/* ====================================================== 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 ); }