mirror of
https://github.com/UberGames/RPG-X2.git
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1578 lines
53 KiB
C
1578 lines
53 KiB
C
/*
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======================================================
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RPG-X Emotes Window
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By TiM
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14-5-2006
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This menu is designed to allow players to choose emotes
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they want their characters to play ingame.
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======================================================
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*/
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#include "ui_local.h"
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#define ID_RECENT 1
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#define ID_FAVORITES 2
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#define ID_VIEWALL 3
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#define ID_SITTING 4
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#define ID_CONSOLE 5
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#define ID_GESTURE 6
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#define ID_FULLBODY 7
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#define ID_INJURED 8
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#define ID_MISC 9
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#define ID_MAINMENU 15
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#define ID_BIND_EMOTE 16
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#define ID_FAV_EMOTE 17
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#define ID_DO_EMOTE 18
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#define ID_LIST_UP 20
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#define ID_LIST_DN 21
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#define ID_SCROLLBAR 22
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#define ID_EMOTELIST1 101
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#define ID_EMOTELIST2 102
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#define ID_EMOTELIST3 103
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#define ID_EMOTELIST4 104
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#define ID_EMOTELIST5 105
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#define ID_EMOTELIST6 106
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#define ID_EMOTELIST7 107
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#define ID_EMOTELIST8 108
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#define ID_EMOTELIST9 109
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#define ID_EMOTELIST10 110
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#define ID_EMOTELIST11 111
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#define ID_EMOTELIST12 112
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#define PIC_ARROW_UP "menu/common/arrow_up_16.tga"
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#define PIC_ARROW_DOWN "menu/common/arrow_dn_16.tga"
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#define MAX_MENULISTITEMS 12
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#define MIN_SCROLLHEIGHT 8
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#define MAX_SCROLLRANGE 198
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#define MAX_SCROLLTOP 204
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#define FAV_CVAR "ui_favoriteEmote"
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#define LOW_MEMORY (5 * 1024 * 1024)
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//Defined here so the PlayerModel APIs can handle them :)
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static void PlayerEmotes_FillEmotesArray( int emoteCategory );
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static void PlayerEmotes_UpdateScrollBar( menuaction_s *bar );
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static void PlayerEmotes_SetupScrollBar( menuaction_s *bar );
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//Un-necessary, emoteNum can be derived from
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//the order in the list
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/*typedef struct {
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char emoteNameUpr[16];
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int emoteNum;
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} listEmote_t;*/
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//TiM - data necessary for a scroll bar
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typedef struct
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{
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qboolean mouseDown;
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qboolean doubleStep;
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int yStart;
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} scrollData_t;
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typedef struct {
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menuframework_s menu;
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//main buttons
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menubitmap_s recentFilter;
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menubitmap_s favoritesFilter;
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menubitmap_s viewAllFilter;
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menubitmap_s sittingFilter;
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menubitmap_s consoleFilter;
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menubitmap_s gestureFilter;
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menubitmap_s fullMotionFilter;
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menubitmap_s injuredFilter;
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menubitmap_s miscFilter;
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menubitmap_s mainMenu; //Return to game ( or main menu )
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//menu arrows
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menubitmap_s upArrow;
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menubitmap_s dnArrow;
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menuaction_s scrollBar;
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//emote parameters list
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char emoteTitle[26]; //Emote name displayed at the top
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menufield_s modelOffset; //button used to enter in modeloffset data
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menuaction_s emoteBind; //keybind(s) for this emote
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int bindValue; //ASCII index of the key this emote is bound to
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qboolean keyBindActive; //True while the code is waiting for the user to enter a new emote bind
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menubitmap_s addFav; //Add Favorites Button
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menubitmap_s playEmote; //Play Emote Button
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int selectedEmote;
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int favvedEmote; //the cvar index this emote is favved at
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//playermodel rendering variables
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menubitmap_s playerMdl;
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char playerModel[MAX_QPATH];
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playerInfo_t playerInfo;
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vec3_t viewAngles;
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vec3_t moveAngles;
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//graphics definitions
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qhandle_t corner_ll_4_18;
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qhandle_t corner_ll_4_4;
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qhandle_t corner_ur_18_18;
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qhandle_t corner_lr_18_4;
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qhandle_t corner_lr_4_18;
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//active emotes storage definitions
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int emoteListOffset; //offset that is incremented/decremented by the arrow tools
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int numEmotes; //number of emotes in main list
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menubitmap_s emotesMenu[MAX_MENULISTITEMS]; //buttons to display the active emote set
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char emoteNames[MAX_MENULISTITEMS][25]; //local store for the emotes name
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int mainEmotesList[175]; //the primary emote list, reset each time a new category is picked
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int prevOffset; //Save the modeloffset so as to execute the command when we leave teh menu if changed
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int currentMenu; //Save the current menu... we need this to refresh the fav menu if need be
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//ie this menu was called via the console ( ie a key bind instead of from the main menu)
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qboolean fromConsole;
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scrollData_t scrollData; //TiM - Scroll data
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} playerEmotes_t;
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playerEmotes_t s_playerEmotes;
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/*
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=================
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Player_SpinPlayer
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=================
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*/
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static void PlayerEmotes_SpinPlayer( void* ptr, int event)
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{
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if ( event == QM_ACTIVATED )
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{
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uis.spinView = qtrue;
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uis.cursorpx = uis.cursorx;
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}
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}
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/*
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=================
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Player_InitModel
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=================
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*/
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static void PlayerEmotes_InitModel( void )
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{
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memset( &s_playerEmotes.playerInfo, 0, sizeof(playerInfo_t) );
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UI_PlayerInfo_SetModel( &s_playerEmotes.playerInfo, UI_Cvar_VariableString( "model" ) );
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//Player_UpdateModel( ANIM_IDLE );
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VectorClear( s_playerEmotes.viewAngles );
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VectorClear( s_playerEmotes.moveAngles );
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s_playerEmotes.viewAngles[YAW] = uis.lastYaw;
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s_playerEmotes.viewAngles[PITCH] = 0;
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s_playerEmotes.viewAngles[ROLL] = 0;
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s_playerEmotes.moveAngles[YAW] = 0; //s_main.playerViewangles[YAW];
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UI_PlayerInfo_SetInfo( &s_playerEmotes.playerInfo,
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BOTH_STAND1,
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BOTH_STAND1,
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s_playerEmotes.viewAngles,
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s_playerEmotes.moveAngles,
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WP_NONE,
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trap_Cvar_VariableValue( "height" ),
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trap_Cvar_VariableValue( "weight" ),
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qfalse );
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}
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/*
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=================
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Player_DrawPlayer
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=================
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*/
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static void PlayerEmotes_DrawPlayer( void ) //*self )
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{
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vec3_t origin = {-20, 5, -4 };//{ 0, 3.8, 0};
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char buf[MAX_QPATH];
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if( trap_MemoryRemaining() <= LOW_MEMORY ) {
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UI_DrawProportionalString( s_playerEmotes.playerMdl.generic.x, s_playerEmotes.playerMdl.generic.y + s_playerEmotes.playerMdl.height / 2, "LOW MEMORY", UI_LEFT, color_red );
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return;
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}
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trap_Cvar_VariableStringBuffer( "model", buf, sizeof( buf ) );
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//if model is changed in the console
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if ( Q_stricmp( buf, s_playerEmotes.playerInfo.modelName ) ) {
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UI_PlayerInfo_SetModel( &s_playerEmotes.playerInfo, buf);
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s_playerEmotes.viewAngles[YAW] = uis.lastYaw; //yaw
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UI_PlayerInfo_SetInfo( &s_playerEmotes.playerInfo, BOTH_STAND1, BOTH_STAND1, s_playerEmotes.viewAngles, vec3_origin, WP_NONE, trap_Cvar_VariableValue( "height" ), trap_Cvar_VariableValue( "weight" ), qfalse );
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//reload the menu just in case
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PlayerEmotes_FillEmotesArray( s_playerEmotes.currentMenu );
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}
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UI_DrawPlayer( s_playerEmotes.playerMdl.generic.x, s_playerEmotes.playerMdl.generic.y, s_playerEmotes.playerMdl.width, s_playerEmotes.playerMdl.height, origin, &s_playerEmotes.playerInfo, uis.realtime );
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}
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/*
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=================
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Player_DoEmote
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TiM: Called to make the
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player model onscreen
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do the emote animation
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=================
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*/
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static void Player_DoEmote( int emoteNum ) {
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emoteList_t *emote;
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int torsoAnim = BOTH_STAND1;
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int legsAnim = BOTH_STAND1;
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int legsTimer = 0;
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int torsoTimer = 0;
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emote = &bg_emoteList[ emoteNum ];
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//Com_Printf( S_COLOR_RED "Emote num: %i, Enum: %i, Legs time: %i\n", emoteNum, emote->enumName );
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if ( !emote )
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return;
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if ( emote->bodyFlags & EMOTE_LOWER )
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{
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legsAnim = emote->enumName;
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if ( emote->enumLoop > 0 )
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s_playerEmotes.playerInfo.lowerLoopEmote = emote->enumLoop;
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else
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s_playerEmotes.playerInfo.lowerLoopEmote = 0;
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}
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if ( emote->bodyFlags & EMOTE_UPPER )
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{
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torsoAnim = emote->enumName;
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if ( emote->enumLoop > 0 )
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s_playerEmotes.playerInfo.upperLoopEmote = emote->enumLoop;
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else
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s_playerEmotes.playerInfo.upperLoopEmote = 0;
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}
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if ( !(emote->animFlags & EMOTE_LOOP_LOWER) ) {
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legsTimer = s_playerEmotes.playerInfo.animations[ emote->enumName ].numFrames * s_playerEmotes.playerInfo.animations[ emote->enumName ].frameLerp;
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s_playerEmotes.playerInfo.lowerEmoting = qtrue;
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}
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if ( !(emote->animFlags & EMOTE_LOOP_UPPER) ) {
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torsoTimer = s_playerEmotes.playerInfo.animations[ emote->enumName ].numFrames * s_playerEmotes.playerInfo.animations[ emote->enumName ].frameLerp;
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s_playerEmotes.playerInfo.upperEmoting = qtrue;
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}
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s_playerEmotes.playerInfo.legsAnimationTimer = legsTimer;
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s_playerEmotes.playerInfo.torsoAnimationTimer = torsoTimer;
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s_playerEmotes.viewAngles[YAW] = uis.lastYaw;
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UI_PlayerInfo_SetInfo( &s_playerEmotes.playerInfo, legsAnim, torsoAnim, s_playerEmotes.viewAngles, vec3_origin, WP_NONE, trap_Cvar_VariableValue( "height" ), trap_Cvar_VariableValue( "weight" ), qfalse );
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}
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/*
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===============
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PlayerEmotes_BuildEmotesList
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TiM: Fills in the main menu list
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from the main emote array.
