================================================
#include "ui_local.h"
#define MODEL_SELECT "menu/art/opponents_select"
#define MODEL_SELECTED "menu/art/opponents_selected"
//#define PIC_ARROW_LEFT "menu/common/arrow_left_16.tga"
//#define PIC_ARROW_RIGHT "menu/common/arrow_right_16.tga"
#define PIC_ARROW_UP "menu/common/arrow_up_16.tga"
#define PIC_ARROW_DOWN "menu/common/arrow_dn_16.tga"
#define LOW_MEMORY (5 * 1024 * 1024)
#define MAX_PLAYERNAMELENGTH 21
static void PlayerModel_BuildList( void );
static void PlayerModel_SetMenuItems( void );
static void PlayerModel_MenuInit(int menuFrom);
static char* playermodel_artlist[] =
{
MODEL_SELECT,
MODEL_SELECTED,
NULL
};
int s_SkinFilter_Names[] =
{
MNT_DEFAULT,
MNT_BLUE,
MNT_RED,
MNT_NONE
};
//#define PLAYERGRID_COLS 4
//#define PLAYERGRID_ROWS 3
//#define MAX_MODELSPERPAGE (PLAYERGRID_ROWS*PLAYERGRID_COLS)
#define MAX_PLAYERCHARS 256
#define MAX_PLAYERMODELS 12
#define MAX_PLAYERSKINS 24
#define MAX_MENULISTITEMS 12
#define ID_MENUCHAR0 0
#define ID_MENUCHAR1 1
#define ID_MENUCHAR2 2
#define ID_MENUCHAR3 3
#define ID_MENUCHAR4 4
#define ID_MENUCHAR5 5
#define ID_MENUCHAR6 6
#define ID_MENUCHAR7 7
#define ID_MENUCHAR8 8
#define ID_MENUCHAR9 9
#define ID_MENUCHAR10 10
#define ID_MENUCHAR11 11
//#define ID_PLAYERPIC0 0
//#define ID_PLAYERPIC1 1
//#define ID_PLAYERPIC2 2
//#define ID_PLAYERPIC3 3
//#define ID_PLAYERPIC4 4
//#define ID_PLAYERPIC5 5
//#define ID_PLAYERPIC6 6
//#define ID_PLAYERPIC7 7
//#define ID_PLAYERPIC8 8
//#define ID_PLAYERPIC9 9
//#define ID_PLAYERPIC10 10
//#define ID_PLAYERPIC11 11
//#define ID_PLAYERPIC12 12
//#define ID_PLAYERPIC13 13
//#define ID_PLAYERPIC14 14
//#define ID_PLAYERPIC15 15
#define ID_UPARROW 100
#define ID_DNARROW 101
#define ID_BACK 102
#define ID_MAINMENU 103
#define ID_INGAMEMENU 104
#define ID_APPLY 105
//#define ID_SKINFILTER 112
#define ID_SETTINGS 20
typedef struct
{
menuframework_s menu;
int prevMenu;
//menubitmap_s pics[MAX_MODELSPERPAGE];
//menubitmap_s picbuttons[MAX_MODELSPERPAGE];
//menubitmap_s framel;
//menubitmap_s framer;
//menubitmap_s ports;
menubitmap_s mainmenu;
menubitmap_s back;
menubitmap_s player;
//menubitmap_s arrows;
//menubitmap_s left;
//menubitmap_s right;
menubitmap_s charMenu[MAX_MENULISTITEMS];
menubitmap_s upArrow;
menubitmap_s dnArrow;
menulist_s charModel;
menulist_s charSkin;
menubitmap_s apply;
menubitmap_s data;
menubitmap_s model;
//menulist_s skinfilter;
qhandle_t corner_ll_4_4;
qhandle_t corner_ll_4_18;
qhandle_t corner_lr_4_18;
qhandle_t corner_lr_18_4;
qhandle_t corner_ur_18_18;
qhandle_t playerIcon;
menutext_s modelname;
menutext_s skinname;
menutext_s skinnameviewed;
menutext_s playername;
playerInfo_t playerinfo;
int numChars;
char charNames[MAX_PLAYERCHARS][128];
char* modelNames[MAX_PLAYERMODELS];
char* skinNames[MAX_PLAYERSKINS];
//int modelpage;
//int numpages;
char modelData[64];
char modelName[32];
int selectedChar;
int scrollOffset;
} playermodel_t;
static playermodel_t s_playermodel;
//#define FILTER_DEFAULT 0
//#define FILTER_RED 1
//#define FILTER_BLUE 2
/*
=================
PlayerModel_LoadAvailableModels
TiM: Loads a list of all the .model
files there are in a character's directory.
NB: In Spin Control menu types, the number
of elements is calced on init only. Each
time we refresh this, we'll need to update ourselves.
=================
*/
int PlayerModel_LoadAvailableModels( char* charModels[] ) {
int i;
int numFiles;
char fileList[2048]; //Hopefully, this will never be exceed ROFL
char* filePtr;
int fileLen;
int strLen;
//Get our num files
memset( &fileList, 0, sizeof ( fileList ) );
numFiles = trap_FS_GetFileList( va( "models/players_rpgx/%s", s_playermodel.charNames[s_playermodel.selectedChar + s_playermodel.scrollOffset] ), ".model", fileList, sizeof(fileList) );
if ( !numFiles )
return 0;
//Convert to ptr for easier manip
filePtr = fileList;
//iterate thru all the null terminations in this thing
for ( i = 0; i < numFiles && i < MAX_PLAYERMODELS; i++, filePtr += fileLen+1 ) {
fileLen = strlen( filePtr );
if ( !fileLen || !filePtr )
break;
charModels[i] = filePtr;
//TiM: Strip extension
strLen = strlen( charModels[i] );
if ( strLen > 6 && !Q_stricmp( charModels[i] + strLen - 6, ".model" ) ) {
charModels[i][strLen-6] = '\0';
}
}
return i;
}
/*
================
PlayerModel_LoadAvailableSkins
TiM: Access our selected .model file and
fill the skin array with all the skins we found.
Hoi... this could get complicated... O_o
================
*/
int PlayerModel_LoadAvailableSkins( char* charSkins[] ) {
int i=0;
int fileLen;
char fileBuffer[2048];
char* filePtr;
fileHandle_t f;
char* filePath;
char* token;
filePath = va( "models/players_rpgx/%s/%s.model",
s_playermodel.charNames[s_playermodel.selectedChar + s_playermodel.scrollOffset],
s_playermodel.modelNames[s_playermodel.charModel.curvalue] );
//load the .model data into our active buffer
memset( &fileBuffer, 0, sizeof( fileBuffer ) );
fileLen = trap_FS_FOpenFile( filePath, &f, FS_READ);
if ( fileLen <= 0 ) {
Com_Printf( S_COLOR_RED "File not found: %s\n", filePath );
return 0;
}
if ( fileLen > sizeof ( fileBuffer ) ) {
Com_Printf( S_COLOR_RED "File exceeded maximum size: %s\n", filePath );
return 0;
}
trap_FS_Read( fileBuffer, sizeof( fileBuffer ), f );
if ( !fileBuffer[0] )
return 0;
filePtr = fileBuffer;
//Loop thru our buffer 'til we find ourselves the right skin data
while ( i < MAX_PLAYERSKINS ) {
token = COM_Parse( &filePtr );
if ( !token || !filePtr )
break;
if ( !Q_stricmp( token, "skinName" ) ) {
if ( COM_ParseString( &filePtr, &token ) ) {
continue;
}
charSkins[i] = token;
i++;
continue;
}
}
return i;
}
/*
=================
PlayerModel_OffsetCharList
TiM: Called whenever we scroll the model list.
