rpg-x2/ui/ui_atoms.c

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2011-06-01 12:20:56 +00:00
// Copyright (C) 1999-2000 Id Software, Inc.
//
/**********************************************************************
UI_ATOMS.C
User interface building blocks and support functions.
**********************************************************************/
#include "ui_local.h"
#include "../qcommon/stv_version.h"
uiStatic_t uis;
qboolean m_entersound; // after a frame, so caching won't disrupt the sound
void UI_LanguageFilename(char *baseName,char *baseExtension,char *finalName);
void BG_LoadItemNames(void);
extern qboolean BG_ParseRankNames ( char* fileName, rankNames_t rankNames[] );
void UI_SecurityCodeSetup ( void );
// these are here so the functions in q_shared.c can link
#ifndef UI_HARD_LINKED
void QDECL Com_Error( int level, const char *error, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, error);
vsprintf (text, error, argptr);
va_end (argptr);
trap_Error( va("%s", text) );
}
void QDECL Com_Printf( const char *msg, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, msg);
vsprintf (text, msg, argptr);
va_end (argptr);
trap_Print( va("%s", text) );
}
#endif
typedef struct
{
int initialized; // Has this structure been initialized
qhandle_t cornerUpper;
qhandle_t cornerUpper2;
qhandle_t cornerLower;
} menuframe_t;
menuframe_t s_menuframe;
static qboolean UI_IsWidescreen( void )
{
if ( ui_handleWidescreen.integer && uis.widescreen.ratio && uis.widescreen.state != WIDESCREEN_NONE )
return qtrue;
return qfalse;
}
const char menuEmptyLine[] = " ";
/*
=================
UI_ClampCvar
=================
*/
float UI_ClampCvar( float min, float max, float value )
{
if ( value < min ) return min;
if ( value > max ) return max;
return value;
}
/*
=================
UI_PushMenu
=================
*/
void UI_PushMenu( menuframework_s *menu )
{
int i;
menucommon_s* item;
// avoid stacking menus invoked by hotkeys
for (i=0 ; i<uis.menusp ; i++)
{
if (uis.stack[i] == menu)
{
uis.menusp = i;
break;
}
}
if (i == uis.menusp)
{
if (uis.menusp >= MAX_MENUDEPTH)
trap_Error("UI_PushMenu: menu stack overflow");
uis.stack[uis.menusp++] = menu;
}
uis.activemenu = menu;
// default cursor position
menu->cursor = 0;
menu->cursor_prev = 0;
m_entersound = qtrue;
trap_Key_SetCatcher( KEYCATCH_UI );
// force first available item to have focus
for (i=0; i<menu->nitems; i++)
{
item = (menucommon_s *)menu->items[i];
if (!(item->flags & (QMF_GRAYED|QMF_MOUSEONLY|QMF_INACTIVE)))
{
menu->cursor_prev = -1;
Menu_SetCursor( menu, i );
break;
}
}
uis.firstdraw = qtrue;
}
/*
=================
UI_PopMenu
=================
*/
void UI_PopMenu (void)
{
trap_S_StartLocalSound( menu_out_sound, CHAN_LOCAL_SOUND );
uis.menusp--;
if (uis.menusp < 0)
trap_Error ("UI_PopMenu: menu stack underflow");
if (uis.menusp) {
uis.activemenu = uis.stack[uis.menusp-1];
uis.firstdraw = qtrue;
}
else {
UI_ForceMenuOff ();
}
}
void UI_ForceMenuOff (void)
{
uis.menusp = 0;
uis.activemenu = NULL;
trap_Key_SetCatcher( trap_Key_GetCatcher() & ~KEYCATCH_UI );
trap_Key_ClearStates();
trap_Cvar_Set( "cl_paused", "0" );
}
/*
=================
UI_LerpColor
=================
*/
static void UI_LerpColor(vec4_t a, vec4_t b, vec4_t c, float t)
{
int i;
// lerp and clamp each component
for (i=0; i<4; i++)
{
c[i] = a[i] + t*(b[i]-a[i]);
if (c[i] < 0)
c[i] = 0;
else if (c[i] > 1.0)
c[i] = 1.0;
}
}
/*
=================
UI_DrawProportionalString2
=================
*/
#define CHARMAX 256
#define PROPB_GAP_WIDTH 4
#define PROPB_SPACE_WIDTH 12
#define PROPB_HEIGHT 36
static int propMapBig[CHARMAX][3];
static int propMap[CHARMAX][3];
static int propMapTiny[CHARMAX][3];
static int const propMapB[26][3] = {
{11, 12, 33},
{49, 12, 31},
{85, 12, 31},
{120, 12, 30},
{156, 12, 21},
{183, 12, 21},
{207, 12, 32},
{13, 55, 30},
{49, 55, 13},
{66, 55, 29},
{101, 55, 31},
{135, 55, 21},
{158, 55, 40},
{204, 55, 32},
{12, 97, 31},
{48, 97, 31},
{82, 97, 30},
{118, 97, 30},
{153, 97, 30},
{185, 97, 25},
{213, 97, 30},
{11, 139, 32},
{42, 139, 51},
{93, 139, 32},
{126, 139, 31},
{158, 139, 25},
};
/*
=================
UI_DrawBannerString
=================
*/
static void UI_DrawBannerString2( int x, int y, const char* str, vec4_t color )
{
const char* s;
char ch;
float ax;
float ay;
float aw;
float ah;
float frow;
float fcol;
float fwidth;
float fheight;
// draw the colored text
trap_R_SetColor( color );
// ax = x * uis.scale + uis.bias;
ax = x * uis.scalex;
ay = y * uis.scaley;
s = str;
while ( *s )
{
ch = *s & 255;
if ( ch == ' ' ) {
ax += ((float)PROPB_SPACE_WIDTH + (float)PROPB_GAP_WIDTH)* uis.scalex;
}
else if ( ch >= 'A' && ch <= 'Z' ) {
ch -= 'A';
2011-06-15 07:13:31 +00:00
fcol = (float)propMapB[(int)ch][0] / 256.0f; //256.0f
frow = (float)propMapB[(int)ch][1] / 256.0f;
fwidth = (float)propMapB[(int)ch][2] / 256.0f;
2011-06-01 12:20:56 +00:00
fheight = (float)PROPB_HEIGHT / 256.0f;
2011-06-15 07:13:31 +00:00
aw = (float)propMapB[(int)ch][2] * uis.scalex;
2011-06-01 12:20:56 +00:00
ah = (float)PROPB_HEIGHT * uis.scaley;
trap_R_DrawStretchPic( ax, ay, aw, ah, fcol, frow, fcol+fwidth, frow+fheight, uis.charsetPropB );
ax += (aw + (float)PROPB_GAP_WIDTH * uis.scalex);
}
s++;
}
trap_R_SetColor( NULL );
}
/*
=================
UI_DrawBannerString
=================
*/
void UI_DrawBannerString( int x, int y, const char* str, int style, vec4_t color ) {
const char * s;
int ch;
int width;
vec4_t drawcolor;
// find the width of the drawn text
s = str;
width = 0;
while ( *s ) {
ch = *s;
if ( ch == ' ' ) {
width += PROPB_SPACE_WIDTH;
}
else if ( ch >= 'A' && ch <= 'Z' ) {
width += propMapB[ch - 'A'][2] + PROPB_GAP_WIDTH;
}
s++;
}
width -= PROPB_GAP_WIDTH;
switch( style & UI_FORMATMASK ) {
case UI_CENTER:
x -= width / 2;
break;
case UI_RIGHT:
x -= width;
break;
case UI_LEFT:
default:
break;
}
if ( style & UI_DROPSHADOW ) {
drawcolor[0] = drawcolor[1] = drawcolor[2] = 0;
drawcolor[3] = color[3];
UI_DrawBannerString2( x+2, y+2, str, drawcolor );
}
UI_DrawBannerString2( x, y, str, color );
}
/*
=================
UI_ProportionalStringWidth
=================
*/
int UI_ProportionalStringWidth( const char* str,int style ) {
const char * s;
int ch;
int charWidth;
int width;
if (style == UI_TINYFONT)
{
s = str;
width = 0;
while ( *s ) {
ch = *s & 255;
charWidth = propMapTiny[ch][2];
if ( charWidth != -1 ) {
width += charWidth;
width += PROP_GAP_TINY_WIDTH;
}
s++;
}
width -= PROP_GAP_TINY_WIDTH;
}
else if (style == UI_BIGFONT)
{
s = str;
width = 0;
while ( *s ) {
ch = *s & 255;
charWidth = propMapBig[ch][2];
if ( charWidth != -1 ) {
width += charWidth;
width += PROP_GAP_BIG_WIDTH;
}
s++;
}
width -= PROP_GAP_BIG_WIDTH;
}
else
{
s = str;
width = 0;
while ( *s ) {
ch = *s & 255;
charWidth = propMap[ch][2];
if ( charWidth != -1 ) {
width += charWidth;
width += PROP_GAP_WIDTH;
}
s++;
}
width -= PROP_GAP_WIDTH;
}
return width;
}
static int specialTinyPropChars[CHARMAX][2] = {
{0, 0},
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 10
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 20
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 30
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 40
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 50
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 60
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 70
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 80
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 90
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 100
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 110
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 120
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 130
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 140
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 150
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{2,-3},{0, 0}, // 160
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 170
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 180
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 190
{0,-1},{2,-3},{2,-3},{2,-3},{2,-3},{2,-3},{2,-3},{0, 0},{2, 0},{2,-3}, // 200
{2,-3},{2,-3},{2,-3},{2,-3},{2,-3},{2,-3},{2,-3},{0,-1},{2,-3},{2,-3}, // 210
{2,-3},{3,-3},{2,-3},{2,-3},{0, 0},{0,-1},{2,-3},{2,-3},{2,-3},{2,-3}, // 220
{2,-3},{0,-1},{0,-1},{2,-3},{2,-3},{2,-3},{2,-3},{2,-3},{2,-3},{0, 0}, // 230
{2, 0},{2,-3},{2,-3},{2,-3},{2,-3},{2,-3},{2,-3},{2,-3},{2,-3},{0, 0}, // 240
{2,-3},{2,-3},{2,-3},{2,-3},{2,-3},{2,-3},{0, 0},{0,-1},{2,-3},{2,-3}, // 250
{2,-3},{2,-3},{2,-3},{0,-1},{2,-3} // 255
};
static int specialPropChars[CHARMAX][2] = {
{0, 0},
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 10
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 20
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 30
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 40
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 50
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 60
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 70
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 80
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 90
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 100
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 110
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 120
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 130
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 140
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 150
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 160
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 170
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 180
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 190
{2,-2},{2,-2},{2,-2},{2,-2},{2,-2},{2,-2},{2,-2},{0, 0},{1, 1},{2,-2}, // 200
{2,-2},{2,-2},{2,-2},{2,-2},{2,-2},{2,-2},{2,-2},{0, 0},{2,-2},{2,-2}, // 210
{2,-2},{2,-2},{2,-2},{2,-2},{0, 0},{0, 0},{2,-2},{2,-2},{2,-2},{2,-2}, // 220
{2,-2},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 230
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 240
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 250
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0} // 255
};
static int specialBigPropChars[CHARMAX][2] = {
{0, 0},
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 10
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 20
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 30
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 40
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 50
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 60
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 70
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 80
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 90
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 100
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 110
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 120
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 130
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 140
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 150
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 160
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 170
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 180
{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0},{0, 0}, // 190
{3,-3},{3,-3},{3,-3},{3,-3},{3,-3},{3,-3},{3,-3},{0, 0},{3, 1},{3,-3}, // 200
{3,-3},{3,-3},{3,-3},{3,-3},{3,-3},{3,-3},{3,-3},{0, 0},{3,-3},{3,-3}, // 210
{3,-3},{3,-3},{3,-3},{3,-3},{0, 0},{0, 0},{3,-3},{3,-3},{3,-3},{3,-3}, // 220
{3,-3},{0, 0},{0, 0},{3,-3},{3,-3},{3,-3},{3,-3},{3,-3},{3,-3},{0, 0}, // 230
{3, 1},{3,-3},{3,-3},{3,-3},{3,-3},{3,-3},{3,-3},{3,-3},{3,-3},{0, 0}, // 240
{3,-3},{3,-3},{3,-3},{3,-3},{3,-3},{3,-3},{0, 0},{0, 0},{3,-3},{3,-3}, // 250
{3,-3},{3,-3},{3,-3},{0, 0},{3,-3} // 255
};
static int showColorChars;
/*
=================
UI_DrawProportionalString2
=================
*/
static void UI_DrawProportionalString2( int x, int y, const char* str, vec4_t color, int style, qhandle_t charset )
{
const char* s;
unsigned char ch;
float ax;
float ay,holdY;
float aw;
float ah;
float frow;
float fcol;
float fwidth;
float fheight;
float sizeScale;
int colorI;
int special;
// draw the colored text
trap_R_SetColor( color );
// ax = x * uis.scale + uis.bias;
ax = x * uis.scalex;
ay = y * uis.scaley;
holdY = ay;
//TiM - adjust for widescreen monitors
if ( UI_IsWidescreen() )
{
ax *= uis.widescreen.ratio;
//center the elements into the middle of the screen
if ( uis.widescreen.state == WIDESCREEN_CENTER )
ax += uis.widescreen.bias;
}
/*else
Com_Printf( S_COLOR_RED "CVAR: %i, Ratio: %f, State: %i\n", ui_handleWidescreen.integer, uis.widescreen.ratio, uis.widescreen.state );*/
sizeScale = UI_ProportionalSizeScale( style );
if (style & UI_TINYFONT)
{
s = str;
while ( *s )
{
// Is this a color????
