rpgxef/code/ui/ui_emotes.c

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/*
======================================================
RPG-X Emotes Window
By TiM
14-5-2006
This menu is designed to allow players to choose emotes
they want their characters to play ingame.
======================================================
*/
#include "ui_local.h"
#define ID_RECENT 1
#define ID_FAVORITES 2
#define ID_VIEWALL 3
#define ID_SITTING 4
#define ID_CONSOLE 5
#define ID_GESTURE 6
#define ID_FULLBODY 7
#define ID_INJURED 8
#define ID_MISC 9
#define ID_MAINMENU 15
#define ID_BIND_EMOTE 16
#define ID_FAV_EMOTE 17
#define ID_DO_EMOTE 18
#define ID_LIST_UP 20
#define ID_LIST_DN 21
#define ID_SCROLLBAR 22
#define ID_EMOTELIST1 101
#define ID_EMOTELIST2 102
#define ID_EMOTELIST3 103
#define ID_EMOTELIST4 104
#define ID_EMOTELIST5 105
#define ID_EMOTELIST6 106
#define ID_EMOTELIST7 107
#define ID_EMOTELIST8 108
#define ID_EMOTELIST9 109
#define ID_EMOTELIST10 110
#define ID_EMOTELIST11 111
#define ID_EMOTELIST12 112
#define PIC_ARROW_UP "menu/common/arrow_up_16.tga"
#define PIC_ARROW_DOWN "menu/common/arrow_dn_16.tga"
#define MAX_MENULISTITEMS 12
#define MIN_SCROLLHEIGHT 8
#define MAX_SCROLLRANGE 198
#define MAX_SCROLLTOP 204
#define FAV_CVAR "ui_favoriteEmote"
#define LOW_MEMORY (5 * 1024 * 1024)
//Defined here so the PlayerModel APIs can handle them :)
static void PlayerEmotes_FillEmotesArray( int emoteCategory );
static void PlayerEmotes_UpdateScrollBar( menuaction_s *bar );
static void PlayerEmotes_SetupScrollBar( menuaction_s *bar );
//Un-necessary, emoteNum can be derived from
//the order in the list
/*typedef struct {
char emoteNameUpr[16];
int emoteNum;
} listEmote_t;*/
//TiM - data necessary for a scroll bar
typedef struct
{
qboolean mouseDown;
qboolean doubleStep;
int yStart;
} scrollData_t;
typedef struct {
menuframework_s menu;
//main buttons
menubitmap_s recentFilter;
menubitmap_s favoritesFilter;
menubitmap_s viewAllFilter;
menubitmap_s sittingFilter;
menubitmap_s consoleFilter;
menubitmap_s gestureFilter;
menubitmap_s fullMotionFilter;
menubitmap_s injuredFilter;
menubitmap_s miscFilter;
menubitmap_s mainMenu; //Return to game ( or main menu )
//menu arrows
menubitmap_s upArrow;
menubitmap_s dnArrow;
menuaction_s scrollBar;
//emote parameters list
char emoteTitle[26]; //Emote name displayed at the top
menufield_s modelOffset; //button used to enter in modeloffset data
menuaction_s emoteBind; //keybind(s) for this emote
int bindValue; //ASCII index of the key this emote is bound to
qboolean keyBindActive; //True while the code is waiting for the user to enter a new emote bind
menubitmap_s addFav; //Add Favorites Button
menubitmap_s playEmote; //Play Emote Button
int selectedEmote;
int favvedEmote; //the cvar index this emote is favved at
//playermodel rendering variables
menubitmap_s playerMdl;
char playerModel[MAX_QPATH];
playerInfo_t playerInfo;
vec3_t viewAngles;
vec3_t moveAngles;
//graphics definitions
qhandle_t corner_ll_4_18;
qhandle_t corner_ll_4_4;
qhandle_t corner_ur_18_18;
qhandle_t corner_lr_18_4;
qhandle_t corner_lr_4_18;
//active emotes storage definitions
int emoteListOffset; //offset that is incremented/decremented by the arrow tools
int numEmotes; //number of emotes in main list
menubitmap_s emotesMenu[MAX_MENULISTITEMS]; //buttons to display the active emote set