So it'll cycle the value of each one up and down.
==================
*/
void PlayerModel_OffsetCharList( int* offset ) {
char* buffer; //intermediate value so performing strupr won't pwn our case sensitive data
int i;
if ( *offset < 0 ) {
*offset = 0;
}
if ( ( s_playermodel.numChars > MAX_MENULISTITEMS) && (*offset > (s_playermodel.numChars - MAX_MENULISTITEMS ) ) ) {
*offset = (s_playermodel.numChars - MAX_MENULISTITEMS );
}
for ( i = 0; i < MAX_MENULISTITEMS; i++ ) {
buffer = s_playermodel.charNames[i + *offset];
//Com_Printf( "Buffer - %s\n", buffer );
if ( !buffer )
break;
s_playermodel.charMenu[i].generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
s_playermodel.charMenu[i].textPtr = Q_strupr( buffer );
}
}
/*
=================
PlayerModel_UpdateGrid
=================
*/
/*static void PlayerModel_UpdateGrid( void )
{
int i;
int j;
j = s_playermodel.modelpage * MAX_MODELSPERPAGE;
for (i=0; i<PLAYERGRID_ROWS*PLAYERGRID_COLS; i++,j++)
{
if (j < s_playermodel.nummodels)
{
// model/skin portrait
s_playermodel.pics[i].generic.name = s_playermodel.modelnames[j];
s_playermodel.picbuttons[i].generic.flags &= ~QMF_INACTIVE;
}
else
{
// dead slot
s_playermodel.pics[i].generic.name = NULL;
s_playermodel.picbuttons[i].generic.flags |= QMF_INACTIVE;
}
s_playermodel.pics[i].generic.flags &= ~QMF_HIGHLIGHT;
s_playermodel.pics[i].shader = 0;
s_playermodel.picbuttons[i].generic.flags |= QMF_PULSEIFFOCUS;
}
if (s_playermodel.selectedmodel/MAX_MODELSPERPAGE == s_playermodel.modelpage)
{
// set selected model
i = s_playermodel.selectedmodel % MAX_MODELSPERPAGE;
s_playermodel.pics[i].generic.flags |= QMF_HIGHLIGHT;
s_playermodel.picbuttons[i].generic.flags &= ~QMF_PULSEIFFOCUS;
}
if (s_playermodel.numpages > 1)
{
if (s_playermodel.modelpage > 0)
{
s_playermodel.left.generic.flags &= ~QMF_INACTIVE;
s_playermodel.left.generic.flags &= ~QMF_GRAYED;
}
else
{
s_playermodel.left.generic.flags |= QMF_INACTIVE | QMF_GRAYED;
}
if (s_playermodel.modelpage < s_playermodel.numpages-1)
{
s_playermodel.right.generic.flags &= ~QMF_INACTIVE;
s_playermodel.right.generic.flags &= ~QMF_GRAYED;
}
else
{
s_playermodel.right.generic.flags |= QMF_INACTIVE | QMF_GRAYED;
}
}
else
{
// hide left/right markers
s_playermodel.left.generic.flags |= QMF_INACTIVE | QMF_GRAYED;
s_playermodel.right.generic.flags |= QMF_INACTIVE | QMF_GRAYED;
}
}*/
/*
=================
PlayerModel_SpinPlayer
=================
*/
static void PlayerModel_SpinPlayer( void* ptr, int event)
{
if ( event == QM_ACTIVATED )
{
uis.spinView = qtrue;
uis.cursorpx = uis.cursorx;
}
}
/*
=================
PlayerModel_UpdateModel
=================
*/
static void PlayerModel_UpdateModel( void )
{
vec3_t viewangles;
vec3_t moveangles;
memset( &s_playermodel.playerinfo, 0, sizeof(playerInfo_t) );
/*if (uis.spinView) {
// yawDelta = ( uis.cursorx - uis.cursorpx ) + placeHolder / ( uis.frametime / 1000.0f ) ) / 20.0f*/; //5.0f
// yaw = AngleNormalize360 ( yawDelta );
// }
viewangles[YAW] = uis.lastYaw;
viewangles[PITCH] = 0;
viewangles[ROLL] = 0;
VectorClear( moveangles );
UI_PlayerInfo_SetModel( &s_playermodel.playerinfo, s_playermodel.modelData );
UI_PlayerInfo_SetInfo( &s_playermodel.playerinfo, BOTH_STAND4, BOTH_STAND4, viewangles, moveangles, WP_COMPRESSION_RIFLE, qfalse );
}
/*
=================
PlayerModel_SaveChanges
=================
*/
static void PlayerModel_SaveChanges( void )
{
trap_Cvar_Set( "model", s_playermodel.modelData );
}
/*
=================
PlayerModel_MenuEvent
=================
*/
static void PlayerModel_MenuEvent( void* ptr, int event )
{
if (event != QM_ACTIVATED)
return;
switch (((menucommon_s*)ptr)->id)
{
/*case ID_PREVPAGE:
if (s_playermodel.modelpage > 0)
{
s_playermodel.modelpage--;
PlayerModel_UpdateGrid();
}
break;
case ID_NEXTPAGE:
if (s_playermodel.modelpage < s_playermodel.numpages-1)
{
s_playermodel.modelpage++;
PlayerModel_UpdateGrid();
}
break;*/
case ID_BACK:
PlayerModel_SaveChanges();
UI_PopMenu();
break;
case ID_MAINMENU:
PlayerModel_SaveChanges();
UI_MainMenu();
break;
case ID_INGAMEMENU:
PlayerModel_SaveChanges();
UI_InGameMenu();
break;
case ID_SETTINGS:
UI_PopMenu();
PlayerModel_SaveChanges();
UI_PlayerSettingsMenu(s_playermodel.prevMenu);
break;
case ID_DNARROW:
s_playermodel.scrollOffset++;
PlayerModel_OffsetCharList( &s_playermodel.scrollOffset );
break;
case ID_UPARROW:
s_playermodel.scrollOffset--;
PlayerModel_OffsetCharList( &s_playermodel.scrollOffset );
break;
case ID_MENUCHAR0:
case ID_MENUCHAR1:
case ID_MENUCHAR2:
case ID_MENUCHAR3:
case ID_MENUCHAR4:
case ID_MENUCHAR5:
case ID_MENUCHAR6:
case ID_MENUCHAR7:
case ID_MENUCHAR8:
case ID_MENUCHAR9:
case ID_MENUCHAR10:
case ID_MENUCHAR11:
s_playermodel.selectedChar = ( ((menucommon_s*)ptr)->id - ID_MENUCHAR0 ) + s_playermodel.scrollOffset;
s_playermodel.playerIcon = trap_R_RegisterShaderNoMip( va( "models/players_rpgx/%s/model_icon.jpg", s_playermodel.charNames[s_playermodel.selectedChar] ) );
break;
//case ID_SKINFILTER:
//PlayerModel_BuildList();
//PlayerModel_UpdateGrid();
break;
}
}
/*
=================
PlayerModel_MenuKey
=================
*/
static sfxHandle_t PlayerModel_MenuKey( int key )
{
//menucommon_s* m;
//int picnum;
switch (key)
{
/*case K_KP_LEFTARROW:
case K_LEFTARROW:
m = Menu_ItemAtCursor(&s_playermodel.menu);
picnum = m->id - ID_PLAYERPIC0;
if (picnum >= 0 && picnum <= 15)
{
if (picnum > 0)
{
Menu_SetCursor(&s_playermodel.menu,s_playermodel.menu.cursor-1);
return (menu_move_sound);
}
else if (s_playermodel.modelpage > 0)
{
s_playermodel.modelpage--;
Menu_SetCursor(&s_playermodel.menu,s_playermodel.menu.cursor+15);
PlayerModel_UpdateGrid();
return (menu_move_sound);
}
else
return (menu_buzz_sound);
}
break;
case K_KP_RIGHTARROW:
case K_RIGHTARROW:
m = Menu_ItemAtCursor(&s_playermodel.menu);