if ( Q_IsColorString( s ) && !( style & UI_SHOWCOLOR ) )
{
colorI = ColorIndex( *(s+1) );
trap_R_SetColor( g_color_table[colorI] );
s += 2;
continue;
}
ch = *s & 255;
if ( ch == ' ' ) {
aw = (float)PROP_SPACE_TINY_WIDTH;
}
else if ( propMap[ch][2] != -1 ) {
// Because some foreign characters were a little different
special = specialTinyPropChars[ch][0];
ay = holdY + (specialTinyPropChars[ch][1] * uis.scaley);
fcol = (float ) propMapTiny[ch][0] / 256.0f; //256.0f
frow = (float)propMapTiny[ch][1] / 256.0f;
fwidth = (float)propMapTiny[ch][2] / 256.0f;
fheight = (float)(PROP_TINY_HEIGHT + special) / 256.0f;
aw = (float)propMapTiny[ch][2] * uis.scalex * sizeScale;
ah = (float)(PROP_TINY_HEIGHT+ special) * uis.scaley * sizeScale;
//TiM - adjust for widescreen
if ( UI_IsWidescreen() )
{
aw *= uis.widescreen.ratio;
}
trap_R_DrawStretchPic( ax, ay, aw, ah, fcol, frow, fcol + fwidth, frow + fheight, charset );
}
else
{
aw = 0;
}
ax += (aw + (float)PROP_GAP_TINY_WIDTH * uis.scalex * sizeScale);
//again adjust for widescreen
if ( UI_IsWidescreen() )
ax -= ((float)PROP_GAP_TINY_WIDTH * uis.scalex * sizeScale)*(1.0f-uis.widescreen.ratio);
s++;
}
}
else if (style & UI_BIGFONT)
{
s = str;
while ( *s )
{
// Is this a color????
if ( Q_IsColorString( s ) && !( style & UI_SHOWCOLOR ) )
{
colorI = ColorIndex( *(s+1) );
trap_R_SetColor( g_color_table[colorI] );
s += 2;
continue;
}
ch = *s & 255;
if ( ch == ' ' ) {
aw = (float)PROP_SPACE_BIG_WIDTH * uis.scalex;
}
else if ( propMap[ch][2] != -1 ) {
// Because some foreign characters were a little different
special = specialBigPropChars[ch][0];
ay = holdY + (specialBigPropChars[ch][1] * uis.scaley);
fcol = (float ) propMapBig[ch][0] / 256.0f; //256.0f
frow = (float)propMapBig[ch][1] / 256.0f;
fwidth = (float)propMapBig[ch][2] / 256.0f;
fheight = (float)(PROP_BIG_HEIGHT+ special) / 256.0f;
aw = (float)propMapBig[ch][2] * uis.scalex * sizeScale;
ah = (float)(PROP_BIG_HEIGHT+ special) * uis.scaley * sizeScale;
//TiM - adjust for widescreen
if ( UI_IsWidescreen() )
{
aw *= uis.widescreen.ratio;
}
trap_R_DrawStretchPic( ax, ay, aw, ah, fcol, frow, fcol + fwidth, frow + fheight, charset );
}
else
{
aw = 0;
}
ax += (aw + (float)PROP_GAP_BIG_WIDTH * uis.scalex * sizeScale);
//again adjust for widescreen
if ( UI_IsWidescreen() )
ax -= ((float)PROP_GAP_BIG_WIDTH * uis.scalex * sizeScale)*(1.0f-uis.widescreen.ratio);
s++;
}
}
else
{
s = str;
while ( *s )
{
// Is this a color????
if ( Q_IsColorString( s ) && !( style & UI_SHOWCOLOR ) )
{
colorI = ColorIndex( *(s+1) );
trap_R_SetColor( g_color_table[colorI] );
s += 2;
continue;
}
ch = *s & 255;
if ( ch == ' ' ) {
aw = (float)PROP_SPACE_WIDTH * uis.scalex * sizeScale;
}
else if ( propMap[ch][2] != -1 ) {
// Because some foreign characters were a little different
special = specialPropChars[ch][0];
ay = holdY + (specialPropChars[ch][1] * uis.scaley);
fcol = (float)propMap[ch][0] / 256.0f;
frow = (float)propMap[ch][1] / 256.0f;
fwidth = (float)propMap[ch][2] / 256.0f;
fheight = (float)(PROP_HEIGHT+ special) / 256.0f;
aw = (float)propMap[ch][2] * uis.scalex * sizeScale;
ah = (float)(PROP_HEIGHT+ special) * uis.scaley * sizeScale;
//TiM - adjust for widescreen
if ( ui_handleWidescreen.integer && uis.widescreen.ratio )
{
aw *= uis.widescreen.ratio;
}
trap_R_DrawStretchPic( ax, ay, aw, ah, fcol, frow, fcol+fwidth, frow+fheight, charset );
}
else
{
aw = 0;
}
ax += (aw + (float)PROP_GAP_WIDTH * uis.scalex * sizeScale);
//again adjust for widescreen
if ( UI_IsWidescreen() )
ax -= ((float)PROP_GAP_WIDTH * uis.scalex * sizeScale)*(1.0f-uis.widescreen.ratio);
s++;
}
}
trap_R_SetColor( NULL );
}
/*
=================
UI_ProportionalSizeScale
=================
*/
float UI_ProportionalSizeScale( int style ) {
if( style & UI_SMALLFONT ) {
return PROP_SMALL_SIZE_SCALE;
}
return 1.00;
}
/*
=================
UI_DrawProportionalString
=================
*/
void UI_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color ) {
vec4_t drawcolor;
int width;
float sizeScale;
int charstyle=0;
if ((style & UI_BLINK) && ((uis.realtime/BLINK_DIVISOR) & 1))
return;
// Get char style
if (style & UI_TINYFONT)
{
charstyle = UI_TINYFONT;
}
else if (style & UI_SMALLFONT)
{
charstyle = UI_SMALLFONT;
}
else if (style & UI_BIGFONT)
{
charstyle = UI_BIGFONT;
}
else if (style & UI_GIANTFONT)
{
charstyle = UI_GIANTFONT;
}
else // Just in case
{
charstyle = UI_SMALLFONT;
}
if ( style & UI_SHOWCOLOR )
charstyle |= UI_SHOWCOLOR;
sizeScale = UI_ProportionalSizeScale( style );
switch( style & UI_FORMATMASK ) {
case UI_CENTER:
width = UI_ProportionalStringWidth( str,charstyle) * sizeScale;
x -= width / 2;
break;
case UI_RIGHT:
width = UI_ProportionalStringWidth( str,charstyle) * sizeScale;
x -= width;
break;
case UI_LEFT:
default:
break;
}
if ( style & UI_DROPSHADOW ) {
drawcolor[0] = drawcolor[1] = drawcolor[2] = 0;
drawcolor[3] = color[3];
UI_DrawProportionalString2( x+2, y+2, str, drawcolor, sizeScale, uis.charsetProp );
}
if ( style & UI_INVERSE ) {
drawcolor[0] = color[0] * 0.7;
drawcolor[1] = color[1] * 0.7;
drawcolor[2] = color[2] * 0.7;
drawcolor[3] = color[3];
UI_DrawProportionalString2( x, y, str, drawcolor, sizeScale, uis.charsetProp );
return;
}
if ( style & UI_PULSE ) {
drawcolor[0] = color[0] * 0.7;
drawcolor[1] = color[1] * 0.7;
drawcolor[2] = color[2] * 0.7;
drawcolor[3] = color[3];
UI_DrawProportionalString2( x, y, str, color, sizeScale, uis.charsetProp );
drawcolor[0] = color[0];
drawcolor[1] = color[1];
drawcolor[2] = color[2];
drawcolor[3] = 0.5 + 0.5 * sin( uis.realtime / PULSE_DIVISOR );
UI_DrawProportionalString2( x, y, str, drawcolor, sizeScale, uis.charsetProp );
return;
}
if (style & UI_TINYFONT)
{
UI_DrawProportionalString2( x, y, str, color, charstyle, uis.charsetPropTiny );
}
else if (style & UI_BIGFONT)
{
UI_DrawProportionalString2( x, y, str, color, charstyle, uis.charsetPropBig );
}
else
{
UI_DrawProportionalString2( x, y, str, color, charstyle, uis.charsetProp );
}
}
/*
=================
UI_DrawString2
=================
*/
static void UI_DrawString2( int x, int y, const char* str, vec4_t color, int charw, int charh )
{
const char* s;
char ch;
int forceColor = qfalse; //APSFIXME;
vec4_t tempcolor;
float ax;
float ay;
float aw;
float ah;
float frow;
float fcol;
if (y < -charh)
// offscreen
return;
// draw the colored text
trap_R_SetColor( color );
// ax = x * uis.scale + uis.bias;
ax = x * uis.scalex;
ay = y * uis.scaley;
aw = charw * uis.scalex;
ah = charh * uis.scaley;
if ( UI_IsWidescreen() )
{
ax *= uis.widescreen.ratio;
aw *= uis.widescreen.ratio;
if ( uis.widescreen.state == WIDESCREEN_CENTER )
ax += uis.widescreen.bias;
}
s = str;
while ( *s )
{
if (!showColorChars)
{
if ( Q_IsColorString( s ) )
{
if ( !forceColor )
{
memcpy( tempcolor, g_color_table[ColorIndex(s[1])], sizeof( tempcolor ) );
tempcolor[3] = color[3];
trap_R_SetColor( tempcolor );
}
s += 2;
continue;
}
}
ch = *s & 255;
if (ch != ' ')
{
// frow = (ch>>4)*0.0625;
// fcol = (ch&15)*0.0625;
// trap_R_DrawStretchPic( ax, ay, aw, ah, fcol, frow, fcol + 0.0625, frow + 0.0625, uis.charset );
frow = (ch>>4)*0.0625;
fcol = (ch&15)*0.0625;
trap_R_DrawStretchPic( ax, ay, aw, ah, fcol, frow, fcol + 0.03125, frow + 0.0625, uis.charset );
}
ax += aw;
s++;
}
trap_R_SetColor( NULL );
}
/*
=================
UI_DrawString
=================
*/
void UI_DrawString( int x, int y, const char* str, int style, vec4_t color, qboolean highRes )
{
int len;
int charw;
int charh;
vec4_t newcolor;
vec4_t lowlight;
float *drawcolor;
vec4_t dropcolor;