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Called upon new list defines as
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well as when the arrow key is clicked
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===============
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*/
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static void PlayerEmotes_BuildEmotesList( int *emoteListOffset )
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{
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int i;
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int offset;
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//clamp the offset value
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if ( *emoteListOffset < 0 ) {
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*emoteListOffset = 0;
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return;
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}
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if ( s_playerEmotes.numEmotes > MAX_MENULISTITEMS && *emoteListOffset > s_playerEmotes.numEmotes - MAX_MENULISTITEMS ) {
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*emoteListOffset = s_playerEmotes.numEmotes - MAX_MENULISTITEMS;
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return;
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}
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//clear all of the previous list data
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memset( &s_playerEmotes.emoteNames, 0, sizeof( s_playerEmotes.emoteNames ) );
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//populate the list
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for ( i = 0; i < MAX_MENULISTITEMS; i++ ) {
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offset = *emoteListOffset + i;
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//if there's no data (ie there are no emotes this far),
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//make the button hidden and continue
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if ( i > s_playerEmotes.numEmotes || s_playerEmotes.mainEmotesList[offset] == -1 || s_playerEmotes.mainEmotesList[offset] >= bg_numEmotes ) {
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s_playerEmotes.emotesMenu[i].generic.flags = ( QMF_INACTIVE | QMF_HIDDEN );
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s_playerEmotes.emotesMenu[i].textPtr = NULL;
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continue;
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}
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Q_strncpyz( s_playerEmotes.emoteNames[i], bg_emoteList[ s_playerEmotes.mainEmotesList[offset] ].name, sizeof( s_playerEmotes.emoteNames[i] ) );
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Q_strupr( s_playerEmotes.emoteNames[i] );
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s_playerEmotes.emotesMenu[i].generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
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s_playerEmotes.emotesMenu[i].textPtr = s_playerEmotes.emoteNames[i];
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}
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}
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/*
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===============
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PlayerEmotes_FillEmotesArray
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TiM: Called when a new category
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button is pressed. It flushes the
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main list of emotes, and re-populates it with the
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new category. Then it reloads the main list
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with these new emotes
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===============
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*/
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static void PlayerEmotes_FillEmotesArray( int emoteCategory ) {
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int i;
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emoteList_t *emote;
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//reset the list and counting data
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//NB: -1 instead of 0 since 0 is a valid emote
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for ( i = 0; i < 175; i++ ) {
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s_playerEmotes.mainEmotesList[i] = -1;
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}
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s_playerEmotes.numEmotes = 0;
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s_playerEmotes.currentMenu = emoteCategory;
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//The first few categories are pre-set
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//so we'll manually handle those
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switch ( emoteCategory )
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{
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//this one's a kicker ROFL
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case ID_VIEWALL:
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for ( i = 0; i < bg_numEmotes; i++ ) {
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//TiM: Make sure we don't include emote stubs. No point
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emote = &bg_emoteList[ i ];
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if ( !emote || (emote->enumName >= 0 && emote->enumName < MAX_ANIMATIONS && s_playerEmotes.playerInfo.animations[ emote->enumName ].numFrames < 0) || !emote->name[0] )
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continue;
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s_playerEmotes.mainEmotesList[ s_playerEmotes.numEmotes ] = i;
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s_playerEmotes.numEmotes++;
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}
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break;
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//Console stored emote lists
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case ID_RECENT:
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case ID_FAVORITES:
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{
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char consoleName[25];
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char fullName[32];
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char cvarValue[5];
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int emoteNum;
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//favorites and recent are basically the same, so with a quick condition here,
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//we can re-use the same code for both :)
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if ( emoteCategory == ID_RECENT )
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Q_strncpyz( consoleName, "ui_recentEmote", sizeof( consoleName ) );
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else
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Q_strncpyz( consoleName, FAV_CVAR, sizeof( consoleName ) );
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//reversed so the thing that was added last is displayed first :)
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for ( i = NUM_CVAR_STORES; i > 0; i-- ) {
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Com_sprintf( fullName, sizeof( fullName ), "%s%i", consoleName, i );
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//even tho we are loading int values from these CVARs, we'll be handling them like strings at first.
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//reason being, "0" is a valid emote number, "" isn't
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trap_Cvar_VariableStringBuffer( fullName, cvarValue, sizeof( cvarValue ) );
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if ( !cvarValue[0] || !Q_stricmp( cvarValue, "-1" ) )
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continue;
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emoteNum = atoi( cvarValue );
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//error check the int
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if ( emoteNum >= bg_numEmotes || emoteNum < 0 ) {
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continue;
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}
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//TiM: Make sure we don't include emote stubs. No point
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emote = &bg_emoteList[ emoteNum ];
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if ( !emote || (emote->enumName >= 0 && emote->enumName < MAX_ANIMATIONS && s_playerEmotes.playerInfo.animations[ emote->enumName ].numFrames < 0) )
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continue;
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//add to the list
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s_playerEmotes.mainEmotesList[s_playerEmotes.numEmotes] = emoteNum;
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s_playerEmotes.numEmotes++;
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}
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}
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break;
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//specific per-category emotes
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case ID_SITTING:
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case ID_CONSOLE:
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case ID_GESTURE:
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case ID_FULLBODY:
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case ID_INJURED:
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case ID_MISC:
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{
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int emoteIndex;
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//find out the actual ID we need from that lot up there
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//lol a case in a case
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switch ( emoteCategory ) {
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case ID_SITTING:
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emoteIndex = TYPE_SITTING;
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break;
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case ID_CONSOLE:
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emoteIndex = TYPE_CONSOLE;
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break;
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case ID_GESTURE:
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emoteIndex = TYPE_GESTURE;
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break;
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case ID_FULLBODY:
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emoteIndex = TYPE_FULLBODY;
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break;
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case ID_INJURED:
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emoteIndex = TYPE_INJURED;
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break;
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case ID_MISC:
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emoteIndex = TYPE_MISC;
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break;
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default:
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emoteIndex = TYPE_NONE;
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break;
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}
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if ( emoteIndex < 0 ) {
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break;
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}
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//loop thru all the emotes, and add any that have a matching Index
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for ( i = 0; i < bg_numEmotes; i++ ) {
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//TiM: Make sure we don't include emote stubs. No point
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emote = &bg_emoteList[ i ];
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if ( !emote || (emote->enumName >= 0 && emote->enumName < MAX_ANIMATIONS && s_playerEmotes.playerInfo.animations[ emote->enumName ].numFrames < 0) )
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continue;
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if ( bg_emoteList[i].emoteType == emoteIndex ) {
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s_playerEmotes.mainEmotesList[s_playerEmotes.numEmotes] = i;
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s_playerEmotes.numEmotes++;
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}
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}
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}
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break;
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}
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//if the number of emotes exceeded our displayable total, then activate the arrow buttons
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if ( s_playerEmotes.numEmotes > MAX_MENULISTITEMS ) {
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s_playerEmotes.upArrow.generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
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s_playerEmotes.dnArrow.generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
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}
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s_playerEmotes.emoteListOffset = 0;
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PlayerEmotes_BuildEmotesList( &s_playerEmotes.emoteListOffset );
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}
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/*
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===============
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PlayerEmotes_HandleNewEmote
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TiM: An emotes button was pressed
|
|
Now to handle the tonnes of button
|
|
checks n' stuff
|
|
===============
|
|
*/
|
|
static void PlayerEmotes_HandleNewEmote( int buttonId ) {
|
|
int i;
|
|
int buttonPressed = buttonId - 100; //offset by 100 so they wouldn't get in the way
|
|
char binding[256];
|
|
|
|
//get emote from stored list
|
|
s_playerEmotes.selectedEmote = s_playerEmotes.mainEmotesList[ buttonPressed + s_playerEmotes.emoteListOffset - 1 ];
|
|
|
|
Q_strncpyz( s_playerEmotes.emoteTitle, bg_emoteList[ s_playerEmotes.selectedEmote ].name, sizeof( s_playerEmotes.emoteTitle ) );
|
|
Q_strupr( s_playerEmotes.emoteTitle );
|
|
|
|
//search for binds for this emote
|
|
s_playerEmotes.bindValue = -1;
|
|
for ( i=0; i<256; i++ ){
|
|
trap_Key_GetBindingBuf( i, binding, sizeof( binding ) );
|
|
|
|
if ( *binding == 0 )
|
|
continue;
|
|
|
|
if ( strstr( binding, bg_emoteList[ s_playerEmotes.selectedEmote ].name ) ) {
|
|
s_playerEmotes.bindValue = i;
|
|
break;
|
|
}
|
|
}
|
|
s_playerEmotes.emoteBind.generic.flags = QMF_CENTER_JUSTIFY | QMF_HIGHLIGHT_IF_FOCUS;
|
|
|
|
//check for favorites
|
|
s_playerEmotes.favvedEmote = 0;
|
|
for ( i = 1; i <= NUM_CVAR_STORES; i++ ) {
|
|
if ( (int)trap_Cvar_VariableValue( va( FAV_CVAR "%i", i ) ) == s_playerEmotes.selectedEmote ) {
|
|
s_playerEmotes.favvedEmote = i;
|
|
s_playerEmotes.addFav.textEnum = MBT_KILL_FAV_EMOTE;
|
|
break;
|
|
}
|
|
}
|
|
|
|
//set button title either way
|
|
if ( !s_playerEmotes.favvedEmote ) {
|
|
s_playerEmotes.addFav.textEnum = MBT_FAV_EMOTE;
|
|
}
|
|
|
|
//either way, make the fav button active
|
|
if ( (s_playerEmotes.addFav.generic.flags & QMF_INACTIVE) )
|
|
{
|
|
s_playerEmotes.addFav.generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
|
|
}
|
|
|
|
//make our player character do teh emote
|
|
Player_DoEmote( s_playerEmotes.selectedEmote );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
PlayerEmotes_HandleFav
|
|
===============
|
|
*/
|
|
static void PlayerEmotes_HandleFav( void ) {
|
|
int i;
|
|
char* cvar;
|
|
|
|
|
|
//safety net lol
|
|
if ( s_playerEmotes.selectedEmote < 0 )
|
|
return;
|
|
|
|
//this emote's been favved, so I guess we're unfaving it now
|
|
if ( s_playerEmotes.favvedEmote > 0 ) {
|
|
cvar = va( FAV_CVAR "%i", s_playerEmotes.favvedEmote );
|
|
|
|
//double chack. make sure that we've got the right emote
|
|
if ( (int)trap_Cvar_VariableValue( cvar ) == s_playerEmotes.selectedEmote ) {
|
|
//okay, all good. unfave it
|
|
trap_Cvar_Set( cvar, "-1" );
|
|
|
|
//shuffle all the other favorites up the list
|
|
for ( i = s_playerEmotes.favvedEmote + 1; i <= NUM_CVAR_STORES; i++ ) {
|
|
if ( (int)trap_Cvar_VariableValue( va( FAV_CVAR "%i", i - 1 ) ) == -1 ) {
|
|
//set the previous CVAR, the value of this CVAR regardless if it's -1 or not
|
|
trap_Cvar_SetValue( va( FAV_CVAR "%i", i - 1 ), (int)trap_Cvar_VariableValue( va( FAV_CVAR "%i", i ) ) );
|
|
|
|
//and then flush out this CVAR
|
|
trap_Cvar_Set( va( FAV_CVAR "%i", i ), "-1" );
|
|
}
|
|
}
|
|
|
|
// if fav menu, refresh the list, else just change teh button
|
|
if ( s_playerEmotes.currentMenu == ID_FAVORITES )
|
|
PlayerEmotes_FillEmotesArray( ID_FAVORITES );
|
|
|
|
s_playerEmotes.favvedEmote = 0;
|
|
s_playerEmotes.addFav.textEnum = MBT_FAV_EMOTE;
|
|
}
|
|
}
|
|
else { //alraedy unfavved! Let's fav it!