picnum = m->id - ID_PLAYERPIC0;
if (picnum >= 0 && picnum <= 15)
{
if ((picnum < 15) && (s_playermodel.modelpage*MAX_MODELSPERPAGE + picnum+1 < s_playermodel.nummodels))
{
Menu_SetCursor(&s_playermodel.menu,s_playermodel.menu.cursor+1);
return (menu_move_sound);
}
else if ((picnum == 15) && (s_playermodel.modelpage < s_playermodel.numpages-1))
{
s_playermodel.modelpage++;
Menu_SetCursor(&s_playermodel.menu,s_playermodel.menu.cursor-15);
PlayerModel_UpdateGrid();
return (menu_move_sound);
}
else
return (menu_buzz_sound);
}
break;*/
case K_MOUSE2:
case K_ESCAPE:
PlayerModel_SaveChanges();
break;
}
return ( Menu_DefaultKey( &s_playermodel.menu, key ) );
}
/*
=================
PlayerModel_PicEvent
=================
*/
/*static void PlayerModel_PicEvent( void* ptr, int event )
{
int modelnum;
int maxlen;
char* buffptr;
char* pdest;
int i;
if (event != QM_ACTIVATED)
return;
for (i=0; i<PLAYERGRID_ROWS*PLAYERGRID_COLS; i++)
{
// reset
s_playermodel.pics[i].generic.flags &= ~QMF_HIGHLIGHT;
s_playermodel.picbuttons[i].generic.flags |= QMF_PULSEIFFOCUS;
}
// set selected
i = ((menucommon_s*)ptr)->id - ID_PLAYERPIC0;
s_playermodel.pics[i].generic.flags |= QMF_HIGHLIGHT;
s_playermodel.picbuttons[i].generic.flags &= ~QMF_PULSEIFFOCUS;
// get model and strip icon_
modelnum = s_playermodel.modelpage*MAX_MODELSPERPAGE + i;
buffptr = s_playermodel.modelnames[modelnum] + strlen("models/players2/");
pdest = strstr(buffptr,"icon_");
if (pdest)
{
// track the whole model/skin name
Q_strncpyz(s_playermodel.modelData,buffptr,pdest-buffptr+1);
strcat(s_playermodel.modelData,pdest + 5);
// seperate the model name
maxlen = pdest-buffptr;
if (maxlen > 16)
maxlen = 16;
Q_strncpyz( s_playermodel.modelname.string, buffptr, maxlen );
Q_strupr( s_playermodel.modelname.string );
// seperate the skin name
maxlen = strlen(pdest+5)+1;
if (maxlen > 16)
maxlen = 16;
Q_strncpyz( s_playermodel.skinname.string, pdest+5, maxlen );
Q_strupr( s_playermodel.skinname.string );
s_playermodel.selectedmodel = modelnum;
// kef -- make sure something like "chell/nelson" doesn't occur
if (Q_stricmp( s_playermodel.skinname.string, "red") &&
Q_stricmp( s_playermodel.skinname.string, "blue") &&
Q_stricmp( s_playermodel.skinname.string, "black") &&
Q_stricmp( s_playermodel.skinname.string, "default"))
{
// assume something like "chell/nelson" has occurred
Q_strncpyz( s_playermodel.modelname.string, s_playermodel.skinname.string, strlen(s_playermodel.skinname.string)+1 );
Q_strncpyz( s_playermodel.skinname.string, "DEFAULT", 8 );
}
// Kind of a hack to display the externalized text
if (!Q_stricmp( s_playermodel.skinname.string, "red"))
{
Q_strncpyz( s_playermodel.skinnameviewed.string, menu_normal_text[MNT_RED], strlen(menu_normal_text[MNT_RED])+1 );
}
else if (!Q_stricmp( s_playermodel.skinname.string, "blue"))
{
Q_strncpyz( s_playermodel.skinnameviewed.string, menu_normal_text[MNT_BLUE], strlen(menu_normal_text[MNT_BLUE])+1 );
}
else if (!Q_stricmp( s_playermodel.skinname.string, "default"))
{
Q_strncpyz( s_playermodel.skinnameviewed.string, menu_normal_text[MNT_DEFAULT], strlen(menu_normal_text[MNT_DEFAULT])+1 );
}
if( trap_MemoryRemaining() > LOW_MEMORY ) {
PlayerModel_UpdateModel();
}
}
}*/
/*
=================
PlayerModel_DrawPlayer
=================
*/
static void PlayerModel_DrawPlayer( void *self )
{
menubitmap_s* b;
vec3_t origin = {-15, 0, 0 }; //-3.8
b = (menubitmap_s*) self;
if( trap_MemoryRemaining() <= LOW_MEMORY ) {
UI_DrawProportionalString( b->generic.x, b->generic.y + b->height / 2, "LOW MEMORY", UI_LEFT, color_red );
return;
}
UI_DrawPlayer( b->generic.x, b->generic.y, b->width, b->height, origin, &s_playermodel.playerinfo, uis.realtime/2 );
}
/*void precacheSpecificGroups(char *race_list)
{
char current_race_name[125];
char *s = race_list;
char *max_place = race_list + strlen(race_list);
char *marker;
memset(current_race_name, 0, sizeof(current_race_name));
// look through the list till it's empty
while (s < max_place)
{
marker = s;
// figure out from where we are where the next ',' or 0 is
while (*s != ',' && *s != 0)
{
s++;
}
// copy just that name
Q_strncpyz(current_race_name, marker, s-marker+1);
// avoid the comma or increment us past the end of the string so we fail the main while loop
s++;
// register the group wins announce sound
trap_S_RegisterSound( va( "sound/voice/computer/misc/%s_wins.wav",current_race_name ) );
// register the blue and red flag images
trap_R_RegisterShaderNoMip( va( "models/flags/%s_red", current_race_name));
trap_R_RegisterShaderNoMip( va( "models/flags/%s_blue", current_race_name));
}
}*/
extern char* BG_RegisterRace( const char *name );
/*
=================
PlayerModel_BuildList
Heavily modifed by TiM
All we'll take into account now
is a valid directory name,
and that it contains a .model file
We'll work the rest out later
=================
*/
static void PlayerModel_BuildList( void )
{
int numdirs;
int numfiles;
char dirlist[8192];
char filelist[2048];
//char skinname[64];
char* dirptr;
//char* fileptr;
int i;
//int j;
int dirlen;
//int filelen;
//qboolean precache;
//precache = trap_Cvar_VariableValue("com_buildscript");
s_playermodel.selectedChar = 0;
//s_playermodel.modelpage = 0;
s_playermodel.numChars = 0;
// iterate directory of all player models
numdirs = trap_FS_GetFileList("models/players_rpgx", "/", dirlist, sizeof(dirlist) );
dirptr = dirlist;
///Com_Printf("%i folders found\n", numdirs );
for (i=0; i<numdirs && s_playermodel.numChars < MAX_PLAYERCHARS; i++,dirptr+=dirlen+1)
{
numfiles = 0;
dirlen = strlen(dirptr);
if ( !dirptr ) {
break;
}
if (dirlen && dirptr[dirlen-1]=='/')
dirptr[dirlen-1]='\0';
//I'm guessing this is for non-PK3'd files
if (!strcmp(dirptr,".") || !strcmp(dirptr,".."))