if( !str ) {
return;
}
if ((style & UI_BLINK) && ((uis.realtime/BLINK_DIVISOR) & 1))
return;
if (style & UI_TINYFONT)
{
charw = TINYCHAR_WIDTH;
charh = TINYCHAR_HEIGHT;
}
else if (style & UI_BIGFONT)
{
charw = BIGCHAR_WIDTH;
charh = BIGCHAR_HEIGHT;
}
else if (style & UI_GIANTFONT)
{
charw = GIANTCHAR_WIDTH;
charh = GIANTCHAR_HEIGHT;
}
else
{
charw = SMALLCHAR_WIDTH;
charh = SMALLCHAR_HEIGHT;
}
if (style & UI_PULSE)
{
lowlight[0] = 0.8*color[0];
lowlight[1] = 0.8*color[1];
lowlight[2] = 0.8*color[2];
lowlight[3] = 0.8*color[3];
UI_LerpColor(color,lowlight,newcolor,0.5+0.5*sin(uis.realtime/PULSE_DIVISOR));
drawcolor = newcolor;
}
else
drawcolor = color;
switch (style & UI_FORMATMASK)
{
case UI_CENTER:
// center justify at x
len = strlen(str);
x = x - len*charw/2;
break;
case UI_RIGHT:
// right justify at x
len = strlen(str);
x = x - len*charw;
break;
default:
// left justify at x
break;
}
if (style & UI_SHOWCOLOR)
{
showColorChars = qtrue;
}
else
{
showColorChars = qfalse;
}
if ( style & UI_DROPSHADOW )
{
dropcolor[0] = dropcolor[1] = dropcolor[2] = 0;
dropcolor[3] = drawcolor[3];
if (highRes)
UI_DrawProportionalString( x+2, y+2, str, style, dropcolor );
else
UI_DrawString2(x+2,y+2,str,dropcolor,charw,charh);
}
//TiM - Using a different char set now...
if (!highRes) //keep the low res version for specific instances
UI_DrawString2(x,y,str,drawcolor,charw,charh);
else
UI_DrawProportionalString( x, y, str, style, drawcolor );
}
/*
=================
UI_DrawChar
=================
*/
void UI_DrawChar( int x, int y, int ch, int style, vec4_t color )
{
char buff[2];
buff[0] = ch;
buff[1] = '\0';
UI_DrawString( x, y, buff, style, color, qfalse );
}
qboolean UI_IsFullscreen( void ) {
if ( uis.activemenu && ( trap_Key_GetCatcher() & KEYCATCH_UI ) ) {
return uis.activemenu->fullscreen;
}
return qfalse;
}
static void NeedCDAction( qboolean result ) {
if ( !result ) {
//trap_Cvar_Set ("rpg_playIntro", "1");
trap_Cmd_ExecuteText( EXEC_APPEND, "quit\n" );
}
}
void UI_SetActiveMenu( uiMenuCommand_t menu ) {
// this should be the ONLY way the menu system is brought up, except for UI_ConsoleCommand below
// enusure minumum menu data is cached
Menu_Cache();
switch ( menu ) {
case UIMENU_NONE:
UI_ForceMenuOff();
return;
case UIMENU_MAIN:
UI_MainMenu();
return;
case UIMENU_NEED_CD:
UI_ConfirmMenu( menu_normal_text[MNT_INSERTCD], 0, NeedCDAction );
return;
case UIMENU_INGAME:
trap_Cvar_Set( "cl_paused", "1" );
UI_InGameMenu();
return;
}
}
/*
=================
UI_KeyEvent
=================
*/
void UI_KeyEvent( int key ) {
sfxHandle_t s;
if (!uis.activemenu) {
return;
}
if (uis.activemenu->key)
s = uis.activemenu->key( key );
else
s = Menu_DefaultKey( uis.activemenu, key );
if ((s > 0) && (s != menu_null_sound))
trap_S_StartLocalSound( s, CHAN_LOCAL_SOUND );
}
/*
=================
UI_MouseEvent
=================
*/
void UI_MouseEvent( int dx, int dy )
{
int i;
menucommon_s* m;
if (!uis.activemenu)
return;
// update mouse screen position
uis.cursorx += dx;
//kinda pointless, but looks nice. allow negative offsets for widescreen setups (we must maintain the ratio or buttons will stop working)
if ( UI_IsWidescreen() && uis.widescreen.state == WIDESCREEN_CENTER )
{
if (uis.cursorx < ( 0 - uis.widescreen.bias))
uis.cursorx = 0 - uis.widescreen.bias;
else if (uis.cursorx > ( SCREEN_WIDTH + uis.widescreen.bias) )
uis.cursorx = SCREEN_WIDTH + uis.widescreen.bias;
}
else
{
if (uis.cursorx < 0)
uis.cursorx = 0;
else if (uis.cursorx > SCREEN_WIDTH)
uis.cursorx = SCREEN_WIDTH;
}
uis.cursory += dy;
if (uis.cursory < 0)
uis.cursory = 0;
else if (uis.cursory > SCREEN_HEIGHT)
uis.cursory = SCREEN_HEIGHT;
//RPG-X: TiM - Skip new selections if a spin control window is open
if ( uis.activemenu->noNewSelecting )
return;
// region test the active menu items
for (i=0; i<uis.activemenu->nitems; i++)
{
m = (menucommon_s*)uis.activemenu->items[i];
if (m->flags & (QMF_GRAYED|QMF_INACTIVE))
continue;
if ((uis.cursorx < m->left) ||
(uis.cursorx > m->right) ||
(uis.cursory < m->top) ||
(uis.cursory > m->bottom))
{
// cursor out of item bounds
continue;
}
// set focus to item at cursor
if (uis.activemenu->cursor != i)
{
Menu_SetCursor( uis.activemenu, i );
((menucommon_s*)(uis.activemenu->items[uis.activemenu->cursor_prev]))->flags &= ~QMF_HASMOUSEFOCUS;
if ( !(((menucommon_s*)(uis.activemenu->items[uis.activemenu->cursor]))->flags & QMF_SILENT ) ) {
trap_S_StartLocalSound( menu_move_sound, CHAN_LOCAL_SOUND );
}
}
((menucommon_s*)(uis.activemenu->items[uis.activemenu->cursor]))->flags |= QMF_HASMOUSEFOCUS;
return;
}
if (uis.activemenu->nitems > 0) {
// out of any region
((menucommon_s*)(uis.activemenu->items[uis.activemenu->cursor]))->flags &= ~QMF_HASMOUSEFOCUS;
}
}
char *UI_Argv( int arg ) {
static char buffer[MAX_STRING_CHARS];
trap_Argv( arg, buffer, sizeof( buffer ) );
return buffer;
}
char *UI_Cvar_VariableString( const char *var_name ) {
static char buffer[MAX_STRING_CHARS];
trap_Cvar_VariableStringBuffer( var_name, buffer, sizeof( buffer ) );
return buffer;
}
/*
=================
UI_Cache
=================
*/
static void UI_Cache_f( void ) {
MainMenu_Cache();
InGame_Cache();
ConfirmMenu_Cache();
PlayerModel_Cache();
PlayerSettings_Cache();
// Preferences_Cache();
ServerInfo_Cache();
SpecifyServer_Cache();
ArenaServers_Cache();
StartServer_Cache();
ServerOptions_Cache();
DriverInfo_Cache();
// GraphicsOptions_Cache();
// UI_DisplayOptionsMenu_Cache();
// UI_SoundOptionsMenu_Cache();
UI_NetworkOptionsMenu_Cache();
//UI_SPLevelMenu_Cache();
UI_SPSkillMenu_Cache();
UI_SPPostgameMenu_Cache();
//TeamMain_Cache();
UI_AddBots_Cache();
UI_RemoveBots_Cache();
// UI_LoadConfig_Cache();
// UI_SaveConfigMenu_Cache();
UI_BotSelectMenu_Cache();
UI_CDKeyMenu_Cache();
UI_ModsMenu_Cache();
UI_SoundMenu_Cache();
UI_QuitMenu_Cache();
UI_DemosMenu_Cache();
UI_VideoDataMenu_Cache();
UI_GameOptionsMenu_Cache();
UI_ControlsMouseJoyStickMenu_Cache();
//UI_ResetGameMenu_Cache();
UI_VideoData2Menu_Cache();
UI_VideoDriverMenu_Cache();
UI_HolomatchInMenu_Cache();
UI_ChooseServerTypeMenu_Cache();
UI_AdminMenu_Cache();
UI_CreditsMenu_Cache();
//UI_AccessingMenu_Cache();
//UI_LibraryMenu_Cache();
UI_PlayerEmotes_Cache();
UI_MotdMenu_Cache();
}
/*
=================
UI_ConsoleCommand
=================
*/
qboolean UI_ConsoleCommand( void ) {
char *cmd;
//int i;
cmd = UI_Argv( 0 );
// ensure minimum menu data is available
Menu_Cache();
/*if ( Q_stricmp (cmd, "levelselect") == 0 ) {
UI_SPLevelMenu_f();
return qtrue;
}*/
if ( Q_stricmp (cmd, "postgame") == 0 ) {
UI_SPPostgameMenu_f();
return qtrue;
}
if ( Q_stricmp (cmd, "ui_cache") == 0 ) {
UI_Cache_f();
return qtrue;
}
if ( Q_stricmp (cmd, "ui_teamOrders") == 0 ) {
UI_TeamOrdersMenu_f();
return qtrue;
}
if ( Q_stricmp (cmd, "ui_cdkey") == 0 ) {
UI_CDKeyMenu_f();
return qtrue;
}
if ( Q_stricmp( cmd, "ui_emotes" ) == 0 ) {
UI_EmotesMenu( qtrue );
return qtrue;
}
//if ( Q_stricmp( cmd, "ui_library" ) == 0 ) {
// UI_AccessingMenu();
// return qtrue;
//}
if ( Q_stricmp( cmd, "ui_admin" ) == 0 ) {
UI_AdminMenu(qtrue);
return qtrue;
}
if ( Q_stricmp( cmd, "ui_turbolift" ) == 0 ) {
UI_TurboliftMenu(atoi(UI_Argv( 1 )));
return qtrue;
}
if ( Q_stricmp (cmd, "err_dialog") == 0 ) {
UI_ConfirmMenu( UI_Argv( 1 ), 0, 0);
return qtrue;
}
// RPG-X | Marcin | 15/12/2008
if ( Q_stricmp( cmd, "ui_motd" ) == 0 ) {
UI_MotdMenu();
return qtrue;
}
if ( Q_stricmp( cmd, "ui_motd_reset" ) == 0 ) {
MotdReset();
return qtrue;
}
// RPG-X | Marcin | 18/12/2008
// I hope this is the right way to do it...