|
|
//search for the first unfavved slot we can
|
|
|
|
for ( i = 1; i <= NUM_CVAR_STORES; i++ ) {
|
|
|
|
cvar = va( FAV_CVAR "%i", i );
|
|
if ( (int)trap_Cvar_VariableValue( cvar ) == -1 ) {
|
|
//found a slot
|
|
trap_Cvar_SetValue( cvar, s_playerEmotes.selectedEmote );
|
|
s_playerEmotes.favvedEmote = i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
//aw damn, no slots were found
|
|
if ( s_playerEmotes.favvedEmote == 0 ) {
|
|
//okay... so we're going to push the top one off, and shuffle the rest up
|
|
for ( i = 2; i <= NUM_CVAR_STORES; i++ ) {
|
|
cvar = va( FAV_CVAR "%i", i-1 );
|
|
trap_Cvar_SetValue( cvar, (int)trap_Cvar_VariableValue( va( FAV_CVAR"%i", i ) ) );
|
|
|
|
if ( i == NUM_CVAR_STORES ) {
|
|
trap_Cvar_SetValue( va( FAV_CVAR"%i", i ), s_playerEmotes.selectedEmote );
|
|
s_playerEmotes.favvedEmote = NUM_CVAR_STORES;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( s_playerEmotes.currentMenu == ID_FAVORITES )
|
|
PlayerEmotes_FillEmotesArray( ID_FAVORITES );
|
|
else {
|
|
s_playerEmotes.addFav.textEnum = MBT_KILL_FAV_EMOTE;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
PlayerEmotes_ExecuteOffset
|
|
===============
|
|
*/
|
|
static void PlayerEmotes_ExecuteOffset( void ) {
|
|
int offset;
|
|
|
|
offset = atoi( s_playerEmotes.modelOffset.field.buffer );
|
|
|
|
if ( offset != s_playerEmotes.prevOffset )
|
|
trap_Cmd_ExecuteText( EXEC_APPEND, va( "modelOffset %i\n", offset ) );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
PlayerEmotes_Event
|
|
===============
|
|
*/
|
|
static void PlayerEmotes_Event( void* ptr, int event ) {
|
|
|
|
if ( event != QM_ACTIVATED )
|
|
return;
|
|
|
|
s_playerEmotes.keyBindActive = qfalse;
|
|
|
|
switch ( ((menucommon_s *)ptr)->id ) {
|
|
//Fav button hit
|
|
case ID_FAV_EMOTE:
|
|
PlayerEmotes_HandleFav();
|
|
break;
|
|
|
|
//emote button pressed
|
|
case ID_EMOTELIST1:
|
|
case ID_EMOTELIST2:
|
|
case ID_EMOTELIST3:
|
|
case ID_EMOTELIST4:
|
|
case ID_EMOTELIST5:
|
|
case ID_EMOTELIST6:
|
|
case ID_EMOTELIST7:
|
|
case ID_EMOTELIST8:
|
|
case ID_EMOTELIST9:
|
|
case ID_EMOTELIST10:
|
|
case ID_EMOTELIST11:
|
|
case ID_EMOTELIST12:
|
|
PlayerEmotes_HandleNewEmote( ((menucommon_s *)ptr)->id );
|
|
break;
|
|
|
|
//any of the main buttons
|
|
case ID_RECENT:
|
|
case ID_FAVORITES:
|
|
case ID_VIEWALL:
|
|
case ID_SITTING:
|
|
case ID_CONSOLE:
|
|
case ID_GESTURE:
|
|
case ID_FULLBODY:
|
|
case ID_INJURED:
|
|
case ID_MISC:
|
|
PlayerEmotes_FillEmotesArray( ((menucommon_s *)ptr)->id );
|
|
PlayerEmotes_SetupScrollBar( &s_playerEmotes.scrollBar );
|
|
break;
|
|
|
|
case ID_BIND_EMOTE:
|
|
s_playerEmotes.keyBindActive = qtrue;
|
|
break;
|
|
|
|
case ID_DO_EMOTE:
|
|
PlayerEmotes_ExecuteOffset();
|
|
if ( s_playerEmotes.selectedEmote >= 0 )
|
|
trap_Cmd_ExecuteText( EXEC_APPEND, va( "emote %s\n", bg_emoteList[s_playerEmotes.selectedEmote].name ) );
|
|
|
|
UI_ForceMenuOff();
|
|
break;
|
|
|
|
case ID_LIST_UP:
|
|
s_playerEmotes.emoteListOffset--;
|
|
PlayerEmotes_BuildEmotesList( &s_playerEmotes.emoteListOffset );
|
|
PlayerEmotes_UpdateScrollBar( &s_playerEmotes.scrollBar );
|
|
break;
|
|
case ID_LIST_DN:
|
|
s_playerEmotes.emoteListOffset++;
|
|
PlayerEmotes_BuildEmotesList( &s_playerEmotes.emoteListOffset );
|
|
PlayerEmotes_UpdateScrollBar( &s_playerEmotes.scrollBar );
|
|
break;
|
|
case ID_MAINMENU:
|
|
UI_PopMenu();
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
PlayerEmotes_Draw
|
|
===============
|
|
*/
|
|
static void PlayerEmotes_Draw( void ) {
|
|
UI_MenuFrame( &s_playerEmotes.menu );
|
|
|
|
//Left side LCARS bars
|
|
trap_R_SetColor( colorTable[CT_LTGOLD1]);
|
|
UI_DrawHandlePic(30,203, 47, 70, uis.whiteShader);
|
|
|
|
trap_R_SetColor( colorTable[CT_LTBROWN1]);
|
|
UI_DrawHandlePic(30,276, 47, 78, uis.whiteShader);
|
|
|
|
trap_R_SetColor( colorTable[CT_DKRED1]);
|
|
UI_DrawHandlePic(30,357, 47, 32, uis.whiteShader);
|
|
|
|
//LCARS Numbers
|
|
UI_DrawProportionalString( 74, 66, "6154",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]);
|
|
UI_DrawProportionalString( 74, 84, "67144",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]);
|
|
UI_DrawProportionalString( 74, 188, "31456",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]);
|
|
|
|
UI_DrawProportionalString( 74, 206, "914344",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]);
|
|
UI_DrawProportionalString( 74, 279, "41634",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]);
|
|
UI_DrawProportionalString( 74, 360, "23513",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]);
|
|
|
|
UI_DrawProportionalString( 74, 395, "56123",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]);
|
|
|
|
UI_DrawProportionalString( 584, 142, "2112",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]);
|
|
|
|
//Lines for player model frame
|
|
trap_R_SetColor( colorTable[CT_LTBLUE1]);
|
|
UI_DrawHandlePic( 444, 228, 165, 1, uis.whiteShader); //81
|
|
UI_DrawHandlePic( 446, 293, 161, 1, uis.whiteShader); //83
|
|
UI_DrawHandlePic( 444, 365, 165, 1, uis.whiteShader); //81
|
|
|
|
UI_DrawHandlePic( 499, 162, 1, 266, uis.whiteShader); //136
|
|
UI_DrawHandlePic( 548, 162, 1, 266, uis.whiteShader); //136
|
|
|
|
//Draw Player
|
|
PlayerEmotes_DrawPlayer();
|
|
|
|
//Left Bracket around model picture
|
|
trap_R_SetColor( colorTable[CT_DKPURPLE2]);
|
|
UI_DrawHandlePic(444,158, 16, 16, uis.graphicBracket1CornerLU); //81
|
|
UI_DrawHandlePic(444,174, 8, 94, uis.whiteShader);
|
|
|
|
trap_R_SetColor( colorTable[CT_DKBROWN1]);
|
|
UI_DrawHandlePic(444,271, 8, 11, uis.whiteShader);
|
|
|
|
trap_R_SetColor( colorTable[CT_LTORANGE]);
|
|
UI_DrawHandlePic(446,285, 6, 21, uis.whiteShader);
|
|
|
|
trap_R_SetColor( colorTable[CT_DKBROWN1]);
|
|
UI_DrawHandlePic(444,310, 8, 11, uis.whiteShader);
|
|
|
|
trap_R_SetColor( colorTable[CT_DKPURPLE2]);
|
|
UI_DrawHandlePic(444,324, 8, 94, uis.whiteShader);
|
|
UI_DrawHandlePic(444,418, 16, -16, uis.graphicBracket1CornerLU); //LD
|
|
|
|
//Right Bracket around model picture
|
|
trap_R_SetColor( colorTable[CT_DKPURPLE2]);
|
|
UI_DrawHandlePic(593,158, -16, 16, uis.graphicBracket1CornerLU); //230
|
|
UI_DrawHandlePic(601,174, 8, 94, uis.whiteShader); //238
|
|
|
|
trap_R_SetColor( colorTable[CT_DKBROWN1]);
|
|
UI_DrawHandlePic(601,271, 8, 11, uis.whiteShader);
|
|
|
|
trap_R_SetColor( colorTable[CT_LTORANGE]);
|
|
UI_DrawHandlePic(601,285, 6, 21, uis.whiteShader);
|
|
|
|
trap_R_SetColor( colorTable[CT_DKBROWN1]);
|
|
UI_DrawHandlePic(601,310, 8, 11, uis.whiteShader);