continue;
// TiM : Check for .model files. That's all we need
numfiles = trap_FS_GetFileList( va("models/players_rpgx/%s",dirptr), ".model", filelist, sizeof(filelist) );
if ( numfiles > 0 && dirptr[0] ) {
//Com_Printf( "Hashed %s with %i model files\n", dirptr, numfiles);
Q_strncpyz( s_playermodel.charNames[s_playermodel.numChars], dirptr, sizeof( s_playermodel.charNames[s_playermodel.numChars] ) );
s_playermodel.numChars++;
}
//fileptr = filelist;
//for (j=0; j<numfiles && s_playermodel.nummodels < MAX_PLAYERMODELS;j++,fileptr+=filelen+1)
//{
// filelen = strlen(fileptr);
// COM_StripExtension(fileptr,skinname);
// // look for icon_????
// if (!Q_stricmpn(skinname,"icon_",5))
// { //inside here skinname is always "icon_*"
// if (!precache) {
// if (s_playermodel.skinfilter.curvalue == 0)
// {
// // no nelson/kenn team skins
// if (Q_stricmp(skinname+5 ,"default"))
// {
// continue;
// }
// // No red team skins
// if (!Q_stricmp(skinname+5 ,"red"))
// {
// continue;
// }
// // No blue team skins
// if (!Q_stricmp(skinname+5 ,"blue"))
// {
// continue;
// }
// }
//
// if (s_playermodel.skinfilter.curvalue == 1)
// {
// // Only blue team skins
// if (Q_stricmp(skinname+5 ,"blue"))
// {
// continue;
// }
// }
//
// if (s_playermodel.skinfilter.curvalue == 2)
// {
// // Only blue team skins
// if (Q_stricmp(skinname+5 ,"red"))
// {
// continue;
// }
// }
// }
// //Com_sprintf( s_playermodel.modelnames[s_playermodel.nummodels++],
// //sizeof( s_playermodel.modelnames[s_playermodel.nummodels] ),
// //"models/players2/%s/%s", dirptr, skinname );
//
// /*if( precache ) { //per skin type inside a dir
// if( Q_stricmp( skinname+5, "default" ) == 0 ) { //+5 to skip past "icon_"
// continue;
// }
// if( Q_stricmp( skinname+5, "red" ) == 0 ) {
// continue;
// }
// if( Q_stricmp( skinname+5, "blue" ) == 0 ) {
// continue;
// }
// trap_S_RegisterSound( va( "sound/voice/computer/misc/%s_wins.wav",skinname+5 ) );
// }*/
// }
//}
/*if( precache ) { //per modelname (dir)
trap_S_RegisterSound( va( "sound/voice/computer/misc/%s_wins.wav",dirptr ) );
trap_S_RegisterSound( va( "sound/voice/computer/misc/%s.wav", dirptr ) );
precacheSpecificGroups( BG_RegisterRace(va("models/players2/%s/groups.cfg", dirptr)));
}*/
}
/*s_playermodel.numpages = s_playermodel.nummodels/MAX_MODELSPERPAGE;
if (s_playermodel.nummodels % MAX_MODELSPERPAGE)
s_playermodel.numpages++;*/
}
/*
=================
PlayerModel_SetMenuItems
=================
*/
static void PlayerModel_SetMenuItems( void )
{
int i;
//int maxlen;
//char modelskin[64];
//char* buffptr;
//char* pdest;
char* temp;
char model[64];
// name
trap_Cvar_VariableStringBuffer( "name", s_playermodel.playername.string, MAX_PLAYERNAMELENGTH );
// model
trap_Cvar_VariableStringBuffer( "model", s_playermodel.modelData, 64 );
if ( ( temp = strchr( UI_Cvar_VariableString("model"), '/' ) ) == NULL ) {
Q_strncpyz( s_playermodel.modelName, UI_Cvar_VariableString("model"), sizeof( s_playermodel.modelName ) );
} else {
int len;
//
len = strlen( temp );
Q_strncpyz( s_playermodel.modelName, UI_Cvar_VariableString("model"), (len - strlen(temp)) + 1 );
}
// find model in our list
for (i=0; i<s_playermodel.numChars; i++)
{
if ( !Q_stricmp( model, s_playermodel.charNames[i] ) ) {
s_playermodel.selectedChar = i;
break;
}
// strip icon_
/*buffptr = s_playermodel.charnames[i] + strlen("models/players2/");
pdest = strstr(buffptr,"icon_");
if (pdest)
{
Q_strncpyz(modelskin,buffptr,pdest-buffptr+1);
strcat(modelskin,pdest + 5);
}
else
continue;
if (!Q_stricmp( s_playermodel.modelData, modelskin ))
{
// found pic, set selection here
s_playermodel.selectedmodel = i;
s_playermodel.modelpage = i/MAX_MODELSPERPAGE;
// seperate the model name
maxlen = pdest-buffptr;
if (maxlen > 16)
maxlen = 16;
Q_strncpyz( s_playermodel.modelname.string, buffptr, maxlen );
Q_strupr( s_playermodel.modelname.string );
// seperate the skin name
maxlen = strlen(pdest+5)+1;
if (maxlen > 16)
maxlen = 16;
Q_strncpyz( s_playermodel.skinname.string, pdest+5, maxlen );
Q_strupr( s_playermodel.skinname.string );
// kef -- make sure something like "chell/nelson" doesn't occur
if (Q_stricmp( s_playermodel.skinname.string, "red") &&
Q_stricmp( s_playermodel.skinname.string, "blue") &&
Q_stricmp( s_playermodel.skinname.string, "default"))
{
// assume something like "chell/nelson" has occurred
Q_strncpyz( s_playermodel.modelname.string, s_playermodel.skinname.string, strlen(s_playermodel.skinname.string)+1 );
Q_strncpyz( s_playermodel.skinname.string, "DEFAULT", 8 );
}
break;
}*/
}
//try to register the current shader icon
s_playermodel.playerIcon = trap_R_RegisterShaderNoMip( va( "models/players_rpgx/%s/model_icon", s_playermodel.modelName ) );
//Huh... guess whatever the hell's in the console, we don't have it on our list
if ( s_playermodel.selectedChar == -1 ) {
return;
}
//If we're exceeded the list, update it so we're at the top
if ( s_playermodel.selectedChar > MAX_MENULISTITEMS ) {
s_playermodel.scrollOffset = s_playermodel.selectedChar - MAX_MENULISTITEMS;
PlayerModel_OffsetCharList( &s_playermodel.scrollOffset );
}
//Set the model and skin data
/*{
char* buf[24];
s_playermodel.charModel.numitems = PlayerModel_LoadAvailableModels( buf );
s_playermodel.charModel.itemnames = buf;