if ( Q_stricmp( cmd, "ui_motd_line" ) == 0 ) {
MotdReceiveLine( UI_Argv( 1 ) );
return qtrue;
}
if ( Q_stricmp( cmd, "ui_transporter" ) == 0 ) {
UI_TransporterMenu( atoi(UI_Argv( 1 )) );
return qtrue;
}
if ( Q_stricmp( cmd, "holo_data" ) == 0 ) {
//HoloDataReceived(UI_Argv(1));
return qtrue;
}
if ( Q_stricmp( cmd, "ui_trdata" ) == 0 ) {;
TransDataReceived(UI_Argv(1));
return qtrue;
}
if ( Q_stricmp( cmd, "ui_holodeck" ) == 0) {
//UI_HolodeckMenu( atoi(UI_Argv(1)) );
return qtrue;
}
#ifdef XTRA
if ( Q_stricmp( cmd, "sqlkey" ) == 0) {
//UI_LoginSetSqlkey((int)UI_Argv(1));
return qtrue;
}
#endif
return qfalse;
}
/*
=================
UI_Shutdown
=================
*/
void UI_Shutdown( void ) {
//trap_Cvar_Set ("rpg_playIntro", "1");
}
//--------------------------------------------
static char *UI_ParseFontParms(char *buffer,int propArray[CHARMAX][3])
{
char *token;
int i,i2;
while ( buffer )
{
token = COM_ParseExt( &buffer, qtrue );
// Start with open braket
if ( !Q_stricmp( token, "{" ) )
{
for (i=0;i<CHARMAX;++i)
{
// Brackets for the numbers
token = COM_ParseExt( &buffer, qtrue );
if ( !Q_stricmp( token, "{" ) )
{
;
}
else
{
trap_Print( va( S_COLOR_RED "UI_ParseFontParms : Invalid FONTS.DAT data, near character %d!\n",i));
return(NULL);
}
for (i2=0;i2<3;++i2)
{
token = COM_ParseExt( &buffer, qtrue );
propArray[i][i2] = atoi(token);
}
token = COM_ParseExt( &buffer, qtrue );
if ( !Q_stricmp( token, "}" ) )
{
;
}
else
{
trap_Print( va( S_COLOR_RED "UI_ParseFontParms : Invalid FONTS.DAT data, near character %d!\n",i));
return(NULL);
}
}
}
token = COM_ParseExt( &buffer, qtrue ); // Grab closing bracket
if ( !Q_stricmp( token, "}" ) )
{
break;
}
}
return(buffer);
}
#define FONT_BUFF_LENGTH 20000
/*
=================
UI_LoadFonts
=================
*/
void UI_LoadFonts( void )
{
char buffer[FONT_BUFF_LENGTH];
int len;
fileHandle_t f;
char *holdBuf;
len = trap_FS_FOpenFile( "ext_data/fonts.dat", &f, FS_READ );
if ( !f )
{
trap_Print( va( S_COLOR_RED "UI_LoadFonts : FONTS.DAT file not found!\n"));
return;
}
if (len > FONT_BUFF_LENGTH)
{
trap_Print( va( S_COLOR_RED "UI_LoadFonts : FONTS.DAT file bigger than %d!\n",FONT_BUFF_LENGTH));
return;
}
// initialise the data area
memset(buffer, 0, sizeof(buffer));
trap_FS_Read( buffer, len, f );
trap_FS_FCloseFile( f );
COM_BeginParseSession();
holdBuf = (char *) buffer;
holdBuf = UI_ParseFontParms( holdBuf,propMapTiny);
holdBuf = UI_ParseFontParms( holdBuf,propMap);
holdBuf = UI_ParseFontParms( holdBuf,propMapBig);
}
/*************************
UI_LoadClassString
TiM: We're in a server now,
load the class data string
and parse it up
*************************/
/*int UI_LoadClassString( void ) {
char buffer[MAX_TOKEN_CHARS];
int i, j;
char *val;
char *lineChar;
char *lineCharEnd;
int classIndex=0;
char* className;
if ( !ingameFlag ) {
return qfalse;
}
//get config string
trap_GetConfigString( CS_CLASS_DATA, buffer, sizeof( buffer ) );
if ( !buffer[0] ) {
Com_Printf( S_COLOR_RED "ERROR: Cannot load class data from config string.\n" );
return qfalse;
}
className = Info_ValueForKey( buffer, "n");
//already cached this class set
if ( !Q_stricmp( className, uis.classSetName ) ) {
return qtrue;
}
//purge present data in the class struct
memset( &uis.classData, 0, sizeof ( uis.classData ) );
for ( i = 0; i < MAX_CLASSES; i++ ) {
//load string
val = Info_ValueForKey( buffer, va( "c%i", i ) );
if (!val[0])
break;
//First slash = consoleName
lineChar = strstr( val, "|" );
lineChar++;
Q_strncpyz( uis.classData[classIndex].classNameConsole, val, ( strlen( val ) - strlen( lineChar ) ) );
//Com_Printf( S_COLOR_RED "%s\n", uis.classData[i].classNameConsole );
//next line should be formal name
lineCharEnd = strstr( lineChar, "|" );
val = lineChar;
val[ strlen(lineChar) - strlen(lineCharEnd) ] = '\0';
Q_strncpyz( uis.classData[classIndex].classNameFull, val, sizeof( uis.classData[classIndex].classNameFull ) );
//isolate the bits at the end and find out if
//we're to show this rank or not in the menu
val = Info_ValueForKey( buffer, va( "c%i", i ) );
j = strlen( val );
while ( j >= 0 && val[j] != '|' ) {
j--;
}
val = val + j + 1;
//Com_Printf( S_COLOR_RED "Val: %s\n", val );
//check if this is a noShow class.
//skip it if it is
if ( atoi( val ) & 1 ) {
memset( uis.classData[classIndex].classNameConsole, 0, sizeof( uis.classData[classIndex].classNameConsole ) );
memset( uis.classData[classIndex].classNameFull, 0, sizeof( uis.classData[classIndex].classNameFull ) );
}
else
classIndex++;
}
Q_strncpyz( uis.classSetName, className, sizeof( uis.classSetName ) );
return qtrue;
}*/
/*************************
UI_LoadClassData
TiM: Scopes out a class
file on the player's local
system and loads it, parsing
the data we need to show a list
in the UI
*************************/
int UI_InitClassData( char* fileName ) {
char buffer[32000];
fileHandle_t f;
int fileLen;
char *textPtr;
char filePath[MAX_QPATH];
int classIndex=0;
char *token;
//TiM - check if we've already loaded this file
if ( !Q_stricmp( uis.classSetName, fileName ) ) {
return qtrue;
}
//TiM - build the file name
Com_sprintf( filePath, sizeof( filePath ), "ext_data/classes/%s.classes", fileName );
fileLen = trap_FS_FOpenFile( filePath, &f, FS_READ );
if ( !fileLen ) {
Com_Printf( S_COLOR_RED "ERROR: File not found: %s\n", fileName );
return qfalse;
}
/*if ( fileLen > sizeof(buffer)-1) {
Com_Printf( S_COLOR_RED "ERROR: File too large for buffer: %s\n", fileName );
return qfalse;
}*/
//init file buffer
memset( buffer, 0, sizeof( buffer ) );
trap_FS_Read( buffer, fileLen, f );
if ( !buffer[0] ) {
Com_Printf( S_COLOR_RED "ERROR: File could not be read: %s\n", fileName );
return qfalse;
}
trap_FS_FCloseFile( f );
//Re-init class list
memset( uis.classData, 0, sizeof( uis.classData ) );
textPtr = buffer;
COM_BeginParseSession();
token = COM_Parse( &textPtr );
if ( !token[0] ) {
Com_Printf( S_COLOR_RED "ERROR: File was loaded, but no data could be read: %s\n", fileName );
return qfalse;
}
if ( Q_stricmpn( token, "{", 1 ) ) {
Com_Printf( S_COLOR_RED "ERROR: No opening brace { found in: %s\n", fileName );
return qfalse;
}
while ( 1 ) {
if ( classIndex >= MAX_CLASSES )
break;
if ( !Q_stricmpn( token, "{", 1 ) ) {
while ( 1 ) {
//formal Name
if ( !Q_stricmpn( token, "formalName", 10 ) ) {
if ( COM_ParseString( &textPtr, &token ) ) {
Com_Printf( S_COLOR_RED "ERROR: Error parsing formalName parameter in file: %s.\n", fileName );
continue;
}
Q_strncpyz( uis.classData[classIndex].classNameFull, token, sizeof( uis.classData[classIndex].classNameFull ) );
continue;
}
//console Name
if ( !Q_stricmpn( token, "consoleName", 11 ) ) {
if ( COM_ParseString( &textPtr, &token ) ) {
Com_Printf( S_COLOR_RED "ERROR: Error parsing consoleName parameter in file: %s.\n", fileName );
continue;
}
Q_strncpyz( uis.classData[classIndex].classNameConsole, token, sizeof( uis.classData[classIndex].classNameConsole ) );
continue;
}
//TiM : Disregard noShow Classes
if ( !Q_stricmp( token, "noShow" ) ) {
token = COM_Parse( &textPtr );
if ( atoi( token ) >=1 ) {
memset( uis.classData[classIndex].classNameConsole, 0, sizeof( uis.classData[classIndex].classNameConsole ) );
memset( uis.classData[classIndex].classNameFull, 0, sizeof( uis.classData[classIndex].classNameFull ) );
break;
}
}
token = COM_Parse( &textPtr );
if ( !token[0] )
break;
//skip any more braces. They're obviously color vals
if ( !Q_stricmpn( token, "{", 1 ) ) {
SkipBracedSection( &textPtr );
continue;
}
if ( !Q_strncmp( token, "}", 1 ) ) {
classIndex++;
break;
}
}
}
token = COM_Parse( &textPtr );
if ( !token[0] )
break;
}
Q_strncpyz( uis.classSetName, fileName, sizeof( uis.classSetName ) );
return qtrue;
}
/*************************
UI_PopulateRanksArray
TiM: Fills up a local array with the
formal names of the currently selected rankset.