|
|
|
|
trap_R_SetColor( colorTable[CT_DKPURPLE2]);
|
|
UI_DrawHandlePic(601,324, 8, 94, uis.whiteShader);
|
|
UI_DrawHandlePic(593,418, -16, -16, uis.graphicBracket1CornerLU); //375 //RD
|
|
|
|
//Frame around the emotes selection list
|
|
UI_DrawHandlePic( 85, 146, 8, -32, s_playerEmotes.corner_ll_4_18); // UL Corner
|
|
UI_DrawHandlePic( 85, 427, 8, 8, s_playerEmotes.corner_ll_4_4); // LL Corner
|
|
UI_DrawHandlePic( 237, 158, 32, 32, s_playerEmotes.corner_ur_18_18); // UR Corner
|
|
UI_DrawHandlePic( 239, 426, 32, 8, s_playerEmotes.corner_lr_18_4); // LR Corner
|
|
UI_DrawHandlePic( 85, 177, 4, 252, uis.whiteShader); // Left side
|
|
UI_DrawHandlePic( 241, 183, 18, 18, uis.whiteShader ); //Right Side Up Arrow Button
|
|
//UI_DrawHandlePic( 241, 204, 18, 198, uis.whiteShader); // Right side
|
|
if ( s_playerEmotes.scrollBar.generic.flags & QMF_HIDDEN )
|
|
{
|
|
UI_DrawHandlePic( 241, 204, 18, 198, uis.whiteShader); // Right side
|
|
}
|
|
else
|
|
{
|
|
if ( s_playerEmotes.scrollBar.generic.y > MAX_SCROLLTOP + 4 )
|
|
UI_DrawHandlePic( 241, 204, 18, s_playerEmotes.scrollBar.generic.y - MAX_SCROLLTOP - 3, uis.whiteShader);
|
|
if ( s_playerEmotes.scrollBar.generic.bottom + 3 < 402 ) //343
|
|
UI_DrawHandlePic( 241, s_playerEmotes.scrollBar.generic.bottom + 3, 18, 402 - 3 - s_playerEmotes.scrollBar.generic.bottom, uis.whiteShader);
|
|
}
|
|
|
|
UI_DrawHandlePic( 241, 405, 18, 18, uis.whiteShader ); //Right Side Down Button
|
|
UI_DrawHandlePic( 89, 158, 151, 18, uis.whiteShader); // Top
|
|
UI_DrawHandlePic( 90, 429, 150, 4, uis.whiteShader); // Bottom
|
|
|
|
//Frame around the specific emote parameters
|
|
UI_DrawHandlePic( 263, 146, 8, -32, s_playerEmotes.corner_ll_4_18); // UL Corner
|
|
UI_DrawHandlePic( 263, 427, 8, 8, s_playerEmotes.corner_ll_4_4); // LL Corner
|
|
UI_DrawHandlePic( 432, 146, -8, -32, s_playerEmotes.corner_ll_4_18); // UR Corner
|
|
UI_DrawHandlePic( 432, 427, -8, 8, s_playerEmotes.corner_ll_4_4); // LR Corner
|
|
UI_DrawHandlePic( 263, 178, 4, 249, uis.whiteShader); // Left side
|
|
UI_DrawHandlePic( 436, 178, 4, 249, uis.whiteShader); // Right side
|
|
UI_DrawHandlePic( 267, 158, 166, 18, uis.whiteShader); // Top
|
|
UI_DrawHandlePic( 267, 429, 168, 4, uis.whiteShader); // Bottom
|
|
|
|
//Emote Name / "Select an Emote"
|
|
{
|
|
char text[32];
|
|
|
|
if ( s_playerEmotes.selectedEmote < 0 )
|
|
Q_strncpyz( text, menu_normal_text[MNT_CHOOSEEMOTE], sizeof( text ) );
|
|
else
|
|
Q_strncpyz( text, s_playerEmotes.emoteTitle, sizeof( text ) );
|
|
|
|
UI_DrawProportionalString( 351, 189, text, UI_CENTER|UI_SMALLFONT, colorTable[CT_LTGOLD1] );
|
|
}
|
|
|
|
//Emote List Text
|
|
UI_DrawProportionalString( 92, 160, menu_normal_text[ MNT_EMOTELIST ], UI_SMALLFONT, colorTable[CT_BLACK] );
|
|
|
|
//Emote Parameters Text
|
|
UI_DrawProportionalString( 351, 160, menu_normal_text[ MNT_EMOTEPARAM ], UI_CENTER | UI_SMALLFONT, colorTable[CT_BLACK] );
|
|
|
|
//set the relevant enum for the binds button
|
|
if ( s_playerEmotes.keyBindActive )
|
|
s_playerEmotes.emoteBind.textEnum = MBT_PRESS_KEY;
|
|
else
|
|
s_playerEmotes.emoteBind.textEnum = MBT_KEY_BIND;
|
|
|
|
if ( s_playerEmotes.selectedEmote < 0 )
|
|
s_playerEmotes.playEmote.textEnum = MBT_CHANGE_OFFSET;
|
|
else
|
|
s_playerEmotes.playEmote.textEnum = MBT_DO_EMOTE;
|
|
|
|
Menu_Draw( &s_playerEmotes.menu );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
PlayerEmotes_DrawBinding
|
|
===============
|
|
*/
|
|
static void PlayerEmotes_DrawBinding( void *self ) {
|
|
qboolean focus;
|
|
menuaction_s *action;
|
|
int x,y;
|
|
int bind;
|
|
char name[20];
|
|
int buttonColor;
|
|
int textColor;
|
|
int width;
|
|
|
|
action = (menuaction_s *)self;
|
|
|
|
x = action->generic.x;
|
|
y = action->generic.y;
|
|
|
|
focus = ( Menu_ItemAtCursor( action->generic.parent ) == action );
|
|
|
|
bind = s_playerEmotes.bindValue;
|
|
|
|
//Get bind name
|
|
if ( bind <= 0 || bind >=256 ) {
|
|
Q_strncpyz( name, "???", sizeof( name ) );
|
|
}
|
|
else {
|
|
trap_Key_KeynumToStringBuf( bind, name, sizeof( name ) );
|
|
Q_strupr( name );
|
|
}
|
|
|
|
//get relevant colors
|
|
if ( focus ) {
|
|
buttonColor = CT_LTPURPLE1;
|
|
textColor = CT_WHITE;
|
|
}
|
|
else {
|
|
buttonColor = CT_DKPURPLE1;
|
|
textColor = CT_BLACK;
|
|
}
|
|
|
|
if ( focus ) {
|
|
if ( menu_button_text[action->textEnum][1] ) {
|
|
UI_DrawProportionalString( action->generic.parent->descX, action->generic.parent->descY, menu_button_text[action->textEnum][1], UI_LEFT|UI_TINYFONT, colorTable[CT_BLACK]);
|
|
}
|
|
}
|
|
|
|
width = action->width;
|
|
|
|
if ( !width ) {
|
|
if ( menu_button_text[action->textEnum][0] )
|
|
width = 19 + (SMALLCHAR_WIDTH * strlen(menu_button_text[action->textEnum][0])) + 19;
|
|
else
|
|
width = 19 + (SMALLCHAR_WIDTH * 11) + 19;
|
|
}
|
|
|
|
if ( action->generic.flags & QMF_GRAYED )
|
|
trap_R_SetColor( colorMdGrey );
|
|
else
|
|
trap_R_SetColor( colorTable[buttonColor] );
|
|
|
|
UI_DrawHandlePic( x - (width>>1), y, 19, 19, uis.graphicButtonLeftEnd);
|
|
UI_DrawHandlePic( x + (width>>1) - 19, y, -19, 19, uis.graphicButtonLeftEnd); //right
|
|
UI_DrawHandlePic( ( x - (width>>1)) + 11, y, width - 24, 19, uis.whiteShader);
|
|
trap_R_SetColor( NULL );
|
|
|
|
//button text
|
|
if ( strlen( menu_button_text[action->textEnum][0] ) ) {
|
|
UI_DrawProportionalString( x + action->textX, y + action->textY, menu_button_text[action->textEnum][0], UI_CENTER | UI_SMALLFONT, colorTable[textColor] );
|
|
}
|
|
|
|
//bind text
|
|
if ( action->generic.flags & QMF_GRAYED )
|
|
textColor = CT_DKGREY;
|
|
else
|
|
textColor = CT_WHITE;
|
|
UI_DrawProportionalString( x + action->textX, y + action->textY + MENU_BUTTON_MED_HEIGHT + 4, name, UI_CENTER | UI_SMALLFONT, colorTable[textColor] );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
PlayerEmotes_DrawScrollBar
|
|
=================
|
|
*/
|
|
static void PlayerEmotes_DrawScrollBar( void *self )
|
|
{
|
|
qboolean focus;
|
|
menuaction_s *bar;
|
|
int *y;
|
|
int color;
|
|
int newY;
|
|
int dif;
|
|
|
|
bar = (menuaction_s *)self;
|
|
|
|
focus = ( Menu_ItemAtCursor( bar->generic.parent ) == bar );
|
|
|
|
if ( focus )
|
|
color = bar->color2;
|
|
else
|
|
color = bar->color;
|
|
|
|
trap_R_SetColor( colorTable[ color ] );
|
|
UI_DrawHandlePic( bar->generic.x, bar->generic.y, bar->width, bar->height, uis.whiteShader);
|
|
trap_R_SetColor( NULL );
|
|
|
|
if ( !s_playerEmotes.scrollData.mouseDown )
|
|
return;
|
|
|
|
if ( !trap_Key_IsDown( K_MOUSE1 ) )