s_playermodel.charSkin.numitems = PlayerModel_LoadAvailableSkins( buf );
s_playermodel.charSkin.itemnames = buf;
}*/
}
/*
=================
PlayerSettingsMenu_Graphics
=================
*/
void PlayerModelMenu_Graphics (void)
{
// Draw the basic screen layout
UI_MenuFrame2(&s_playermodel.menu);
trap_R_SetColor( colorTable[CT_LTBROWN1]);
UI_DrawHandlePic(30,203, 47, 186, uis.whiteShader); // Middle left line
// Frame around model pictures
trap_R_SetColor( colorTable[CT_LTORANGE]);
//UI_DrawHandlePic( 114, 50, 8, -32, s_playermodel.corner_ll_4_18); // UL Corner
//UI_DrawHandlePic( 114, 355, 8, 32, s_playermodel.corner_ll_4_18); // LL Corner
//UI_DrawHandlePic( 411, 50, 8, -32, s_playermodel.corner_lr_4_18); // UR Corner
//UI_DrawHandlePic( 411, 355, 8, 32, s_playermodel.corner_lr_4_18); // LR Corner
//UI_DrawHandlePic( 114, 81, 4, 284, uis.whiteShader); // Left side
//UI_DrawHandlePic( 414, 81, 4, 284, uis.whiteShader); // Right side
//UI_DrawHandlePic( 120, 62, 293, 18, uis.whiteShader); // Top
//UI_DrawHandlePic( 120, 357, 293, 18, uis.whiteShader); // Bottom
//TiM - Frame around the models selection list
UI_DrawHandlePic( 96, 50, 8, -32, s_playermodel.corner_ll_4_18); // UL Corner
UI_DrawHandlePic( 96, 369, 8, 8, s_playermodel.corner_ll_4_4); // LL Corner
UI_DrawHandlePic( 238, 62, 32, 32, s_playermodel.corner_ur_18_18); // UR Corner
UI_DrawHandlePic( 240, 368, 32, 8, s_playermodel.corner_lr_18_4); // LR Corner
UI_DrawHandlePic( 96, 81, 4, 290, uis.whiteShader); // Left side
UI_DrawHandlePic( 242, 87, 18, 18, uis.whiteShader ); //Right Side Up Arrow Button
UI_DrawHandlePic( 242, 108, 18, 236, uis.whiteShader); // Right side
UI_DrawHandlePic( 242, 347, 18, 18, uis.whiteShader ); //Right Side Down Button
UI_DrawHandlePic( 100, 62, 141, 18, uis.whiteShader); // Top
UI_DrawHandlePic( 101, 371, 140, 4, uis.whiteShader); // Bottom
//TiM - Fram around the model specific data window
UI_DrawHandlePic( 265, 50, 8, -32, s_playermodel.corner_ll_4_18); // UL Corner
UI_DrawHandlePic( 265, 369, 8, 8, s_playermodel.corner_ll_4_4); // LL Corner
UI_DrawHandlePic( 422, 50, -8, -32, s_playermodel.corner_ll_4_18); // UR Corner
UI_DrawHandlePic( 422, 369, -8, 8, s_playermodel.corner_ll_4_4); // LR Corner
UI_DrawHandlePic( 265, 81, 4, 290, uis.whiteShader); // Left side
UI_DrawHandlePic( 426, 81, 4, 290, uis.whiteShader); // Right side
UI_DrawHandlePic( 269, 62, 157, 18, uis.whiteShader); // Top
UI_DrawHandlePic( 269, 371, 157, 4, uis.whiteShader); // Bottom
//TiM - Draw the stunningly awesome icon of the character
UI_DrawHandlePic( 306, 114, 82, 82, uis.whiteShader);
if ( !s_playermodel.playerIcon ) {
trap_R_SetColor( colorTable[CT_BLACK] );
UI_DrawHandlePic( 307, 115, 80, 80, uis.whiteShader );
UI_DrawProportionalString( 347, 145, "?", UI_BIGFONT|UI_CENTER, colorTable[CT_LTORANGE] );
}
else {
trap_R_SetColor( colorTable[CT_WHITE]);
UI_DrawHandlePic( 307, 115, 80, 80, s_playermodel.playerIcon );
}
//Model Name along the top
if ( s_playermodel.modelName[0] )
{
char* buf = s_playermodel.modelName;
UI_DrawProportionalString( 347, 89, Q_strupr( buf ), UI_SMALLFONT|UI_CENTER,colorTable[CT_DKPURPLE1]);
}
//UI_DrawProportionalString( 220, 362, va("%s %d %s %d",menu_normal_text[MNT_SCREEN],(s_playermodel.modelpage + 1),menu_normal_text[MNT_OF],s_playermodel.numpages),UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]);
UI_DrawProportionalString( 108, 64, menu_normal_text[MNT_MODELS],UI_SMALLFONT,colorTable[CT_BLACK]); // Top
trap_R_SetColor( colorTable[CT_DKGREY2]);
UI_DrawHandlePic( 439, 79, 151, 295, uis.whiteShader); // Background
// Frame around player model
trap_R_SetColor( colorTable[CT_LTORANGE]);
UI_DrawHandlePic( 435, 50, 8, -32, s_playermodel.corner_ll_4_18); // UL Corner
UI_DrawHandlePic( 435, 369, 8, 8, s_playermodel.corner_ll_4_4); // LL Corner
UI_DrawHandlePic( 440, 62, 150, 18, uis.whiteShader); // Top
UI_DrawHandlePic( 435, 79, 4, 295, uis.whiteShader); // Left side
UI_DrawHandlePic( 440, 371, 150, 4, uis.whiteShader); // Bottom
// Left rounded ends for buttons
trap_R_SetColor( colorTable[s_playermodel.mainmenu.color]);
UI_DrawHandlePic(s_playermodel.mainmenu.generic.x - 14, s_playermodel.mainmenu.generic.y,
MENU_BUTTON_MED_HEIGHT, MENU_BUTTON_MED_HEIGHT, uis.graphicButtonLeftEnd);
trap_R_SetColor( colorTable[s_playermodel.back.color]);
UI_DrawHandlePic(s_playermodel.back.generic.x - 14, s_playermodel.back.generic.y,
MENU_BUTTON_MED_HEIGHT, MENU_BUTTON_MED_HEIGHT, uis.graphicButtonLeftEnd);
trap_R_SetColor( colorTable[s_playermodel.data.color]);
UI_DrawHandlePic(s_playermodel.data.generic.x - 14, s_playermodel.data.generic.y,
MENU_BUTTON_MED_HEIGHT, MENU_BUTTON_MED_HEIGHT, uis.graphicButtonLeftEnd);
trap_R_SetColor( colorTable[s_playermodel.model.color]);
UI_DrawHandlePic(s_playermodel.model.generic.x - 14, s_playermodel.model.generic.y,
MENU_BUTTON_MED_HEIGHT, MENU_BUTTON_MED_HEIGHT, uis.graphicButtonLeftEnd);
UI_DrawProportionalString( 74, 28, "881",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]);
UI_DrawProportionalString( 74, 150, "2445",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]);
UI_DrawProportionalString( 74, 206, "600",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]);