Used for choosing ranks in spin control menu items.
*************************/
int UI_PopulateRanksArray( char* ranks[] ) {
int i;
rankNames_t *rank;
for( i = 0; i < MAX_RANKS; i++ ) {
rank = &uis.rankSet.rankNames[i];
if ( !rank->formalName[0] )
break;
ranks[i] = rank->formalName;
}
ranks[i] = "Other";
//ranks[i+1] = 0; //IMPORTANT: Spin controls need these or else values bleed into different controls
return i;
}
/*************************
UI_InitRanksData
TiM: Upon call, it'll locate
which rankset the UI is set to,
load it up, and then reset the global
rankset to that new data
*************************/
void UI_InitRanksData( char* ranksName ) {
char filePath[MAX_QPATH];
int i;
if ( !Q_stricmp( uis.rankSet.rankSetName, ranksName ) )
goto refreshRank;
//Init the transfer space
memset( &uis.rankSet.rankNames, 0, sizeof( uis.rankSet.rankNames ) );
//Create the file route
Com_sprintf( filePath, sizeof( filePath ), "ext_data/ranksets/%s.ranks", ranksName );
//attempt to parse
if ( !BG_ParseRankNames( filePath, uis.rankSet.rankNames ) ) {
//Rank attempt failed. Try loading the defaults. If we end up with no loaded ranks... many menu elements will start crapping. bad
if ( !BG_ParseRankNames( va( "ext_data/ranksets/%s.ranks", RANKSET_DEFAULT), uis.rankSet.rankNames ) )
trap_Error( va( "UI_InitRanksData: Was unable to load default rankset: %s", RANKSET_DEFAULT ) );
}
else { //nvm, all loaded good :)
//set the current rank CVAR so it'll use this rankset next time they start the game
trap_Cvar_Set( "ui_currentRankSet", ranksName );
//eh... to be on the safe side, save the name of the ranks in a local string
Q_strncpyz( uis.rankSet.rankSetName, ranksName, sizeof( uis.rankSet.rankSetName ) );
refreshRank:
//using our current cvar'd rank, do a compare. if we find a match, set our player to that rank in the menu
for ( i=0, uis.currentRank=0; i < MAX_RANKS; i++ ) {
if ( !Q_stricmp( uis.rankSet.rankNames[i].consoleName, UI_Cvar_VariableString( "ui_playerRank" ) ) ) {
uis.currentRank = i;
break;
}
}
}
}
int UI_PopulateRankSetArray( char *rankSets[] ) {
int i;
for( i = 0; i < MAX_RANKSETS; i++ ) {
if ( !uis.rankSet.rankSetNames[i][0] )
break;
rankSets[i] = uis.rankSet.rankSetNames[i];
}
rankSets[i] = 0;
return i;
}
/*
=========================
UI_GetRankSets
TiM : Loads and stores a list of the
current ranksets we have. Good for the player
settings menu, and the server settings menu.
=========================
*/
int UI_GetRankSets( void )
{
int numFiles, i;
char fileBuffer[2048];
char *filePtr;
//char filePath[128];
int fileLen;
numFiles = trap_FS_GetFileList("ext_data/ranksets", ".ranks", fileBuffer, sizeof(fileBuffer) );
//Com_Printf( S_COLOR_RED "%s\n", filePtr);
if ( numFiles == 1 )
return 1;
memset( &uis.rankSet.rankSetNames, 0, sizeof( uis.rankSet.rankSetNames ) );
if ( numFiles > MAX_RANKSETS )
numFiles = MAX_RANKSETS;
filePtr = fileBuffer;
i = 0;
while ( i < numFiles ) {
if ( !filePtr )
break;
fileLen = strlen(filePtr);
//Remove the extension
if ( fileLen>6 && !Q_stricmp(filePtr + fileLen - 6, ".ranks" ))
{
filePtr[fileLen-6] = '\0';
}
//Com_Printf( S_COLOR_RED "%s\n", filePtr );
Q_strncpyz( uis.rankSet.rankSetNames[i], filePtr, sizeof( uis.rankSet.rankSetNames[i] ) );
filePtr += fileLen+1;
i++;
}
trap_Print( va("%i ranksets detected\n", i ) );
return i;
}
/**********************
UI_PopulateClassArray
TiM: Populate a char*
array with these here
hard stored char vals
**********************/
int UI_PopulateClassArray( char *classes[] ) {
int i;
for( i = 0; i < MAX_CLASSES; i++ ) {
if ( !uis.classData[i].classNameFull[0] )
break;
classes[i] = uis.classData[i].classNameFull;
}
classes[i] = "Other";
//classes[i+1] = 0;
return i;
}
/*********************
UI_GetClassSets
Load a list of class
files and store them
locally.
*********************/
int UI_GetClassSets( void )
{
int numFiles, i;
char fileBuffer[2048];
char *filePtr;
//char filePath[128];
int fileLen;
numFiles = trap_FS_GetFileList("ext_data/classes", ".classes", fileBuffer, sizeof(fileBuffer) );
//Com_Printf( S_COLOR_RED "%s\n", filePtr);
if ( numFiles == 1 )
return 1;
memset( &uis.classList, 0, sizeof( uis.classList ) );
if ( numFiles > MAX_CLASSSETS )
numFiles = MAX_CLASSSETS;
filePtr = fileBuffer;
i = 0;
while ( i < numFiles ) {
if ( !filePtr )
break;
fileLen = strlen(filePtr);
//Remove the extension
if ( fileLen>8 && !Q_stricmp(filePtr + fileLen - 8, ".classes" ))
{
filePtr[fileLen-8] = '\0';
}
//Com_Printf( S_COLOR_RED "%s\n", filePtr );
Q_strncpyz( uis.classList[i], filePtr, sizeof( uis.classList[i] ) );
filePtr += fileLen+1;
i++;
}
trap_Print( va("%i class sets detected\n", i ) );
return i;
}
/*******************************
UI_PopulateClassSetArray
TiM: Populate a character pointer
array with class set names
*******************************/
int UI_PopulateClassSetArray( char *classSets[] ) {
int i;
for( i = 0; i < MAX_CLASSSETS; i++ ) {
if ( !uis.classList[i][0] )
break;
classSets[i] = uis.classList[i];
}
return i;
}
//TiM Hold onto this... it could prove useful later
//Plus I don't want to delete it as I tore several layers of hair out coding it rofl
/*void UI_InitRanksData( void ) {
int numFiles, i=0, j=0;
char fileBuffer[2048];
char* filePtr;
char filePath[128];
int fileLen;
numFiles = trap_FS_GetFileList("ext_data/ranksets", ".ranks", fileBuffer, sizeof(fileBuffer) );
filePtr = fileBuffer;
//Com_Printf( S_COLOR_RED "%s\n", filePtr);
for ( i = 0, j = 0; i < numFiles && j < MAX_RANKSETS; i++, filePtr+=(int)fileLen+1 ) {
fileLen = strlen(filePtr);
if ( !fileLen )
continue;
memset( &uis.rankSets[j], 0, sizeof( uis.rankSets[j] ) );
strcpy( uis.rankSets[j].rankSetName, filePtr );
Com_sprintf( filePath, sizeof ( filePath ), "ext_data/ranksets/%s", filePtr );
if ( BG_ParseRankNames( filePath, uis.rankSets[j].rankNames ) )
{
j++;
}
}
trap_Print( va("%i ranksets parsed\n", j ) );
}*/
/*
=================
UI_Init
=================
*/
void UI_Init( void ) {
memset( &uis, 0, sizeof ( uis ) );
/*if ( !uis.playCinematic ) {
trap_Cmd_ExecuteText( EXEC_APPEND, "wait 5; wait 5; cinematic rpgx_intro.roq \n" );
uis.playCinematic = qtrue;
}*/
init_tonextint(qfalse);
UI_RegisterCvars();
UI_LoadMenuText();
UI_LoadButtonText();
UI_LoadFonts();
BG_LoadItemNames();
UI_InitGameinfo();
//Initialize the ranks data
UI_InitRanksData( UI_Cvar_VariableString( "ui_currentRankSet" ) );
UI_GetRankSets();
UI_InitClassData( UI_Cvar_VariableString( "ui_currentClassSet" ) );
UI_GetClassSets();
// cache redundant calulations
trap_GetGlconfig( &uis.glconfig );
// for 640x480 virtualized screen
uis.scaley = uis.glconfig.vidHeight * (1.0/480.0);
uis.scalex = uis.glconfig.vidWidth * (1.0/640.0);
/* uis.scale = uis.glconfig.vidHeight * (1.0/480.0);
if ( uis.glconfig.vidWidth * 480 > uis.glconfig.vidHeight * 640 ) {
// wide screen
uis.bias = 0.5 * ( uis.glconfig.vidWidth - ( uis.glconfig.vidHeight * (640.0/480.0) ) );
}
else {
// no wide screen
uis.bias = 0;
}
*/
//TiM - handle wide screens
if ( uis.glconfig.vidWidth * 480 > uis.glconfig.vidHeight * 640 )
{
uis.widescreen.ratio = 640.0f*uis.scaley * (1.0f/uis.glconfig.vidWidth);
uis.widescreen.bias = 0.5 * ( uis.glconfig.vidWidth - ( uis.glconfig.vidHeight * (640.0/480.0) ) );
}
else
{
uis.widescreen.ratio = 0;
uis.widescreen.bias = 0;
}
// initialize the menu system
Menu_Cache();
uis.activemenu = NULL;
uis.menusp = 0;
trap_Cvar_Create ("ui_initialsetup", "0", CVAR_ARCHIVE );
//TiM - initiate the client side portion of the security code
UI_SecurityCodeSetup();
//trap_Cvar_Create ("rpg_playIntro", "1", CVAR_ARCHIVE ); //RPG-X | Phenix | 25/02/2005
}
/*
================
UI_AdjustFrom640
Adjusted for resolution and screen aspect ratio
================
*/
void UI_AdjustFrom640( float *x, float *y, float *w, float *h ) {
// expect valid pointers
// *x = *x * uis.scale + uis.bias;
*x *= uis.scalex;
*y *= uis.scaley;
*w *= uis.scalex;
*h *= uis.scaley;
//handle widescreen projections
if ( UI_IsWidescreen() )
{
*x *= uis.widescreen.ratio;