|
|
{
|
|
s_playerEmotes.scrollData.mouseDown = qfalse;
|
|
uis.activemenu->noNewSelecting = qfalse;
|
|
return;
|
|
}
|
|
|
|
if ( uis.cursory == s_playerEmotes.scrollData.yStart )
|
|
return;
|
|
|
|
y = &bar->generic.y;
|
|
|
|
newY = *y + (uis.cursory - s_playerEmotes.scrollData.yStart);
|
|
|
|
if ( newY+bar->height > MAX_SCROLLTOP + MAX_SCROLLRANGE )
|
|
newY = (MAX_SCROLLTOP + MAX_SCROLLRANGE) - bar->height;
|
|
|
|
if ( newY < MAX_SCROLLTOP )
|
|
newY = MAX_SCROLLTOP;
|
|
|
|
dif = newY - *y;
|
|
|
|
s_playerEmotes.emoteListOffset += dif * (s_playerEmotes.scrollData.doubleStep ? 2 : 1);
|
|
PlayerEmotes_BuildEmotesList( &s_playerEmotes.emoteListOffset );
|
|
|
|
*y = newY;
|
|
bar->generic.top = *y;
|
|
bar->generic.bottom = *y + bar->height;
|
|
|
|
s_playerEmotes.scrollData.yStart = uis.cursory;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
PlayerEmotes_SetupScrollBar
|
|
=================
|
|
*/
|
|
static void PlayerEmotes_SetupScrollBar( menuaction_s *bar )
|
|
{
|
|
int height;
|
|
|
|
//first make sure it's worth enabling this at all
|
|
if ( s_playerEmotes.numEmotes <= MAX_MENULISTITEMS )
|
|
{
|
|
bar->generic.flags = QMF_INACTIVE | QMF_HIDDEN;
|
|
return;
|
|
}
|
|
|
|
//show the bar
|
|
bar->generic.flags &= ~(QMF_INACTIVE | QMF_HIDDEN);
|
|
|
|
//calculate the necessary height of the bar
|
|
//by default, assume 1 pixel per offset
|
|
height = ( MAX_SCROLLRANGE ) - ( s_playerEmotes.numEmotes - MAX_MENULISTITEMS );
|
|
|
|
//ensure box doesn't get too small
|
|
if ( height < MIN_SCROLLHEIGHT )
|
|
{
|
|
//double the step in that case
|
|
//a bit hacky, but no need for 3 since the limit isn't that high
|
|
height = ( MAX_SCROLLRANGE ) - ( s_playerEmotes.numEmotes * 0.5 - MAX_MENULISTITEMS );
|
|
s_playerEmotes.scrollData.doubleStep = qtrue;
|
|
}
|
|
else
|
|
{
|
|
s_playerEmotes.scrollData.doubleStep = qfalse;
|
|
}
|
|
|
|
//reset to top
|
|
bar->generic.y = bar->generic.top = MAX_SCROLLTOP;
|
|
|
|
bar->height = height;
|
|
bar->generic.bottom = bar->generic.y + height;
|
|
|
|
}
|
|
|
|
/*
|
|
=================
|
|
PlayerEmotes_UpdateScrollBar
|
|
=================
|
|
*/
|
|
static void PlayerEmotes_UpdateScrollBar( menuaction_s *bar )
|
|
{
|
|
bar->generic.y = MAX_SCROLLTOP + s_playerEmotes.emoteListOffset*(s_playerEmotes.scrollData.doubleStep ? 0.5 : 1);
|
|
bar->generic.top = bar->generic.y;
|
|
bar->generic.bottom = bar->generic.top + bar->height;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
PlayerEmotes_KeyEvent
|
|
===============
|
|
*/
|
|
static sfxHandle_t PlayerEmotes_KeyEvent ( int key ) {
|
|
menucommon_s *s;
|
|
int i;
|
|
char command[256];
|
|
int emoteId;
|
|
|
|
s = (menucommon_s *)Menu_ItemAtCursor( &s_playerEmotes.menu );
|
|
|
|
if ( s_playerEmotes.keyBindActive ) {
|
|
if (key & K_CHAR_FLAG)
|
|
goto end;
|
|
|
|
if ( key < 1 || key > 256 )
|
|
goto end;
|
|
|
|
switch ( key ) {
|
|
case K_ESCAPE:
|
|
s_playerEmotes.keyBindActive = qfalse;
|
|
return (menu_out_sound);
|
|
case '`':
|
|
goto end;
|
|
break;
|
|
}
|
|
|
|
//unbind this emote from anything else
|
|
for ( i = 1; i < 256; i++ ) {
|
|
trap_Key_GetBindingBuf( i, command, 256 );
|
|
|
|
if ( !Q_stricmp( command, va( "emote %s", bg_emoteList[s_playerEmotes.selectedEmote].name ) ) ) {
|
|
trap_Key_SetBinding( i, "" );
|
|
}
|
|
}
|
|
|
|
//set the new command
|
|
trap_Key_SetBinding( key, va( "emote %s", bg_emoteList[s_playerEmotes.selectedEmote].name ) );
|
|
s_playerEmotes.bindValue = key;
|
|
|
|
s_playerEmotes.keyBindActive = qfalse;
|
|
|
|
return ( menu_out_sound );
|
|
}
|
|
else {
|
|
//unbind the current key
|
|
if ( s->id == ID_BIND_EMOTE ) {
|
|
switch ( key ) {
|
|
case K_BACKSPACE:
|
|
case K_DEL:
|
|
case K_KP_DEL:
|
|
|
|
for ( i = 1; i < 256; i++ ) {
|
|
trap_Key_GetBindingBuf( i, command, 256 );
|
|
|
|
if ( !Q_stricmp( command, va( "emote %s", bg_emoteList[s_playerEmotes.selectedEmote].name ) ) ) {
|
|
trap_Key_SetBinding( i, "" );
|
|
s_playerEmotes.bindValue = -1;
|
|
}
|
|
}
|
|
return ( menu_out_sound );
|
|
}
|
|
}
|
|
}
|
|
|
|
//TiM - scroll bar
|
|
if ( key == K_MOUSE1 && Menu_ItemAtCursor( &s_playerEmotes.menu ) == &s_playerEmotes.scrollBar )
|
|
{
|
|
uis.activemenu->noNewSelecting = qtrue;
|
|
s_playerEmotes.scrollData.mouseDown = qtrue;
|
|
s_playerEmotes.scrollData.yStart = uis.cursory;
|
|
}
|
|
|
|
if ( key == K_MOUSE2 && ( s->id >= ID_EMOTELIST1 && s->id <= ID_EMOTELIST12 ) ) {
|
|
PlayerEmotes_ExecuteOffset();
|
|
|
|
emoteId = s_playerEmotes.mainEmotesList[ ((s->id - 100)-1)+s_playerEmotes.emoteListOffset ];
|
|
|
|
if ( emoteId >= 0 && emoteId < bg_numEmotes ) {
|
|
trap_Cmd_ExecuteText( EXEC_APPEND, va( "wait 5;emote %s\n", bg_emoteList[emoteId].name ) );
|
|
|
|
UI_ForceMenuOff();
|
|
return menu_out_sound;
|
|
}
|
|
}
|
|
|
|
end:
|
|
return ( Menu_DefaultKey( &s_playerEmotes.menu, key ) );
|
|
}
|
|
|
|
void UI_PlayerEmotes_Cache( void ) {
|
|
|
|
s_playerEmotes.corner_ll_4_4 = trap_R_RegisterShaderNoMip("menu/common/corner_ll_4_4");
|
|
s_playerEmotes.corner_ll_4_18 = trap_R_RegisterShaderNoMip("menu/common/corner_ll_4_18");
|
|
s_playerEmotes.corner_lr_4_18 = trap_R_RegisterShaderNoMip("menu/common/corner_lr_4_18");
|
|
s_playerEmotes.corner_lr_18_4 = trap_R_RegisterShaderNoMip("menu/common/corner_lr_18_4");
|
|
s_playerEmotes.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);
|
|
}
|
|
|
|
/*
|
|
===============
|
|
PlayerEmotes_Init
|
|
===============
|
|
*/
|
|
static void PlayerEmotes_Init( void ) {
|
|
int x, y;
|
|
int i;
|
|
qboolean showRecent = qfalse;
|
|
|
|
UI_PlayerEmotes_Cache();
|
|
|
|
uis.spinView = qfalse;
|
|
uis.lastYaw = 160;
|
|
|
|
PlayerEmotes_InitModel();
|
|
|
|
s_playerEmotes.menu.wrapAround = qtrue;
|
|
s_playerEmotes.menu.fullscreen = qtrue;
|
|
s_playerEmotes.menu.draw = PlayerEmotes_Draw;
|
|
s_playerEmotes.menu.descX = MENU_DESC_X;
|
|
s_playerEmotes.menu.descY = MENU_DESC_Y;
|
|
s_playerEmotes.menu.titleX = MENU_TITLE_X;
|
|
s_playerEmotes.menu.titleY = MENU_TITLE_Y;
|
|
s_playerEmotes.menu.footNoteEnum = MNT_EMOTES;
|
|
s_playerEmotes.menu.titleI = MNT_EMOTES_MENU;
|
|
s_playerEmotes.menu.key = PlayerEmotes_KeyEvent;
|
|
|
|
x = 119;
|
|
y = 57;
|
|
s_playerEmotes.recentFilter.generic.type = MTYPE_BITMAP;
|
|
s_playerEmotes.recentFilter.generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
|
|
s_playerEmotes.recentFilter.generic.x = x;
|
|
s_playerEmotes.recentFilter.generic.y = y;
|
|
s_playerEmotes.recentFilter.generic.name = GRAPHIC_SQUARE;
|
|