char emoteNames[MAX_MENULISTITEMS][25]; //local store for the emotes name
int mainEmotesList[175]; //the primary emote list, reset each time a new category is picked
int prevOffset; //Save the modeloffset so as to execute the command when we leave teh menu if changed
int currentMenu; //Save the current menu... we need this to refresh the fav menu if need be
//ie this menu was called via the console ( ie a key bind instead of from the main menu)
qboolean fromConsole;
scrollData_t scrollData; //TiM - Scroll data
} playerEmotes_t;
playerEmotes_t s_playerEmotes;
/*
=================
Player_SpinPlayer
=================
*/
static void PlayerEmotes_SpinPlayer( void* ptr, int event)
{
if ( event == QM_ACTIVATED )
{
uis.spinView = qtrue;
uis.cursorpx = uis.cursorx;
}
}
/*
=================
Player_InitModel
=================
*/
static void PlayerEmotes_InitModel( void )
{
memset( &s_playerEmotes.playerInfo, 0, sizeof(playerInfo_t) );
UI_PlayerInfo_SetModel( &s_playerEmotes.playerInfo, UI_Cvar_VariableString( "model" ) );
//Player_UpdateModel( ANIM_IDLE );
VectorClear( s_playerEmotes.viewAngles );
VectorClear( s_playerEmotes.moveAngles );
s_playerEmotes.viewAngles[YAW] = uis.lastYaw;
s_playerEmotes.viewAngles[PITCH] = 0;
s_playerEmotes.viewAngles[ROLL] = 0;
s_playerEmotes.moveAngles[YAW] = 0; //s_main.playerViewangles[YAW];
UI_PlayerInfo_SetInfo( &s_playerEmotes.playerInfo,
BOTH_STAND1,
BOTH_STAND1,
s_playerEmotes.viewAngles,
s_playerEmotes.moveAngles,
WP_0,
trap_Cvar_VariableValue( "height" ),
trap_Cvar_VariableValue( "weight" ),
qfalse );
}
/*
=================
Player_DrawPlayer
=================
*/
static void PlayerEmotes_DrawPlayer( void ) //*self )
{
vec3_t origin = {-20, 5, -4 };//{ 0, 3.8, 0};
char buf[MAX_QPATH];
if( trap_MemoryRemaining() <= LOW_MEMORY ) {
UI_DrawProportionalString( s_playerEmotes.playerMdl.generic.x, s_playerEmotes.playerMdl.generic.y + s_playerEmotes.playerMdl.height / 2, "LOW MEMORY", UI_LEFT, color_red );
return;
}
trap_Cvar_VariableStringBuffer( "model", buf, sizeof( buf ) );
//if model is changed in the console
if ( Q_stricmp( buf, s_playerEmotes.playerInfo.modelName ) ) {
UI_PlayerInfo_SetModel( &s_playerEmotes.playerInfo, buf);
s_playerEmotes.viewAngles[YAW] = uis.lastYaw; //yaw
UI_PlayerInfo_SetInfo( &s_playerEmotes.playerInfo, BOTH_STAND1, BOTH_STAND1, s_playerEmotes.viewAngles, vec3_origin, WP_0, trap_Cvar_VariableValue( "height" ), trap_Cvar_VariableValue( "weight" ), qfalse );
//reload the menu just in case
PlayerEmotes_FillEmotesArray( s_playerEmotes.currentMenu );
}
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 );
}
/*
=================
Player_DoEmote
TiM: Called to make the
player model onscreen
do the emote animation
=================
*/
static void Player_DoEmote( int emoteNum ) {
emoteList_t *emote;
int torsoAnim = BOTH_STAND1;
int legsAnim = BOTH_STAND1;
int legsTimer = 0;
int torsoTimer = 0;
emote = &bg_emoteList[ emoteNum ];
//Com_Printf( S_COLOR_RED "Emote num: %i, Enum: %i, Legs time: %i\n", emoteNum, emote->enumName );
if ( !emote )
return;
if ( emote->bodyFlags & EMOTE_LOWER )
{
legsAnim = emote->enumName;
if ( emote->enumLoop > 0 )
s_playerEmotes.playerInfo.lowerLoopEmote = emote->enumLoop;
else
s_playerEmotes.playerInfo.lowerLoopEmote = 0;
}
if ( emote->bodyFlags & EMOTE_UPPER )
{
torsoAnim = emote->enumName;