UI_DrawProportionalString( 74, 395, "3-44",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]);
}
/*
=================
PlayerSettings_MenuDraw
=================
*/
static void PlayerModel_MenuDraw (void)
{
PlayerModelMenu_Graphics();
Menu_Draw( &s_playermodel.menu );
}
/*
=================
PlayerModel_MenuInit
=================
*/
static void PlayerModel_MenuInit(int menuFrom)
{
int i;
//int j;
//int k;
int x;
int y;
static char playername[32];
static char modelname[32];
static char skinname[32];
static char skinnameviewed[32];
// zero set all our globals
memset( &s_playermodel, 0 ,sizeof(playermodel_t) );
s_playermodel.prevMenu = menuFrom;
//TiM : Model Spin view
uis.spinView = qfalse;
uis.lastYaw = 150;
PlayerModel_Cache();
// set initial states
PlayerModel_BuildList();
PlayerModel_SetMenuItems();
s_playermodel.menu.key = PlayerModel_MenuKey;
s_playermodel.menu.wrapAround = qtrue;
s_playermodel.menu.fullscreen = qtrue;
s_playermodel.menu.draw = PlayerModel_MenuDraw;
s_playermodel.menu.descX = MENU_DESC_X;
s_playermodel.menu.descY = MENU_DESC_Y;
s_playermodel.menu.titleX = MENU_TITLE_X;
s_playermodel.menu.titleY = MENU_TITLE_Y;
s_playermodel.menu.titleI = MNT_CHANGEPLAYER_TITLE;
s_playermodel.menu.footNoteEnum = MNT_CHANGEPLAYER;
s_playermodel.mainmenu.generic.type = MTYPE_BITMAP;
s_playermodel.mainmenu.generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
s_playermodel.mainmenu.generic.x = 110;
s_playermodel.mainmenu.generic.y = 391;
s_playermodel.mainmenu.generic.name = BUTTON_GRAPHIC_LONGRIGHT;
s_playermodel.mainmenu.generic.callback = PlayerModel_MenuEvent;
s_playermodel.mainmenu.width = MENU_BUTTON_MED_WIDTH;
s_playermodel.mainmenu.height = MENU_BUTTON_MED_HEIGHT;
s_playermodel.mainmenu.color = CT_DKPURPLE1;
s_playermodel.mainmenu.color2 = CT_LTPURPLE1;
if (!ingameFlag)
{
s_playermodel.mainmenu.textEnum = MBT_MAINMENU;
s_playermodel.mainmenu.generic.id = ID_MAINMENU;
}
else
{
s_playermodel.mainmenu.textEnum = MBT_INGAMEMENU;
s_playermodel.mainmenu.generic.id = ID_INGAMEMENU;
}
s_playermodel.mainmenu.textX = MENU_BUTTON_TEXT_X;
s_playermodel.mainmenu.textY = MENU_BUTTON_TEXT_Y;
s_playermodel.mainmenu.textcolor = CT_BLACK;
s_playermodel.mainmenu.textcolor2 = CT_WHITE;
s_playermodel.back.generic.type = MTYPE_BITMAP;
s_playermodel.back.generic.name = BUTTON_GRAPHIC_LONGRIGHT;
s_playermodel.back.generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
s_playermodel.back.generic.callback = PlayerModel_MenuEvent;
s_playermodel.back.generic.id = ID_BACK;
s_playermodel.back.generic.x = 110;
s_playermodel.back.generic.y = 415;
s_playermodel.back.width = MENU_BUTTON_MED_WIDTH;
s_playermodel.back.height = MENU_BUTTON_MED_HEIGHT;
s_playermodel.back.color = CT_DKPURPLE1;
s_playermodel.back.color2 = CT_LTPURPLE1;
s_playermodel.back.textX = MENU_BUTTON_TEXT_X;
s_playermodel.back.textY = MENU_BUTTON_TEXT_Y;
s_playermodel.back.textEnum = MBT_BACK;
s_playermodel.back.generic.id = ID_BACK;
s_playermodel.back.textcolor = CT_BLACK;
s_playermodel.back.textcolor2 = CT_WHITE;
s_playermodel.data.generic.type = MTYPE_BITMAP;
s_playermodel.data.generic.name = BUTTON_GRAPHIC_LONGRIGHT;
s_playermodel.data.generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
s_playermodel.data.generic.id = ID_SETTINGS;
s_playermodel.data.generic.callback = PlayerModel_MenuEvent;
s_playermodel.data.generic.x = 482;
s_playermodel.data.generic.y = 391;
s_playermodel.data.width = MENU_BUTTON_MED_WIDTH;
s_playermodel.data.height = MENU_BUTTON_MED_HEIGHT;
s_playermodel.data.color = CT_DKPURPLE1;
s_playermodel.data.color2 = CT_LTPURPLE1;
s_playermodel.data.textX = 5;
s_playermodel.data.textY = 2;
s_playermodel.data.textEnum = MBT_PLAYERDATA;
s_playermodel.data.textcolor = CT_BLACK;
s_playermodel.data.textcolor2 = CT_WHITE;
s_playermodel.model.generic.type = MTYPE_BITMAP;
s_playermodel.model.generic.name = BUTTON_GRAPHIC_LONGRIGHT;
s_playermodel.model.generic.flags = QMF_GRAYED;
s_playermodel.model.generic.x = 482;
s_playermodel.model.generic.y = 415;
s_playermodel.model.width = MENU_BUTTON_MED_WIDTH;
s_playermodel.model.height = MENU_BUTTON_MED_HEIGHT;
s_playermodel.model.color = CT_DKPURPLE1;
s_playermodel.model.color2 = CT_LTPURPLE1;
s_playermodel.model.textX = 5;
s_playermodel.model.textY = 2;
s_playermodel.model.textEnum = MBT_CHANGEMODEL;
s_playermodel.model.textcolor = CT_BLACK;
s_playermodel.model.textcolor2 = CT_WHITE;
//y = 88;
x = 107;
y = 85;
for (i=0; i < MAX_MENULISTITEMS; i++ ) {
s_playermodel.charMenu[i].generic.type = MTYPE_BITMAP;
s_playermodel.charMenu[i].generic.flags = QMF_INACTIVE | QMF_HIDDEN;
s_playermodel.charMenu[i].generic.x = x;
s_playermodel.charMenu[i].generic.y = y;
s_playermodel.charMenu[i].generic.callback = PlayerModel_MenuEvent;
s_playermodel.charMenu[i].generic.id = ID_MENUCHAR0+i;
s_playermodel.charMenu[i].width = 129;
s_playermodel.charMenu[i].height = 16;
s_playermodel.charMenu[i].color = CT_DKPURPLE1;
s_playermodel.charMenu[i].color2 = CT_LTPURPLE1;
s_playermodel.charMenu[i].textPtr = NULL;
s_playermodel.charMenu[i].textX = 4;
s_playermodel.charMenu[i].textY = 1;
s_playermodel.charMenu[i].textcolor = CT_DKGOLD1;
s_playermodel.charMenu[i].textcolor2 = CT_LTGOLD1;
s_playermodel.charMenu[i].textStyle = UI_SMALLFONT;
y += 24;
}