s_playerEmotes.recentFilter.generic.id = ID_RECENT;
|
|
s_playerEmotes.recentFilter.generic.callback = PlayerEmotes_Event;
|
|
s_playerEmotes.recentFilter.width = MENU_BUTTON_MED_WIDTH;
|
|
s_playerEmotes.recentFilter.height = MENU_BUTTON_MED_HEIGHT;
|
|
s_playerEmotes.recentFilter.color = CT_DKPURPLE1;
|
|
s_playerEmotes.recentFilter.color2 = CT_LTPURPLE1;
|
|
s_playerEmotes.recentFilter.textX = MENU_BUTTON_TEXT_X;
|
|
s_playerEmotes.recentFilter.textY = MENU_BUTTON_TEXT_Y;
|
|
s_playerEmotes.recentFilter.textEnum = MBT_RECENT_FILTER;
|
|
s_playerEmotes.recentFilter.textcolor = CT_BLACK;
|
|
s_playerEmotes.recentFilter.textcolor2 = CT_WHITE;
|
|
|
|
y += 25;
|
|
s_playerEmotes.favoritesFilter.generic.type = MTYPE_BITMAP;
|
|
s_playerEmotes.favoritesFilter.generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
|
|
s_playerEmotes.favoritesFilter.generic.x = x;
|
|
s_playerEmotes.favoritesFilter.generic.y = y;
|
|
s_playerEmotes.favoritesFilter.generic.name = GRAPHIC_SQUARE;
|
|
s_playerEmotes.favoritesFilter.generic.id = ID_FAVORITES;
|
|
s_playerEmotes.favoritesFilter.generic.callback = PlayerEmotes_Event;
|
|
s_playerEmotes.favoritesFilter.width = MENU_BUTTON_MED_WIDTH;
|
|
s_playerEmotes.favoritesFilter.height = MENU_BUTTON_MED_HEIGHT;
|
|
s_playerEmotes.favoritesFilter.color = CT_DKPURPLE1;
|
|
s_playerEmotes.favoritesFilter.color2 = CT_LTPURPLE1;
|
|
s_playerEmotes.favoritesFilter.textX = MENU_BUTTON_TEXT_X;
|
|
s_playerEmotes.favoritesFilter.textY = MENU_BUTTON_TEXT_Y;
|
|
s_playerEmotes.favoritesFilter.textEnum = MBT_FAV_FILTER;
|
|
s_playerEmotes.favoritesFilter.textcolor = CT_BLACK;
|
|
s_playerEmotes.favoritesFilter.textcolor2 = CT_WHITE;
|
|
|
|
y += 25;
|
|
s_playerEmotes.viewAllFilter.generic.type = MTYPE_BITMAP;
|
|
s_playerEmotes.viewAllFilter.generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
|
|
s_playerEmotes.viewAllFilter.generic.x = x;
|
|
s_playerEmotes.viewAllFilter.generic.y = y;
|
|
s_playerEmotes.viewAllFilter.generic.name = GRAPHIC_SQUARE;
|
|
s_playerEmotes.viewAllFilter.generic.id = ID_VIEWALL;
|
|
s_playerEmotes.viewAllFilter.generic.callback = PlayerEmotes_Event;
|
|
s_playerEmotes.viewAllFilter.width = MENU_BUTTON_MED_WIDTH;
|
|
s_playerEmotes.viewAllFilter.height = MENU_BUTTON_MED_HEIGHT;
|
|
s_playerEmotes.viewAllFilter.color = CT_DKPURPLE1;
|
|
s_playerEmotes.viewAllFilter.color2 = CT_LTPURPLE1;
|
|
s_playerEmotes.viewAllFilter.textX = MENU_BUTTON_TEXT_X;
|
|
s_playerEmotes.viewAllFilter.textY = MENU_BUTTON_TEXT_Y;
|
|
s_playerEmotes.viewAllFilter.textEnum = MBT_ALL_FILTER;
|
|
s_playerEmotes.viewAllFilter.textcolor = CT_BLACK;
|
|
s_playerEmotes.viewAllFilter.textcolor2 = CT_WHITE;
|
|
|
|
y = 57;
|
|
x += 153;
|
|
s_playerEmotes.sittingFilter.generic.type = MTYPE_BITMAP;
|
|
s_playerEmotes.sittingFilter.generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
|
|
s_playerEmotes.sittingFilter.generic.x = x;
|
|
s_playerEmotes.sittingFilter.generic.y = y;
|
|
s_playerEmotes.sittingFilter.generic.name = GRAPHIC_SQUARE;
|
|
s_playerEmotes.sittingFilter.generic.id = ID_SITTING;
|
|
s_playerEmotes.sittingFilter.generic.callback = PlayerEmotes_Event;
|
|
s_playerEmotes.sittingFilter.width = MENU_BUTTON_MED_WIDTH;
|
|
s_playerEmotes.sittingFilter.height = MENU_BUTTON_MED_HEIGHT;
|
|
s_playerEmotes.sittingFilter.color = CT_DKPURPLE1;
|
|
s_playerEmotes.sittingFilter.color2 = CT_LTPURPLE1;
|
|
s_playerEmotes.sittingFilter.textX = MENU_BUTTON_TEXT_X;
|
|
s_playerEmotes.sittingFilter.textY = MENU_BUTTON_TEXT_Y;
|
|
s_playerEmotes.sittingFilter.textEnum = MBT_SITTING_FILTER;
|
|
s_playerEmotes.sittingFilter.textcolor = CT_BLACK;
|
|
s_playerEmotes.sittingFilter.textcolor2 = CT_WHITE;
|
|
|
|
y += 25;
|
|
s_playerEmotes.consoleFilter.generic.type = MTYPE_BITMAP;
|
|
s_playerEmotes.consoleFilter.generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
|
|
s_playerEmotes.consoleFilter.generic.x = x;
|
|
s_playerEmotes.consoleFilter.generic.y = y;
|
|
s_playerEmotes.consoleFilter.generic.name = GRAPHIC_SQUARE;
|
|
s_playerEmotes.consoleFilter.generic.id = ID_CONSOLE;
|
|
s_playerEmotes.consoleFilter.generic.callback = PlayerEmotes_Event;
|
|
s_playerEmotes.consoleFilter.width = MENU_BUTTON_MED_WIDTH;
|
|
s_playerEmotes.consoleFilter.height = MENU_BUTTON_MED_HEIGHT;
|
|
s_playerEmotes.consoleFilter.color = CT_DKPURPLE1;
|
|
s_playerEmotes.consoleFilter.color2 = CT_LTPURPLE1;
|
|
s_playerEmotes.consoleFilter.textX = MENU_BUTTON_TEXT_X;
|
|
s_playerEmotes.consoleFilter.textY = MENU_BUTTON_TEXT_Y;
|
|
s_playerEmotes.consoleFilter.textEnum = MBT_CONSOLE_FILTER;
|
|
s_playerEmotes.consoleFilter.textcolor = CT_BLACK;
|
|
s_playerEmotes.consoleFilter.textcolor2 = CT_WHITE;
|
|
|
|
y += 25;
|
|
s_playerEmotes.gestureFilter.generic.type = MTYPE_BITMAP;
|
|
s_playerEmotes.gestureFilter.generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
|
|
s_playerEmotes.gestureFilter.generic.x = x;
|
|
s_playerEmotes.gestureFilter.generic.y = y;
|
|
s_playerEmotes.gestureFilter.generic.name = GRAPHIC_SQUARE;
|
|
s_playerEmotes.gestureFilter.generic.id = ID_GESTURE;
|
|
s_playerEmotes.gestureFilter.generic.callback = PlayerEmotes_Event;
|
|
s_playerEmotes.gestureFilter.width = MENU_BUTTON_MED_WIDTH;
|
|
s_playerEmotes.gestureFilter.height = MENU_BUTTON_MED_HEIGHT;
|
|
s_playerEmotes.gestureFilter.color = CT_DKPURPLE1;
|
|
s_playerEmotes.gestureFilter.color2 = CT_LTPURPLE1;
|
|
s_playerEmotes.gestureFilter.textX = MENU_BUTTON_TEXT_X;
|
|
s_playerEmotes.gestureFilter.textY = MENU_BUTTON_TEXT_Y;
|
|
s_playerEmotes.gestureFilter.textEnum = MBT_GESTURE_FILTER;
|
|
s_playerEmotes.gestureFilter.textcolor = CT_BLACK;
|
|
s_playerEmotes.gestureFilter.textcolor2 = CT_WHITE;
|
|
|
|
x += 153;
|
|
y = 57;
|
|
s_playerEmotes.fullMotionFilter.generic.type = MTYPE_BITMAP;
|
|
s_playerEmotes.fullMotionFilter.generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
|
|
s_playerEmotes.fullMotionFilter.generic.x = x;
|
|
s_playerEmotes.fullMotionFilter.generic.y = y;
|
|
s_playerEmotes.fullMotionFilter.generic.name = GRAPHIC_SQUARE;
|
|
s_playerEmotes.fullMotionFilter.generic.id = ID_FULLBODY;
|
|
s_playerEmotes.fullMotionFilter.generic.callback = PlayerEmotes_Event;
|
|
s_playerEmotes.fullMotionFilter.width = MENU_BUTTON_MED_WIDTH;
|
|
s_playerEmotes.fullMotionFilter.height = MENU_BUTTON_MED_HEIGHT;
|
|
s_playerEmotes.fullMotionFilter.color = CT_DKPURPLE1;
|
|
s_playerEmotes.fullMotionFilter.color2 = CT_LTPURPLE1;
|
|
s_playerEmotes.fullMotionFilter.textX = MENU_BUTTON_TEXT_X;