*w *= uis.widescreen.ratio;
//center the elements into the middle of the screen
if ( uis.widescreen.state == WIDESCREEN_CENTER )
*x += uis.widescreen.bias;
}
}
void UI_DrawNamedPic( float x, float y, float width, float height, const char *picname ) {
qhandle_t hShader;
hShader = trap_R_RegisterShaderNoMip( picname );
UI_AdjustFrom640( &x, &y, &width, &height );
trap_R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader );
}
void UI_DrawHandleStretchPic( float x, float y, float w, float h, float s0, float t0, float s1, float t1, qhandle_t hShader ) {
UI_AdjustFrom640( &x, &y, &w, &h );
trap_R_DrawStretchPic( x, y, w, h, s0, t0, s1, t1, hShader );
}
void UI_DrawHandlePic( float x, float y, float w, float h, qhandle_t hShader ) {
float s0;
float s1;
float t0;
float t1;
//TiM - security check
if ( w == 0.0f || h == 0.0f )
return;
if( w < 0 ) { // flip about vertical
w = -w;
s0 = 1;
s1 = 0;
}
else {
s0 = 0;
s1 = 1;
}
if( h < 0 ) { // flip about horizontal
h = -h;
t0 = 1;
t1 = 0;
}
else {
t0 = 0;
t1 = 1;
}
UI_AdjustFrom640( &x, &y, &w, &h );
trap_R_DrawStretchPic( x, y, w, h, s0, t0, s1, t1, hShader );
}
/*
================
UI_FillRect
Coordinates are 640*480 virtual values
=================
*/
void UI_FillRect( float x, float y, float width, float height, const float *color ) {
trap_R_SetColor( color );
UI_AdjustFrom640( &x, &y, &width, &height );
trap_R_DrawStretchPic( x, y, width, height, 0, 0, 0, 0, uis.whiteShader );
trap_R_SetColor( NULL );
}
/*
================
UI_DrawRect
Coordinates are 640*480 virtual values
=================
*/
void UI_DrawRect( float x, float y, float width, float height, const float *color ) {
trap_R_SetColor( color );
UI_AdjustFrom640( &x, &y, &width, &height );
trap_R_DrawStretchPic( x, y, width, 1, 0, 0, 0, 0, uis.whiteShader );
trap_R_DrawStretchPic( x, y, 1, height, 0, 0, 0, 0, uis.whiteShader );
trap_R_DrawStretchPic( x, y + height - 1, width, 1, 0, 0, 0, 0, uis.whiteShader );
trap_R_DrawStretchPic( x + width - 1, y, 1, height, 0, 0, 0, 0, uis.whiteShader );
trap_R_SetColor( NULL );
}
/*
=================
UI_Refresh
=================
*/
void UI_Refresh( int realtime )
{
vec4_t color;
uis.frametime = realtime - uis.realtime;
uis.realtime = realtime;
//trap_Cvar_Set( "sys_lastactive", uis.realtime );
if ( !( trap_Key_GetCatcher() & KEYCATCH_UI ) ) {
return;
}
UI_UpdateCvars();
if ( uis.activemenu )
{
uis.widescreen.state = WIDESCREEN_NONE;
if (uis.activemenu->fullscreen)
{
// draw the background
trap_R_SetColor( colorTable[CT_BLACK]);
UI_DrawHandlePic(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, uis.whiteShader );
}
else if (!uis.activemenu->nobackground)
{
// draw the background
color[0] = colorTable[CT_BLACK][0];
color[1] = colorTable[CT_BLACK][1];
color[2] = colorTable[CT_BLACK][1];
color[3] = .75;
trap_R_SetColor( color);
UI_DrawHandlePic(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, uis.whiteShader );
}
uis.widescreen.state = WIDESCREEN_CENTER;
if (uis.activemenu->draw)
uis.activemenu->draw();
else
Menu_Draw( uis.activemenu );
if( uis.firstdraw ) {
UI_MouseEvent( 0, 0 );
uis.firstdraw = qfalse;
}
}
// draw cursor
trap_R_SetColor( NULL );
if (uis.cursorDraw)
{
UI_DrawHandlePic( uis.cursorx, uis.cursory, 16, 16, uis.cursor);
}
#ifndef NDEBUG
if (uis.debug)
{
// cursor coordinates
uis.widescreen.state = WIDESCREEN_LEFT;
UI_DrawString( 0, 0, va("(%d,%d)",uis.cursorx,uis.cursory), UI_LEFT|UI_SMALLFONT, colorRed, qtrue );
uis.widescreen.state = WIDESCREEN_CENTER;
}
#endif
// delay playing the enter sound until after the
// menu has been drawn, to avoid delay while
// caching images
if (m_entersound)
{
trap_S_StartLocalSound( menu_in_sound, CHAN_LOCAL_SOUND );
m_entersound = qfalse;
}
}
qboolean UI_CursorInRect (int x, int y, int width, int height)
{
if (uis.cursorx < x ||
uis.cursory < y ||
uis.cursorx > x+width ||
uis.cursory > y+height)
return qfalse;
return qtrue;
}
/*
==============
UI_DrawNumField
Take x,y positions as if 640 x 480 and scales them to the proper resolution
==============
*/
static void UI_DrawNumField (int x, int y, int width, int value,int charWidth,int charHeight)
{
char num[16], *ptr;
int l;
int frame;
int xWidth;
if (width < 1)
return;
// draw number string
if (width > 15)
width = 15;
switch ( width ) {
case 1:
value = value > 9 ? 9 : value;
value = value < 0 ? 0 : value;
break;
case 2:
value = value > 99 ? 99 : value;
value = value < -9 ? -9 : value;
break;
case 3:
value = value > 999 ? 999 : value;
value = value < -99 ? -99 : value;
break;
case 4:
value = value > 9999 ? 9999 : value;
value = value < -999 ? -999 : value;
break;
}
Com_sprintf (num, sizeof(num), "%i", value);
l = strlen(num);
if (l > width)
l = width;
xWidth = (charWidth/3);
x += (xWidth)*(width - l);
ptr = num;
while (*ptr && l)
{
//if (*ptr == '-')
// frame = STAT_MINUS;
//else
frame = *ptr -'0';
UI_DrawHandlePic( x,y, 16, 16, uis.smallNumbers[frame] );
x += (xWidth);
ptr++;
l--;
}
}
/*
==============
UI_PrintMenuGraphics
==============
*/
void UI_PrintMenuGraphics(menugraphics_s *menuGraphics,int maxI)
{
int i;
const char *text;
// Now that all the changes are made, print up the graphics
for (i=0;i<maxI;++i)
{
if (menuGraphics[i].type == MG_GRAPHIC)
{
trap_R_SetColor( colorTable[menuGraphics[i].color]);
UI_DrawHandlePic( menuGraphics[i].x,
menuGraphics[i].y,
menuGraphics[i].width,
menuGraphics[i].height,
menuGraphics[i].graphic);
trap_R_SetColor( colorTable[CT_NONE]);
}
else if (menuGraphics[i].type == MG_STRING)
{
if (menuGraphics[i].file)
{
text = menuGraphics[i].file;
}
else if (menuGraphics[i].normaltextEnum)
{
text= menu_normal_text[menuGraphics[i].normaltextEnum];
}
else
{
return;
}
UI_DrawProportionalString( menuGraphics[i].x,
menuGraphics[i].y,
text,
menuGraphics[i].style,
colorTable[menuGraphics[i].color]);
}
else if (menuGraphics[i].type == MG_NUMBER)
{
trap_R_SetColor( colorTable[menuGraphics[i].color]);
UI_DrawNumField (menuGraphics[i].x,
menuGraphics[i].y,
menuGraphics[i].max,
menuGraphics[i].target,
menuGraphics[i].width,
menuGraphics[i].height);
trap_R_SetColor( colorTable[CT_NONE]);
}
else if (menuGraphics[i].type == MG_NONE)
{
; // Don't print anything
}
}
}
/*
==============
UI_PrecacheMenuGraphics
==============
*/
void UI_PrecacheMenuGraphics(menugraphics_s *menuGraphics,int maxI)
{
int i;
for (i=0;i<maxI;++i)
{
if (menuGraphics[i].type == MG_GRAPHIC)
{
menuGraphics[i].graphic = trap_R_RegisterShaderNoMip(menuGraphics[i].file);
}
}
}
/*
===============
MenuFrame_Cache
===============
*/
static void MenuFrame_Cache(void)
{
s_menuframe.cornerUpper = trap_R_RegisterShaderNoMip("menu/common/corner_ll_47_7.tga");
s_menuframe.cornerUpper2= trap_R_RegisterShaderNoMip("menu/common/corner_ul_47_7.tga");
s_menuframe.cornerLower = trap_R_RegisterShaderNoMip("menu/common/corner_ll_47_18.tga");
}
/*
===============
UI_FrameTop_Graphics
===============
*/
static void UI_FrameTop_Graphics(menuframework_s *menu)
{
trap_R_SetColor( colorTable[CT_DKPURPLE2] );
UI_DrawHandlePic( 30, 24, 47, 54, uis.whiteShader); // Top left hand column
trap_R_SetColor( colorTable[CT_DKPURPLE3]);
UI_DrawHandlePic( 30, 81, 47, 34, uis.whiteShader); // Middle left hand column
UI_DrawHandlePic( 30, 115, 128, 64, s_menuframe.cornerUpper); // Corner
UI_DrawHandlePic( 100, 136, 49, 6.5, uis.whiteShader); // Start of line across bottom of top third section
//ABOVE HAS LINE BUG 111 - 38 - 7
trap_R_SetColor( colorTable[CT_LTBROWN1]); ///
UI_DrawHandlePic( 152, 136, 135, 7, uis.whiteShader); // 2nd line across bottom of top third section
trap_R_SetColor( colorTable[CT_LTPURPLE2]);
UI_DrawHandlePic( 290, 136, 12, 7, uis.whiteShader); // 3rd line across bottom of top third section
trap_R_SetColor( colorTable[CT_LTBROWN1]); //RPG-X ADDITION
UI_DrawHandlePic( 305, 139, 60, 4, uis.whiteShader); // 4th line across bottom of top third section
//RPG-X REMOVE trap_R_SetColor( colorTable[CT_LTBROWN1]);
UI_DrawHandlePic( 368, 136, 111, 7, uis.whiteShader); // 5th line across bottom of top third section