/*for (i=0,k=0; i<PLAYERGRID_ROWS; i++)
{
x = 129;
for (j=0; j<PLAYERGRID_COLS; j++,k++)
{
s_playermodel.pics[k].generic.type = MTYPE_BITMAP;
s_playermodel.pics[k].generic.flags = QMF_LEFT_JUSTIFY|QMF_INACTIVE;
s_playermodel.pics[k].generic.x = x;
s_playermodel.pics[k].generic.y = y;
s_playermodel.pics[k].width = 66;
s_playermodel.pics[k].height = 66;
s_playermodel.pics[k].focuspic = MODEL_SELECTED;
s_playermodel.pics[k].focuscolor = colorTable[CT_WHITE];
s_playermodel.picbuttons[k].generic.type = MTYPE_BITMAP;
s_playermodel.picbuttons[k].generic.flags = QMF_LEFT_JUSTIFY|QMF_NODEFAULTINIT|QMF_PULSEIFFOCUS;
s_playermodel.picbuttons[k].generic.id = ID_PLAYERPIC0+k;
s_playermodel.picbuttons[k].generic.callback = PlayerModel_PicEvent;
s_playermodel.picbuttons[k].generic.x = x - 16;
s_playermodel.picbuttons[k].generic.y = y - 16;
s_playermodel.picbuttons[k].generic.left = x;
s_playermodel.picbuttons[k].generic.top = y;
s_playermodel.picbuttons[k].generic.right = x + 64;
s_playermodel.picbuttons[k].generic.bottom = y + 64;
s_playermodel.picbuttons[k].width = 128;
s_playermodel.picbuttons[k].height = 128;
s_playermodel.picbuttons[k].focuspic = MODEL_SELECT;
s_playermodel.picbuttons[k].focuscolor = colorTable[CT_WHITE];
x += 64+6;
}
y += 64+8;
}*/
s_playermodel.playername.generic.type = MTYPE_PTEXT;
s_playermodel.playername.generic.flags = QMF_INACTIVE;
s_playermodel.playername.generic.x = 444;
s_playermodel.playername.generic.y = 63;
s_playermodel.playername.string = playername;
s_playermodel.playername.style = UI_SMALLFONT;
s_playermodel.playername.color = colorTable[CT_BLACK];
s_playermodel.modelname.generic.type = MTYPE_PTEXT;
s_playermodel.modelname.generic.flags = QMF_INACTIVE;
s_playermodel.modelname.generic.x = 121;
s_playermodel.modelname.generic.y = 338;
s_playermodel.modelname.string = modelname;
s_playermodel.modelname.style = UI_LEFT;
s_playermodel.modelname.color = colorTable[CT_LTBLUE1];
s_playermodel.skinname.generic.type = MTYPE_PTEXT;
s_playermodel.skinname.generic.flags = QMF_INACTIVE;
s_playermodel.skinname.generic.x = 323;
s_playermodel.skinname.generic.y = 338;
s_playermodel.skinname.string = skinname;
s_playermodel.skinname.style = UI_RIGHT;
s_playermodel.skinname.color = colorTable[CT_LTBLUE1];
/*s_playermodel.skinnameviewed.generic.type = MTYPE_PTEXT;
s_playermodel.skinnameviewed.generic.flags = QMF_INACTIVE;
s_playermodel.skinnameviewed.generic.x = 323;
s_playermodel.skinnameviewed.generic.y = 338;
s_playermodel.skinnameviewed.string = skinnameviewed;
s_playermodel.skinnameviewed.style = UI_RIGHT;
s_playermodel.skinnameviewed.color = colorTable[CT_LTBLUE1];*/
s_playermodel.player.generic.type = MTYPE_BITMAP;
s_playermodel.player.generic.flags = QMF_SILENT;
s_playermodel.player.generic.ownerdraw = PlayerModel_DrawPlayer;
s_playermodel.player.generic.callback = PlayerModel_SpinPlayer;
s_playermodel.player.generic.x = 439; //400
s_playermodel.player.generic.y = 80; //20
s_playermodel.player.width = 151; //32*7.3
s_playermodel.player.height = 291; //56*7.3
s_playermodel.upArrow.generic.type = MTYPE_BITMAP;
s_playermodel.upArrow.generic.name = PIC_ARROW_UP;
s_playermodel.upArrow.generic.flags = QMF_GRAYED | QMF_INACTIVE;
s_playermodel.upArrow.generic.callback = PlayerModel_MenuEvent;
s_playermodel.upArrow.generic.id = ID_UPARROW;
s_playermodel.upArrow.generic.x = 243;
s_playermodel.upArrow.generic.y = 89;
s_playermodel.upArrow.width = 16;
s_playermodel.upArrow.height = 16;
s_playermodel.upArrow.color = CT_DKPURPLE1;
s_playermodel.upArrow.color2 = CT_LTPURPLE1;
s_playermodel.upArrow.textX = MENU_BUTTON_TEXT_X;
s_playermodel.upArrow.textY = MENU_BUTTON_TEXT_Y;
//s_playermodel.upArrow.textEnum = MBT_PREVPAGE;
s_playermodel.upArrow.textcolor = CT_BLACK;
s_playermodel.upArrow.textcolor2 = CT_WHITE;
s_playermodel.dnArrow.generic.type = MTYPE_BITMAP;
s_playermodel.dnArrow.generic.name = PIC_ARROW_DOWN;
s_playermodel.dnArrow.generic.flags = QMF_GRAYED | QMF_INACTIVE;
s_playermodel.dnArrow.generic.callback = PlayerModel_MenuEvent;
s_playermodel.dnArrow.generic.id = ID_DNARROW;
s_playermodel.dnArrow.generic.x = 243;
s_playermodel.dnArrow.generic.y = 349;
s_playermodel.dnArrow.width = 16;
s_playermodel.dnArrow.height = 16;
s_playermodel.dnArrow.color = CT_DKPURPLE1;
s_playermodel.dnArrow.color2 = CT_LTPURPLE1;
s_playermodel.dnArrow.textX = MENU_BUTTON_TEXT_X;
s_playermodel.dnArrow.textY = MENU_BUTTON_TEXT_Y;
//s_playermodel.dnArrow.textEnum = MBT_NEXTPAGE;
s_playermodel.dnArrow.textcolor = CT_BLACK;
s_playermodel.dnArrow.textcolor2 = CT_WHITE;
s_playermodel.charModel.generic.type = MTYPE_SPINCONTROL;
s_playermodel.charModel.generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
//s_playermodel.charModel.generic.id = ID_CLASS;
//s_playermodel.charModel.generic.callback = PlayerModel_MenuEvent;
s_playermodel.charModel.generic.x = 291;//134;
s_playermodel.charModel.generic.y = 209;//207;
s_playermodel.charModel.textEnum = MBT_CHARMODEL;
s_playermodel.charModel.textcolor = CT_BLACK;
s_playermodel.charModel.textcolor2 = CT_WHITE;
s_playermodel.charModel.color = CT_DKPURPLE1;
s_playermodel.charModel.color2 = CT_LTPURPLE1;
s_playermodel.charModel.width = 60;//80;
s_playermodel.charModel.textX = 56;
s_playermodel.charModel.textY = 2;