if ( emote->enumLoop > 0 )
s_playerEmotes.playerInfo.upperLoopEmote = emote->enumLoop;
else
s_playerEmotes.playerInfo.upperLoopEmote = 0;
}
if ( !(emote->animFlags & EMOTE_LOOP_LOWER) ) {
legsTimer = s_playerEmotes.playerInfo.animations[ emote->enumName ].numFrames * s_playerEmotes.playerInfo.animations[ emote->enumName ].frameLerp;
s_playerEmotes.playerInfo.lowerEmoting = qtrue;
}
if ( !(emote->animFlags & EMOTE_LOOP_UPPER) ) {
torsoTimer = s_playerEmotes.playerInfo.animations[ emote->enumName ].numFrames * s_playerEmotes.playerInfo.animations[ emote->enumName ].frameLerp;
s_playerEmotes.playerInfo.upperEmoting = qtrue;
}
s_playerEmotes.playerInfo.legsAnimationTimer = legsTimer;
s_playerEmotes.playerInfo.torsoAnimationTimer = torsoTimer;
s_playerEmotes.viewAngles[YAW] = uis.lastYaw;
UI_PlayerInfo_SetInfo( &s_playerEmotes.playerInfo, legsAnim, torsoAnim, s_playerEmotes.viewAngles, vec3_origin, WP_0, trap_Cvar_VariableValue( "height" ), trap_Cvar_VariableValue( "weight" ), qfalse );
}
/*
===============
PlayerEmotes_BuildEmotesList
TiM: Fills in the main menu list
from the main emote array.
Called upon new list defines as
well as when the arrow key is clicked
===============
*/
static void PlayerEmotes_BuildEmotesList( int *emoteListOffset )
{
int i;
int offset;
//clamp the offset value
if ( *emoteListOffset < 0 ) {
*emoteListOffset = 0;
return;
}
if ( s_playerEmotes.numEmotes > MAX_MENULISTITEMS && *emoteListOffset > s_playerEmotes.numEmotes - MAX_MENULISTITEMS ) {
*emoteListOffset = s_playerEmotes.numEmotes - MAX_MENULISTITEMS;
return;
}
//clear all of the previous list data
memset( &s_playerEmotes.emoteNames, 0, sizeof( s_playerEmotes.emoteNames ) );
//populate the list
for ( i = 0; i < MAX_MENULISTITEMS; i++ ) {
offset = *emoteListOffset + i;
//if there's no data (ie there are no emotes this far),
//make the button hidden and continue
if ( i > s_playerEmotes.numEmotes || s_playerEmotes.mainEmotesList[offset] == -1 || s_playerEmotes.mainEmotesList[offset] >= bg_numEmotes ) {
s_playerEmotes.emotesMenu[i].generic.flags = ( QMF_INACTIVE | QMF_HIDDEN );
s_playerEmotes.emotesMenu[i].textPtr = NULL;
continue;
}
Q_strncpyz( s_playerEmotes.emoteNames[i], bg_emoteList[ s_playerEmotes.mainEmotesList[offset] ].name, sizeof( s_playerEmotes.emoteNames[i] ) );
Q_strupr( s_playerEmotes.emoteNames[i] );
s_playerEmotes.emotesMenu[i].generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
s_playerEmotes.emotesMenu[i].textPtr = s_playerEmotes.emoteNames[i];
}
}
/*
===============
PlayerEmotes_FillEmotesArray
TiM: Called when a new category
button is pressed. It flushes the
main list of emotes, and re-populates it with the
new category. Then it reloads the main list
with these new emotes
===============
*/
static void PlayerEmotes_FillEmotesArray( int emoteCategory ) {
int i;
emoteList_t *emote;
//reset the list and counting data
//NB: -1 instead of 0 since 0 is a valid emote
for ( i = 0; i < 175; i++ ) {
s_playerEmotes.mainEmotesList[i] = -1;
}
s_playerEmotes.numEmotes = 0;
s_playerEmotes.currentMenu = emoteCategory;
//The first few categories are pre-set
//so we'll manually handle those
switch ( emoteCategory )
{
//this one's a kicker ROFL
case ID_VIEWALL:
for ( i = 0; i < bg_numEmotes; i++ ) {
//TiM: Make sure we don't include emote stubs. No point
emote = &bg_emoteList[ i ];