|
|
s_playerEmotes.fullMotionFilter.textY = MENU_BUTTON_TEXT_Y;
|
|
s_playerEmotes.fullMotionFilter.textEnum = MBT_FULLMOTION_FILTER;
|
|
s_playerEmotes.fullMotionFilter.textcolor = CT_BLACK;
|
|
s_playerEmotes.fullMotionFilter.textcolor2 = CT_WHITE;
|
|
|
|
y += 25;
|
|
s_playerEmotes.injuredFilter.generic.type = MTYPE_BITMAP;
|
|
s_playerEmotes.injuredFilter.generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
|
|
s_playerEmotes.injuredFilter.generic.x = x;
|
|
s_playerEmotes.injuredFilter.generic.y = y;
|
|
s_playerEmotes.injuredFilter.generic.name = GRAPHIC_SQUARE;
|
|
s_playerEmotes.injuredFilter.generic.id = ID_INJURED;
|
|
s_playerEmotes.injuredFilter.generic.callback = PlayerEmotes_Event;
|
|
s_playerEmotes.injuredFilter.width = MENU_BUTTON_MED_WIDTH;
|
|
s_playerEmotes.injuredFilter.height = MENU_BUTTON_MED_HEIGHT;
|
|
s_playerEmotes.injuredFilter.color = CT_DKPURPLE1;
|
|
s_playerEmotes.injuredFilter.color2 = CT_LTPURPLE1;
|
|
s_playerEmotes.injuredFilter.textX = MENU_BUTTON_TEXT_X;
|
|
s_playerEmotes.injuredFilter.textY = MENU_BUTTON_TEXT_Y;
|
|
s_playerEmotes.injuredFilter.textEnum = MBT_INJURED_FILTER;
|
|
s_playerEmotes.injuredFilter.textcolor = CT_BLACK;
|
|
s_playerEmotes.injuredFilter.textcolor2 = CT_WHITE;
|
|
|
|
y += 25;
|
|
s_playerEmotes.miscFilter.generic.type = MTYPE_BITMAP;
|
|
s_playerEmotes.miscFilter.generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
|
|
s_playerEmotes.miscFilter.generic.x = x;
|
|
s_playerEmotes.miscFilter.generic.y = y;
|
|
s_playerEmotes.miscFilter.generic.name = GRAPHIC_SQUARE;
|
|
s_playerEmotes.miscFilter.generic.id = ID_MISC;
|
|
s_playerEmotes.miscFilter.generic.callback = PlayerEmotes_Event;
|
|
s_playerEmotes.miscFilter.width = MENU_BUTTON_MED_WIDTH;
|
|
s_playerEmotes.miscFilter.height = MENU_BUTTON_MED_HEIGHT;
|
|
s_playerEmotes.miscFilter.color = CT_DKPURPLE1;
|
|
s_playerEmotes.miscFilter.color2 = CT_LTPURPLE1;
|
|
s_playerEmotes.miscFilter.textX = MENU_BUTTON_TEXT_X;
|
|
s_playerEmotes.miscFilter.textY = MENU_BUTTON_TEXT_Y;
|
|
s_playerEmotes.miscFilter.textEnum = MBT_MISC_FILTER;
|
|
s_playerEmotes.miscFilter.textcolor = CT_BLACK;
|
|
s_playerEmotes.miscFilter.textcolor2 = CT_WHITE;
|
|
|
|
x = 90;
|
|
y = 179;
|
|
for (i = 0; i < MAX_MENULISTITEMS; i++ ) {
|
|
s_playerEmotes.emotesMenu[i].generic.type = MTYPE_BITMAP;
|
|
s_playerEmotes.emotesMenu[i].generic.flags = QMF_INACTIVE | QMF_HIDDEN;
|
|
s_playerEmotes.emotesMenu[i].generic.x = x;
|
|
s_playerEmotes.emotesMenu[i].generic.y = y;
|
|
s_playerEmotes.emotesMenu[i].generic.callback = PlayerEmotes_Event;
|
|
s_playerEmotes.emotesMenu[i].generic.id = ID_EMOTELIST1+i;
|
|
s_playerEmotes.emotesMenu[i].width = 129;
|
|
s_playerEmotes.emotesMenu[i].height = 16;
|
|
s_playerEmotes.emotesMenu[i].color = CT_DKPURPLE1;
|
|
s_playerEmotes.emotesMenu[i].color2 = CT_LTPURPLE1;
|
|
s_playerEmotes.emotesMenu[i].textPtr = NULL;
|
|
s_playerEmotes.emotesMenu[i].textX = 4;
|
|
s_playerEmotes.emotesMenu[i].textY = 1;
|
|
s_playerEmotes.emotesMenu[i].textcolor = CT_DKGOLD1;
|
|
s_playerEmotes.emotesMenu[i].textcolor2 = CT_LTGOLD1;
|
|
s_playerEmotes.emotesMenu[i].textStyle = UI_SMALLFONT;
|
|
|
|
y += 21;
|
|
}
|
|
|
|
s_playerEmotes.upArrow.generic.type = MTYPE_BITMAP;
|
|
s_playerEmotes.upArrow.generic.flags = QMF_INACTIVE | QMF_GRAYED;
|
|
s_playerEmotes.upArrow.generic.x = 242;
|
|
s_playerEmotes.upArrow.generic.y = 185;
|
|
s_playerEmotes.upArrow.generic.name = PIC_ARROW_UP;
|
|
s_playerEmotes.upArrow.generic.id = ID_LIST_UP;
|
|
s_playerEmotes.upArrow.generic.callback = PlayerEmotes_Event;
|
|
s_playerEmotes.upArrow.width = 16;
|
|
s_playerEmotes.upArrow.height = 16;
|
|
s_playerEmotes.upArrow.color = CT_DKPURPLE1;
|
|
s_playerEmotes.upArrow.color2 = CT_LTPURPLE1;
|
|
s_playerEmotes.upArrow.textX = MENU_BUTTON_TEXT_X;
|
|
s_playerEmotes.upArrow.textY = MENU_BUTTON_TEXT_Y;
|
|
s_playerEmotes.upArrow.textcolor = CT_BLACK;
|
|
s_playerEmotes.upArrow.textcolor2 = CT_WHITE;
|
|
|
|
s_playerEmotes.dnArrow.generic.type = MTYPE_BITMAP;
|
|
s_playerEmotes.dnArrow.generic.flags = QMF_INACTIVE | QMF_GRAYED;
|
|
s_playerEmotes.dnArrow.generic.x = 242;
|
|
s_playerEmotes.dnArrow.generic.y = 407;
|
|
s_playerEmotes.dnArrow.generic.name = PIC_ARROW_DOWN;
|
|
s_playerEmotes.dnArrow.generic.id = ID_LIST_DN;
|
|
s_playerEmotes.dnArrow.generic.callback = PlayerEmotes_Event;
|
|
s_playerEmotes.dnArrow.width = 16;
|
|
s_playerEmotes.dnArrow.height = 16;
|
|
s_playerEmotes.dnArrow.color = CT_DKPURPLE1;
|
|
s_playerEmotes.dnArrow.color2 = CT_LTPURPLE1;
|
|
s_playerEmotes.dnArrow.textX = MENU_BUTTON_TEXT_X;
|
|
s_playerEmotes.dnArrow.textY = MENU_BUTTON_TEXT_Y;
|
|
s_playerEmotes.dnArrow.textcolor = CT_BLACK;
|
|
s_playerEmotes.dnArrow.textcolor2 = CT_WHITE;
|
|
|
|
s_playerEmotes.mainMenu.generic.type = MTYPE_BITMAP;
|
|
s_playerEmotes.mainMenu.generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
|
|
s_playerEmotes.mainMenu.generic.x = 482;
|
|
s_playerEmotes.mainMenu.generic.y = 136;
|
|
s_playerEmotes.mainMenu.generic.name = BUTTON_GRAPHIC_LONGRIGHT;
|
|
s_playerEmotes.mainMenu.generic.id = ID_MAINMENU;
|
|
s_playerEmotes.mainMenu.generic.callback = PlayerEmotes_Event;
|
|
s_playerEmotes.mainMenu.width = MENU_BUTTON_MED_WIDTH;
|
|
s_playerEmotes.mainMenu.height = MENU_BUTTON_MED_HEIGHT;
|
|
s_playerEmotes.mainMenu.color = CT_DKPURPLE1;
|
|
s_playerEmotes.mainMenu.color2 = CT_LTPURPLE1;
|
|
s_playerEmotes.mainMenu.textX = MENU_BUTTON_TEXT_X;
|
|
s_playerEmotes.mainMenu.textY = MENU_BUTTON_TEXT_Y;
|
|
if ( !ingameFlag || !s_playerEmotes.fromConsole)
|
|
s_playerEmotes.mainMenu.textEnum = MBT_MAINMENU;
|
|
else
|
|
s_playerEmotes.mainMenu.textEnum = MBT_INGAMERESUME;
|
|
s_playerEmotes.mainMenu.textcolor = CT_BLACK;
|
|
s_playerEmotes.mainMenu.textcolor2 = CT_WHITE;
|
|
|
|
s_playerEmotes.modelOffset.generic.type = MTYPE_FIELD;
|
|
s_playerEmotes.modelOffset.generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
|
|
s_playerEmotes.modelOffset.generic.x = 351;
|
|
s_playerEmotes.modelOffset.generic.y = 225;
|
|
s_playerEmotes.modelOffset.generic.name = menu_normal_text[ MNT_MODELOFFSET ]; //TiM : This var was untouched from Q3, so I've modded it for RPG-X functionality
|
|
s_playerEmotes.modelOffset.field.widthInChars = 14;
|
|
s_playerEmotes.modelOffset.field.maxchars = 5;
|
|
s_playerEmotes.modelOffset.field.titleEnum = MBT_MODEL_OFFSET;
|
|
s_playerEmotes.modelOffset.field.textcolor = CT_WHITE; //CT_DKGOLD1
|
|