s_playermodel.charModel.textFlags = UI_CENTER;
s_playermodel.charModel.listX = 347;
s_playermodel.charModel.listY = 233;
s_playermodel.charModel.listFlags = UI_CENTER;
//s_playermodel.charModel.itemnames = s_playermodel.modelNames;
s_playermodel.charSkin.generic.type = MTYPE_SPINCONTROL;
s_playermodel.charSkin.generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
//s_playermodel.charSkin.generic.id = ID_CLASS;
//s_playermodel.charSkin.generic.callback = PlayerModel_MenuEvent;
s_playermodel.charSkin.generic.x = 291;//134;
s_playermodel.charSkin.generic.y = 266;//207;
s_playermodel.charSkin.textEnum = MBT_CHARSKIN;
s_playermodel.charSkin.textcolor = CT_BLACK;
s_playermodel.charSkin.textcolor2 = CT_WHITE;
s_playermodel.charSkin.color = CT_DKPURPLE1;
s_playermodel.charSkin.color2 = CT_LTPURPLE1;
s_playermodel.charSkin.width = 60;//80;
s_playermodel.charSkin.textX = 56;
s_playermodel.charSkin.textY = 2;
s_playermodel.charSkin.textFlags = UI_CENTER;
s_playermodel.charSkin.listX = 347;
s_playermodel.charSkin.listY = 291;
s_playermodel.charSkin.listFlags = UI_CENTER;
//s_playermodel.charSkin.itemnames = s_playermodel.skinNames;
s_playermodel.apply.generic.type = MTYPE_BITMAP;
s_playermodel.apply.generic.name = GRAPHIC_SQUARE;
s_playermodel.apply.generic.flags = QMF_GRAYED | QMF_INACTIVE;
s_playermodel.apply.generic.callback = PlayerModel_MenuEvent;
s_playermodel.apply.generic.id = ID_APPLY;
s_playermodel.apply.generic.x = 281;
s_playermodel.apply.generic.y = 321;
s_playermodel.apply.width = 132;
s_playermodel.apply.height = 39;
s_playermodel.apply.color = CT_DKPURPLE1;
s_playermodel.apply.color2 = CT_LTPURPLE1;
s_playermodel.apply.textX = MENU_BUTTON_TEXT_X;
s_playermodel.apply.textY = MENU_BUTTON_TEXT_Y;
s_playermodel.apply.textEnum = MBT_VIDEOAPPLYCHANGES;
s_playermodel.apply.textcolor = CT_BLACK;
s_playermodel.apply.textcolor2 = CT_WHITE;
/*s_playermodel.skinfilter.generic.type = MTYPE_SPINCONTROL;
s_playermodel.skinfilter.generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
s_playermodel.skinfilter.generic.x = 190;
s_playermodel.skinfilter.generic.y = 311;
s_playermodel.skinfilter.generic.id = ID_SKINFILTER;
s_playermodel.skinfilter.generic.callback = PlayerModel_MenuEvent;
s_playermodel.skinfilter.textEnum = MBT_GROUPFILTER;
s_playermodel.skinfilter.textcolor = CT_BLACK;
s_playermodel.skinfilter.textcolor2 = CT_WHITE;
s_playermodel.skinfilter.color = CT_DKPURPLE1;
s_playermodel.skinfilter.color2 = CT_LTPURPLE1;
s_playermodel.skinfilter.textX = MENU_BUTTON_TEXT_X;
s_playermodel.skinfilter.textY = MENU_BUTTON_TEXT_Y;
s_playermodel.skinfilter.listnames = s_SkinFilter_Names;*/
Menu_AddItem( &s_playermodel.menu, &s_playermodel.model );
Menu_AddItem( &s_playermodel.menu, &s_playermodel.data );
Menu_AddItem( &s_playermodel.menu, &s_playermodel.player );
Menu_AddItem( &s_playermodel.menu, &s_playermodel.playername );
Menu_AddItem( &s_playermodel.menu, &s_playermodel.modelname );
//Menu_AddItem( &s_playermodel.menu, &s_playermodel.skinfilter );
/*for (i=0; i<MAX_MODELSPERPAGE; i++)
{
Menu_AddItem( &s_playermodel.menu, &s_playermodel.pics[i] );
Menu_AddItem( &s_playermodel.menu, &s_playermodel.picbuttons[i] );
}*/
Menu_AddItem( &s_playermodel.menu, &s_playermodel.upArrow );
Menu_AddItem( &s_playermodel.menu, &s_playermodel.dnArrow );
Menu_AddItem( &s_playermodel.menu, &s_playermodel.charModel );
Menu_AddItem( &s_playermodel.menu, &s_playermodel.charSkin );
Menu_AddItem( &s_playermodel.menu, &s_playermodel.apply );
for (i=0; i < MAX_MENULISTITEMS; i++ ) {
Menu_AddItem( &s_playermodel.menu, &s_playermodel.charMenu[i] );
}
Menu_AddItem( &s_playermodel.menu, &s_playermodel.back );
Menu_AddItem( &s_playermodel.menu, &s_playermodel.mainmenu );
PlayerModel_OffsetCharList( &s_playermodel.scrollOffset );
if ( s_playermodel.numChars > MAX_MENULISTITEMS ) {
s_playermodel.upArrow.generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
s_playermodel.dnArrow.generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
}
// update user interface
//PlayerModel_UpdateGrid();
PlayerModel_UpdateModel();
}
/*
=================
PlayerModel_Cache
=================
*/
void PlayerModel_Cache( void )
{
//int i;
s_playermodel.corner_ll_4_4 = trap_R_RegisterShaderNoMip("menu/common/corner_ll_4_4");
s_playermodel.corner_ll_4_18 = trap_R_RegisterShaderNoMip("menu/common/corner_ll_4_18");
s_playermodel.corner_lr_4_18 = trap_R_RegisterShaderNoMip("menu/common/corner_lr_4_18");
s_playermodel.corner_lr_18_4 = trap_R_RegisterShaderNoMip("menu/common/corner_lr_18_4");
s_playermodel.corner_ur_18_18 = trap_R_RegisterShaderNoMip("menu/common/corner_ur_18_18");
trap_R_RegisterShaderNoMip(PIC_ARROW_UP);
trap_R_RegisterShaderNoMip(PIC_ARROW_DOWN);
/*for( i = 0; playermodel_artlist[i]; i++ )
{
trap_R_RegisterShaderNoMip( playermodel_artlist[i] );
}*/
//PlayerModel_BuildList();
/*for( i = 0; i < s_playermodel.nummodels; i++ )
{
trap_R_RegisterShaderNoMip( s_playermodel.modelnames[i] );
}*/
}
/*
=================
PlayerModel_Cache
=================
*/
void UI_PlayerModelMenu(int menuFrom)
{
PlayerModel_MenuInit(menuFrom);
UI_PushMenu( &s_playermodel.menu );
//Menu_SetCursorToItem( &s_playermodel.menu, &s_playermodel.pics[s_playermodel.selectedmodel % MAX_MODELSPERPAGE] );
}