if (menu->titleI)
{
UI_DrawProportionalString( menu->titleX, menu->titleY ,menu_normal_text[menu->titleI],
UI_RIGHT|UI_BIGFONT, colorTable[CT_LTORANGE]);
}
}
/*
===============
UI_FrameBottom_Graphics
===============
*/
static void UI_FrameBottom_Graphics(void)
{
trap_R_SetColor( colorTable[CT_DKBROWN1]);
UI_DrawHandlePic( 30, 147, 128, 64, s_menuframe.cornerUpper2); // Top corner
UI_DrawHandlePic( 50, 147, 99, 7, uis.whiteShader);
trap_R_SetColor( colorTable[CT_LTBROWN1]); //DKBROWN1
UI_DrawHandlePic( 152, 147, 135, 7, uis.whiteShader);
trap_R_SetColor( colorTable[CT_DKRED1]); //DKBROWN1
UI_DrawHandlePic( 290, 147, 12, 7, uis.whiteShader);
trap_R_SetColor( colorTable[CT_LTBROWN1]);
UI_DrawHandlePic( 305, 147, 60, 4, uis.whiteShader);
trap_R_SetColor( colorTable[CT_LTGOLD1]); //DKBROWN1
UI_DrawHandlePic( 368, 147, 111, 7, uis.whiteShader);
trap_R_SetColor( colorTable[CT_DKBROWN1]);
UI_DrawHandlePic( 30, 173, 47, 27, uis.whiteShader); // Top left column (81453)
//Start of piece (431108)
UI_DrawHandlePic( 30, 392, 47, 33, uis.whiteShader); // Bottom left column
UI_DrawHandlePic( 30, 425, 128, 64, s_menuframe.cornerLower);// Bottom Left Corner
trap_R_SetColor( colorTable[CT_LTBLUE1]); //LTBROWN1]);
UI_DrawHandlePic( 96, 438, 268, 18, uis.whiteShader); // Bottom front Line
trap_R_SetColor(NULL);
}
/*
=================
UI_MenuBottomLineEnd_Graphics
=================
*/
void UI_MenuBottomLineEnd_Graphics (const char *string,int color, qboolean *space )
{
int holdX,holdLength;
trap_R_SetColor( colorTable[color]);
holdX = MENU_TITLE_X - (UI_ProportionalStringWidth( string,UI_SMALLFONT));
holdLength = (367 + 6) - holdX;
UI_DrawHandlePic( 367, 438, holdLength, 18, uis.whiteShader); // Bottom end line
//TiM - stop the text leaving the box in some instances
if ( space != NULL )
{
if ( (holdLength < 0 ? -holdLength : holdLength ) < UI_ProportionalStringWidth( Q3_VERSION,UI_TINYFONT) )
*space = qfalse;
else
*space = qtrue;
}
//Com_Printf( S_COLOR_RED "Length: %i, Width: %i\n", holdLength, (UI_ProportionalStringWidth( Q3_VERSION,UI_TINYFONT)) );
}
/*
=================
UI_MenuFrame
=================
*/
void UI_MenuFrame(menuframework_s *menu)
{
qboolean space=qtrue;
if (!s_menuframe.initialized)
{
MenuFrame_Cache();
}
if (!ingameFlag)
{
menu->fullscreen = qtrue;
}
else // In game menu
{
menu->fullscreen = qfalse;
}
// Graphic frame
UI_FrameTop_Graphics(menu); // Top third
UI_FrameBottom_Graphics(); // Bottom two thirds
// Add foot note
if (menu->footNoteEnum)
{
UI_DrawProportionalString( MENU_TITLE_X, 440, menu_normal_text[menu->footNoteEnum],UI_RIGHT | UI_SMALLFONT, colorTable[CT_LTORANGE]);
UI_MenuBottomLineEnd_Graphics (menu_normal_text[menu->footNoteEnum],CT_LTBROWN1, &space);
}
// Print version
if ( space )
UI_DrawProportionalString( 371, 445, Q3_VERSION,UI_TINYFONT, colorTable[CT_BLACK]);
}
/*
=================
UI_MenuFrame2
=================
*/
void UI_MenuFrame2(menuframework_s *menu)
{
qboolean space=qtrue;
if (!s_menuframe.initialized)
{
MenuFrame_Cache();
}
if (!ingameFlag)
{
menu->fullscreen = qtrue;
}
else // In game menu
{
menu->fullscreen = qfalse;
}
if (menu->titleI)
{
UI_DrawProportionalString( menu->titleX, menu->titleY ,menu_normal_text[menu->titleI],
UI_RIGHT|UI_BIGFONT, colorTable[CT_LTORANGE]);
}
trap_R_SetColor( colorTable[CT_DKBROWN1]);
UI_DrawHandlePic( 30, 25, 47, 119, uis.whiteShader); // Top left column
UI_DrawHandlePic( 30, 147, 47, 53, uis.whiteShader); // left column
trap_R_SetColor( colorTable[CT_DKBROWN1]);
//UI_DrawHandlePic( 30, 175, 47, 25, uis.whiteShader); // Mid left column
UI_DrawHandlePic( 30, 392, 47, 33, uis.whiteShader); // Bottom left column
UI_DrawHandlePic( 30, 425, 128, 64, s_menuframe.cornerLower);// Bottom Left Corner
trap_R_SetColor( colorTable[CT_LTBROWN1]);
UI_DrawHandlePic( 96, 438, 268, 18, uis.whiteShader); // Bottom front Line
// Add foot note
if (menu->footNoteEnum)
{
UI_DrawProportionalString( MENU_TITLE_X, 440, menu_normal_text[menu->footNoteEnum],UI_RIGHT | UI_SMALLFONT, colorTable[CT_LTORANGE]);
UI_MenuBottomLineEnd_Graphics (menu_normal_text[menu->footNoteEnum],CT_LTBROWN1, &space);
}
trap_R_SetColor(NULL);
// Print version
if ( space )
UI_DrawProportionalString( 371, 445, Q3_VERSION,UI_TINYFONT, colorTable[CT_BLACK]);
}
/*
=================
UI_AntiPlagiarise
RPG-X: TiM- After I noticed how Scott and his buddies
were having a grand time renaming RPG-X to D4, I thought of this
little function to make that a little harder from them.
The function works in 2 phases:
firstly, it scans each string that is parsed into the game
and if either D4 or RPG-Y is seen, it quits the game right away,
giving them absolutely no reason why. Hopefully if they're not too smart,
they'll think it's some other kind of error :D
Secondly, (if the arg is 1) if the string 'RPG-X' is NOT present (Like in the main menu title),
it quits as well. :)
=================
*/
const char* illegalStrings[] = { "D4", "d4", "RPG-Y", "rpg-y", "AORP", "aorp" };
2011-06-15 07:13:31 +00:00
/*static void UI_AntiPlagiarise ( const char *textLine, int arg )
2011-06-01 12:20:56 +00:00
{
int i;
char language[32];
trap_Cvar_VariableStringBuffer( "g_language", language, 32 );
// If it's English then no extension
if (language[0]=='\0' || Q_stricmp ("ENGLISH",language)==0)
{
if (arg == 0 ) {
for (i = 0; i < 6; i++ ) {
if ( strstr( textLine, illegalStrings[i] ) != 0 )
trap_Cmd_ExecuteText( EXEC_APPEND, "quit\n" );
}
}
else if (arg == 1 ) {
if ( !strstr( textLine, "RPG-X" ) ) {
trap_Cmd_ExecuteText( EXEC_APPEND, "quit\n" );
}
}
}
2011-06-15 07:13:31 +00:00
}*/
2011-06-01 12:20:56 +00:00
#define MAXMENUTEXT 15000
char MenuText[MAXMENUTEXT];
/*
=================
UI_ParseMenuText
=================
*/
static void UI_ParseMenuText()
{
char *token;
char *buffer;
int i;
int len;
//int j;
COM_BeginParseSession();
buffer = MenuText;
//RPG-X: TiM - Stop any D3 menu hacks in their tracks :P
//UI_AntiPlagiarise( buffer, 0 );
i = 1; // Zero is null string
while ( buffer )
{
token = COM_ParseExt( &buffer, qtrue );
len = strlen(token);
if (len)
{
menu_normal_text[i] = (buffer - (len + 1));
*(buffer - 1) = '\0'; // Place an string end where is belongs.
i++;
}
if (uis.debug)
Com_Printf( S_COLOR_RED "UI_ParseMenuText - Line: %i, String: %s\n", i-1, menu_normal_text[i-1] );
if (i> MNT_MAX)
{
Com_Printf( S_COLOR_RED "UI_ParseMenuText : too many values! Needed %d but got %d.\n",MNT_MAX,i);
return;
}
}
if (i != MNT_MAX)
{
Com_Printf( S_COLOR_RED "UI_ParseMenuText : not enough lines. Read %d of %d!\n",i,MNT_MAX);
for(;i<MNT_MAX;i++) {
menu_normal_text[i] = "?";
}
}
//RPG-X: TiM- If 'RPG-X' is missing from any of the main menu titles, kick it ;)
/*for(j=1; j < 12; j++) {
UI_AntiPlagiarise( menu_normal_text[j], 1 );
}*/
}
/*
=================
UI_LoadMenuText
=================
*/
void UI_LoadMenuText()
{
int len;//,i;
fileHandle_t f;
char filename[MAX_QPATH];
UI_LanguageFilename("ext_data/mp_normaltext","dat",filename);
len = trap_FS_FOpenFile( filename, &f, FS_READ );
if ( !f )
{
Com_Error( ERR_FATAL, "UI_LoadMenuText : MP_NORMALTEXT.DAT file not found!\n");
return;
}
if ( len > MAXMENUTEXT )
{
Com_Error( ERR_FATAL, "UI_LoadMenuText : MP_NORMALTEXT.DAT size (%d) > max (%d)!\n", len, MAXMENUTEXT );
return;
}
// initialise the data area
memset(MenuText, 0, sizeof(MenuText));
trap_FS_Read( MenuText, len, f );
trap_FS_FCloseFile( f );
UI_ParseMenuText();
}
#define MAXBUTTONTEXT 50000 //15000 - Might need optimizing
char ButtonText[MAXBUTTONTEXT];
/*
=================
UI_ParseButtonText
=================
*/
static void UI_ParseButtonText()
{
char *token;
char *buffer;
int i;
int len;
COM_BeginParseSession();
buffer = ButtonText;
//RPG-X: TiM - Stop any D3 menu hacks in their tracks :P
//UI_AntiPlagiarise( buffer, 0 );
i = 1; // Zero is null string
while ( buffer )
{
// G_ParseString( &buffer, &token);
token = COM_ParseExt( &buffer, qtrue );
len = strlen(token);
if (len)
{
if ((len == 1) && (token[0] == '/')) // A NULL?