if ( !emote || (emote->enumName >= 0 && emote->enumName < MAX_ANIMATIONS && s_playerEmotes.playerInfo.animations[ emote->enumName ].numFrames < 0) || !emote->name[0] )
continue;
s_playerEmotes.mainEmotesList[ s_playerEmotes.numEmotes ] = i;
s_playerEmotes.numEmotes++;
}
break;
//Console stored emote lists
case ID_RECENT:
case ID_FAVORITES:
{
char consoleName[25];
char fullName[32];
char cvarValue[5];
int emoteNum;
//favorites and recent are basically the same, so with a quick condition here,
//we can re-use the same code for both :)
if ( emoteCategory == ID_RECENT )
Q_strncpyz( consoleName, "ui_recentEmote", sizeof( consoleName ) );
else
Q_strncpyz( consoleName, FAV_CVAR, sizeof( consoleName ) );
//reversed so the thing that was added last is displayed first :)
for ( i = NUM_CVAR_STORES; i > 0; i-- ) {
Com_sprintf( fullName, sizeof( fullName ), "%s%i", consoleName, i );
//even tho we are loading int values from these CVARs, we'll be handling them like strings at first.
//reason being, "0" is a valid emote number, "" isn't
trap_Cvar_VariableStringBuffer( fullName, cvarValue, sizeof( cvarValue ) );
if ( !cvarValue[0] || !Q_stricmp( cvarValue, "-1" ) )
continue;
emoteNum = atoi( cvarValue );
//error check the int
if ( emoteNum >= bg_numEmotes || emoteNum < 0 ) {
continue;
}
//TiM: Make sure we don't include emote stubs. No point
emote = &bg_emoteList[ emoteNum ];
if ( !emote || (emote->enumName >= 0 && emote->enumName < MAX_ANIMATIONS && s_playerEmotes.playerInfo.animations[ emote->enumName ].numFrames < 0) )
continue;
//add to the list
s_playerEmotes.mainEmotesList[s_playerEmotes.numEmotes] = emoteNum;
s_playerEmotes.numEmotes++;
}
}
break;
//specific per-category emotes
case ID_SITTING:
case ID_CONSOLE:
case ID_GESTURE:
case ID_FULLBODY:
case ID_INJURED:
case ID_MISC:
{
int emoteIndex;
//find out the actual ID we need from that lot up there
//lol a case in a case
switch ( emoteCategory ) {
case ID_SITTING:
emoteIndex = TYPE_SITTING;
break;
case ID_CONSOLE:
emoteIndex = TYPE_CONSOLE;
break;
case ID_GESTURE:
emoteIndex = TYPE_GESTURE;
break;
case ID_FULLBODY:
emoteIndex = TYPE_FULLBODY;
break;
case ID_INJURED:
emoteIndex = TYPE_INJURED;
break;
case ID_MISC:
emoteIndex = TYPE_MISC;
break;
default:
emoteIndex = TYPE_NONE;
break;
}
if ( emoteIndex < 0 ) {
break;
}
//loop thru all the emotes, and add any that have a matching Index
for ( i = 0; i < bg_numEmotes; i++ ) {
//TiM: Make sure we don't include emote stubs. No point
emote = &bg_emoteList[ i ];
if ( !emote || (emote->enumName >= 0 && emote->enumName < MAX_ANIMATIONS && s_playerEmotes.playerInfo.animations[ emote->enumName ].numFrames < 0) )
continue;
if ( bg_emoteList[i].emoteType == emoteIndex ) {
s_playerEmotes.mainEmotesList[s_playerEmotes.numEmotes] = i;
s_playerEmotes.numEmotes++;
}
}
}
break;
}
//if the number of emotes exceeded our displayable total, then activate the arrow buttons
if ( s_playerEmotes.numEmotes > MAX_MENULISTITEMS ) {
s_playerEmotes.upArrow.generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
s_playerEmotes.dnArrow.generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
}
s_playerEmotes.emoteListOffset = 0;
PlayerEmotes_BuildEmotesList( &s_playerEmotes.emoteListOffset );
}
/*
===============
PlayerEmotes_HandleNewEmote
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 );
}