s_playerEmotes.modelOffset.field.textcolor2 = CT_WHITE; //CT_DKGOLD1
|
|
s_playerEmotes.modelOffset.field.style = UI_CENTER | UI_SMALLFONT; //Due to Raven's hacky nature, and my exploiting it therefore, SMALLFONT MUST accompany CENTER
|
|
|
|
s_playerEmotes.emoteBind.generic.type = MTYPE_ACTION;
|
|
s_playerEmotes.emoteBind.generic.flags = QMF_CENTER_JUSTIFY | QMF_GRAYED | QMF_INACTIVE;
|
|
s_playerEmotes.emoteBind.generic.x = 351;
|
|
s_playerEmotes.emoteBind.generic.y = 291;
|
|
s_playerEmotes.emoteBind.generic.id = ID_BIND_EMOTE;
|
|
s_playerEmotes.emoteBind.generic.callback = PlayerEmotes_Event;
|
|
s_playerEmotes.emoteBind.generic.ownerdraw = PlayerEmotes_DrawBinding;
|
|
s_playerEmotes.emoteBind.textEnum = MBT_KEY_BIND;
|
|
s_playerEmotes.emoteBind.width = 133;
|
|
s_playerEmotes.emoteBind.height = 39;
|
|
s_playerEmotes.emoteBind.textY = 2;
|
|
|
|
s_playerEmotes.addFav.generic.type = MTYPE_BITMAP;
|
|
s_playerEmotes.addFav.generic.flags = QMF_GRAYED | QMF_INACTIVE;
|
|
s_playerEmotes.addFav.generic.x = 273;
|
|
s_playerEmotes.addFav.generic.y = 355;
|
|
s_playerEmotes.addFav.generic.name = GRAPHIC_SQUARE;
|
|
s_playerEmotes.addFav.generic.id = ID_FAV_EMOTE;
|
|
s_playerEmotes.addFav.generic.callback = PlayerEmotes_Event;
|
|
s_playerEmotes.addFav.width = 157;
|
|
s_playerEmotes.addFav.height = 19;
|
|
s_playerEmotes.addFav.color = CT_DKPURPLE1;
|
|
s_playerEmotes.addFav.color2 = CT_LTPURPLE1;
|
|
s_playerEmotes.addFav.textX = MENU_BUTTON_TEXT_X;
|
|
s_playerEmotes.addFav.textY = MENU_BUTTON_TEXT_Y;
|
|
s_playerEmotes.addFav.textEnum = MBT_FAV_EMOTE;
|
|
s_playerEmotes.addFav.textcolor = CT_BLACK;
|
|
s_playerEmotes.addFav.textcolor2 = CT_WHITE;
|
|
|
|
s_playerEmotes.playEmote.generic.type = MTYPE_BITMAP;
|
|
s_playerEmotes.playEmote.generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
|
|
s_playerEmotes.playEmote.generic.x = 273;
|
|
s_playerEmotes.playEmote.generic.y = 381;
|
|
s_playerEmotes.playEmote.generic.name = GRAPHIC_SQUARE;
|
|
s_playerEmotes.playEmote.generic.id = ID_DO_EMOTE;
|
|
s_playerEmotes.playEmote.generic.callback = PlayerEmotes_Event;
|
|
s_playerEmotes.playEmote.width = 157;
|
|
s_playerEmotes.playEmote.height = 43;
|
|
s_playerEmotes.playEmote.color = CT_DKPURPLE1;
|
|
s_playerEmotes.playEmote.color2 = CT_LTPURPLE1;
|
|
s_playerEmotes.playEmote.textX = MENU_BUTTON_TEXT_X;
|
|
s_playerEmotes.playEmote.textY = MENU_BUTTON_TEXT_Y;
|
|
s_playerEmotes.playEmote.textEnum = MBT_DO_EMOTE;
|
|
s_playerEmotes.playEmote.textcolor = CT_BLACK;
|
|
s_playerEmotes.playEmote.textcolor2 = CT_WHITE;
|
|
|
|
//Spinbox for player model
|
|
s_playerEmotes.playerMdl.generic.type = MTYPE_BITMAP;
|
|
s_playerEmotes.playerMdl.generic.flags = QMF_SILENT; //INACTIVE
|
|
s_playerEmotes.playerMdl.generic.callback = PlayerEmotes_SpinPlayer;
|
|
s_playerEmotes.playerMdl.generic.x = 82+363; //440 //25
|
|
s_playerEmotes.playerMdl.generic.y = 158; //95
|
|
s_playerEmotes.playerMdl.width = 164; //32*6.6 //211.2 //246.2
|
|
s_playerEmotes.playerMdl.height = 276; //56*6.6 //369.6 //404.6
|
|
|
|
s_playerEmotes.scrollBar.generic.type = MTYPE_ACTION;
|
|
s_playerEmotes.scrollBar.generic.flags = QMF_INACTIVE | QMF_HIDDEN;
|
|
s_playerEmotes.scrollBar.generic.x = 241;
|
|
s_playerEmotes.scrollBar.generic.y = 204;
|
|
s_playerEmotes.scrollBar.generic.id = ID_SCROLLBAR;
|
|
s_playerEmotes.scrollBar.generic.ownerdraw = PlayerEmotes_DrawScrollBar;
|
|
s_playerEmotes.scrollBar.width = 18;
|
|
s_playerEmotes.scrollBar.height = MIN_SCROLLHEIGHT;
|
|
s_playerEmotes.scrollBar.color = CT_DKPURPLE1;
|
|
s_playerEmotes.scrollBar.color2 = CT_LTPURPLE1;
|
|
|
|
Menu_AddItem( &s_playerEmotes.menu, &s_playerEmotes.recentFilter );
|
|
Menu_AddItem( &s_playerEmotes.menu, &s_playerEmotes.favoritesFilter );
|
|
Menu_AddItem( &s_playerEmotes.menu, &s_playerEmotes.viewAllFilter );
|
|
Menu_AddItem( &s_playerEmotes.menu, &s_playerEmotes.sittingFilter );
|
|
Menu_AddItem( &s_playerEmotes.menu, &s_playerEmotes.consoleFilter );
|
|
Menu_AddItem( &s_playerEmotes.menu, &s_playerEmotes.gestureFilter );
|
|
Menu_AddItem( &s_playerEmotes.menu, &s_playerEmotes.fullMotionFilter );
|
|
Menu_AddItem( &s_playerEmotes.menu, &s_playerEmotes.injuredFilter );
|
|
Menu_AddItem( &s_playerEmotes.menu, &s_playerEmotes.miscFilter );
|
|
|
|
Menu_AddItem( &s_playerEmotes.menu, &s_playerEmotes.upArrow );
|
|
Menu_AddItem( &s_playerEmotes.menu, &s_playerEmotes.scrollBar );
|
|
Menu_AddItem( &s_playerEmotes.menu, &s_playerEmotes.dnArrow );
|
|
|
|
for (i = 0; i < MAX_MENULISTITEMS; i++ ) {
|
|
Menu_AddItem( &s_playerEmotes.menu, &s_playerEmotes.emotesMenu[i] );
|
|
}
|
|
|
|
Menu_AddItem( &s_playerEmotes.menu, &s_playerEmotes.modelOffset );
|
|
Menu_AddItem( &s_playerEmotes.menu, &s_playerEmotes.emoteBind );
|
|
Menu_AddItem( &s_playerEmotes.menu, &s_playerEmotes.addFav );
|
|
Menu_AddItem( &s_playerEmotes.menu, &s_playerEmotes.playEmote );
|
|
|
|
Menu_AddItem( &s_playerEmotes.menu, &s_playerEmotes.playerMdl );
|
|
Menu_AddItem( &s_playerEmotes.menu, &s_playerEmotes.mainMenu );
|
|
|
|
//Emote data initialization
|
|
//trap_Cvar_VariableStringBuffer( "modelOffset", modelOffset, sizeof( modelOffset ) );
|
|
s_playerEmotes.prevOffset = (int)trap_Cvar_VariableValue("modelOffset");
|
|
Q_strncpyz( s_playerEmotes.modelOffset.field.buffer, va("%i", s_playerEmotes.prevOffset), s_playerEmotes.modelOffset.field.maxchars );
|
|
|
|
s_playerEmotes.selectedEmote = -1;
|
|
|
|
//cheesy hack, but it works. if there's nothing in the recent array, do display all
|
|
for ( i = 1; i <= NUM_CVAR_STORES; i++ ) {
|
|
if ( (int)trap_Cvar_VariableValue( va( "ui_recentEmote%i", i ) ) >= 0 ) {
|
|
showRecent = qtrue;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( !showRecent ) {
|
|
Menu_SetCursorToItem( &s_playerEmotes.menu, &s_playerEmotes.viewAllFilter );
|
|
PlayerEmotes_FillEmotesArray( ID_VIEWALL );
|
|
}
|
|
else {
|
|
Menu_SetCursorToItem( &s_playerEmotes.menu, &s_playerEmotes.recentFilter );
|
|
PlayerEmotes_FillEmotesArray( ID_RECENT );
|
|
}
|
|
|
|
PlayerEmotes_SetupScrollBar( &s_playerEmotes.scrollBar );
|
|
PlayerEmotes_UpdateScrollBar( &s_playerEmotes.scrollBar );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
UI_EmotesMenu
|
|
===============
|
|
*/
|
|
void UI_EmotesMenu( qboolean fromConsole ) {
|
|
memset( &s_playerEmotes, 0, sizeof( s_playerEmotes ) );
|
|
|
|
s_playerEmotes.fromConsole = fromConsole;
|
|
PlayerEmotes_Init();
|
|
|
|
ingameFlag = qtrue;
|
|
Mouse_Show();
|
|
|
|
UI_PushMenu( &s_playerEmotes.menu );
|
|
}
|