{
menu_button_text[i][0] = menuEmptyLine;
menu_button_text[i][1] = menuEmptyLine;
}
else
{
menu_button_text[i][0] = (buffer - (len + 1)); // The +1 is to get rid of the " at the beginning of the sting.
}
*(buffer - 1) = '\0'; // Place an string end where is belongs.
token = COM_ParseExt( &buffer, qtrue );
len = strlen(token);
if (len)
{
menu_button_text[i][1] = (buffer - (len+1)); // The +1 is to get rid of the " at the beginning of the sting.
*(buffer-1) = '\0'; // Place an string end where is belongs.
}
++i;
}
if (uis.debug)
Com_Printf( S_COLOR_RED "UI_ParseButtonText - Line: %i, String1: %s, String2: %s\n", i-1, menu_button_text[i-1][0], menu_button_text[i-1][1] );
if (i> MBT_MAX)
{
Com_Printf( S_COLOR_RED "UI_ParseButtonText : too many values! Needed %d but got %d.\n",MBT_MAX,i);
return;
}
}
if (i != MBT_MAX)
{
Com_Printf( S_COLOR_RED "UI_ParseButtonText : not enough lines. Read %d of %d!\n",i,MBT_MAX);
for(;i<MBT_MAX;i++) {
menu_button_text[i][0] = "?";
menu_button_text[i][1] = "?";
}
}
}
/*
=================
UI_LoadButtonText
=================
*/
void UI_LoadButtonText()
{
char filename[MAX_QPATH];
int len,i;
fileHandle_t f;
UI_LanguageFilename("ext_data/mp_buttontext","dat",filename);
len = trap_FS_FOpenFile( filename, &f, FS_READ );
if ( !f )
{
Com_Printf( S_COLOR_RED "UI_LoadButtonText : MP_BUTTONTEXT.DAT file not found!\n");
return;
}
if ( len > MAXBUTTONTEXT )
{
Com_Printf( S_COLOR_RED "UI_LoadButtonText : MP_BUTTONTEXT.DAT too big!\n");
return;
}
for (i=0;i<MBT_MAX;++i)
{
menu_button_text[i][0] = menuEmptyLine;
menu_button_text[i][1] = menuEmptyLine;
}
// initialise the data area
memset(ButtonText, 0, sizeof(ButtonText));
trap_FS_Read( ButtonText, len, f );
trap_FS_FCloseFile( f );
UI_ParseButtonText();
}
/*
=================
UI_InitSpinControl
=================
*/
void UI_InitSpinControl(menulist_s *spincontrol)
{
spincontrol->generic.type = MTYPE_SPINCONTROL;
spincontrol->generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
spincontrol->textcolor = CT_BLACK;
spincontrol->textcolor2 = CT_WHITE;
spincontrol->color = CT_DKPURPLE1;
spincontrol->color2 = CT_LTPURPLE1;
spincontrol->textX = MENU_BUTTON_TEXT_X;
spincontrol->textY = MENU_BUTTON_TEXT_Y;
}
/*
UI_LanguageFilename - create a filename with an extension based on the value in g_language
*/
void UI_LanguageFilename(char *baseName,char *baseExtension,char *finalName)
{
char language[32];
fileHandle_t file;
trap_Cvar_VariableStringBuffer( "g_language", language, 32 );
// If it's English then no extension
if (language[0]=='\0' || Q_stricmp ("ENGLISH",language)==0)
{
Com_sprintf(finalName,MAX_QPATH,"%s.%s",baseName,baseExtension);
}
else
{
Com_sprintf(finalName,MAX_QPATH,"%s_%s.%s",baseName,language,baseExtension);
//Attempt to load the file
trap_FS_FOpenFile( finalName, &file, FS_READ );
if ( file == 0 ) // This extension doesn't exist, go English.
{
Com_sprintf(finalName,MAX_QPATH,"%s.%s",baseName,baseExtension); //the caller will give the error if this isn't there
}
else
{
trap_FS_FCloseFile( file );
}
}
}
/*=========================
UI_SecurityCodeSetup
Upon connecting to a server,
set up the client-side security
system.
This involves:
a)validating the idkey is there
b)checking its hash against the
UI, and spitting an error if the
UI one is different.
c)if the UI one is default,
generate a new key now
==========================*/
static void SecurityFeedback( qboolean result )
{
trap_Cmd_ExecuteText( EXEC_APPEND, "quit\n" );
}
void UI_SecurityCodeSetup ( void )
{
fileHandle_t f;
byte buffer[SECURITY_SIZE];
int fileLen;
rpgxSecurityFile_t *code;
rpgxSecurityFile_t wCode;
unsigned long bit=0;
static qboolean ui_SecuritySetup=qfalse;
//QVM Hack
if ( !ui_SecuritySetup )
ui_SecuritySetup = qtrue;
else
return;
fileLen = trap_FS_FOpenFile( SECURITY_FILE, &f, FS_READ );
if ( !f )
{
UI_ConfirmMenu( menu_normal_text[MNT_ID_NOTTHERE], 0, SecurityFeedback );
return;
}
if ( fileLen != SECURITY_SIZE )
{
Com_Printf( S_COLOR_RED "rpgxid.dat is wrong size. %i, should be %i\n", fileLen, SECURITY_SIZE );
UI_ConfirmMenu( menu_normal_text[MNT_ID_WRONGSIZE], 0, SecurityFeedback );
return;
}
trap_FS_Read( buffer, SECURITY_SIZE, f );
trap_FS_FCloseFile( f );
code = (rpgxSecurityFile_t *)((byte *)buffer);
#if defined(__linux__) && !defined(Q3_VM)
unsigned long ID = (buffer[3]<<24|buffer[2]<<16|buffer[1]<<8|buffer[0]);
unsigned long SECID = ('7'<<24|'X'<<16|'G'<<8|'R');
if ( !code || ID != SECID)
#else
if ( !code || code->ID != SECURITY_ID )
#endif
{
if ( !code )
Com_Printf( S_COLOR_RED "No data was able to be loaded\n" );
else
Com_Printf( S_COLOR_RED "ID was %u, should be %u\n", code->ID, SECURITY_ID );
UI_ConfirmMenu( menu_normal_text[MNT_ID_INVALID], 0, SecurityFeedback );
return;
}
//Com_Printf( S_COLOR_RED "FileID: %u, RealID: %u. FileHash: %u, ConsoleHash: %u, DefHash: %u. FileCode: %u, ConsoleCode: %u, DefCode: %u.\n",
// code->ID, SECURITY_ID, code->hash, atoul( sv_securityHash.string ), SECURITY_HASH, code->playerID, atoul( sv_securityCode.string ), SECURITY_PID );
//if hash is identical to console to default, then generate a new one
if ( code->hash == atoul(sv_securityHash.string)
&&
code->hash == SECURITY_HASH )
{
fileHandle_t wf;
int i;
//Com_Printf( S_COLOR_RED "Building new key!\n" );
memset( &wCode, 0, sizeof( rpgxSecurityFile_t ) );
code = &wCode;
code->ID = SECURITY_ID;
//generate our player hash
while ( code->hash == 0 || code->hash == SECURITY_HASH )
{
//set a pretty good random seed
srand( trap_Milliseconds() );
//code->hash = (int)(rand() / (((double)RAND_MAX + 1)/ SECURITY_HASH));
for ( i = 0; i < 32; i++ )
{
if ( (irandom(1, 2)-1 ) )
{
bit += 1 << i;
}
//bit = bit | (irandom(1, 2)-1);
//bit <<= 1;
}
code->hash = bit;
}
//generate our player id
//TiM - shifted to client to be built off of IP
while ( code->playerID == 0 || code->playerID == SECURITY_PID )
{
srand( (int)(trap_Milliseconds() * irandom( 0, 0x7FFF )) );
for ( i = 0; i < 32; i++ )
{
code->playerID |= irandom(1, 2)-1;
code->playerID <<= 1;
}
}
//code->playerID = SECURITY_PID;
//generate random padding to make viewing this in a hex editor
//harder
//code->padding = irandom( 0, 0xffff );
//code->padding2 = irandom( 0, 0xffff );
//code->padding3 = irandom( 0, 0xffff );
//overwrite the file
trap_FS_FOpenFile( SECURITY_FILE, &wf, FS_WRITE );
trap_FS_Write( code, SECURITY_SIZE, wf );
trap_FS_FCloseFile( wf );
trap_Cvar_Set( "sv_securityHash", va( "%u", code->hash ) );
}
//TiM - NYARRR!!!!! ioEF has a weird config system which appears to trip this system.
//*sigh* I guess for now we'll have to isolate this for now
/*else if ( code->hash != SECURITY_HASH
&&
code->hash != atoul(sv_securityHash.string) )
{
//Com_Printf( S_COLOR_RED "code->hash: %u, sv: %u, Default: %u\n", code->hash, atoul(sv_securityHash.string), SECURITY_HASH );
UI_ConfirmMenu( menu_normal_text[MNT_ID_INVALID], 0, SecurityFeedback );
return;
}
else if ( code->playerID != SECURITY_PID
&&
code->playerID != atoul(sv_securityCode.string) )
{
//Com_Printf( S_COLOR_RED "code->PID: %u, sv: %u, Default: %u\n", code->playerID, atoul(sv_securityCode.string), SECURITY_PID );
UI_ConfirmMenu( menu_normal_text[MNT_ID_INVALID], 0, SecurityFeedback );
return;
}*/
//update the security code value and lock it each time
//from here, it is subsequently sent to the server on player connect
trap_Cvar_Set( "sv_securityCode", va( "%u", code->playerID ) );
}