// Copyright (C) 1999-2000 Id Software, Inc. // //================================================= // // TiM: Just a reference for my whacky jargon in here // Character = the player model as a whole group (ie kulhane ) // Model = the .model file used to build the character ( ie admiral, cadet etc) // Skin = the skinset field in the .model file, dictating which .skins to use (ie red/teal/gold... ) // ADDENDUM: Skin = the .skinset file linked to the .model file // //================================================= #include "ui_local.h" #define PIC_ARROW_UP "menu/common/arrow_up_16.tga" #define PIC_ARROW_DOWN "menu/common/arrow_dn_16.tga" #define LOW_MEMORY (5 * 1024 * 1024) #define MAX_PLAYERNAMELENGTH 21 #define MAX_RACES 64 #define MAX_GENDERS 64 static void PlayerModel_BuildList( void ); static void PlayerModel_SetMenuItems( void ); static void PlayerModel_MenuInit(int menuFrom); //yes... a lot #define MAX_PLAYERCHARS 256 #define MAX_PLAYERMODELS 64 #define MAX_PLAYERSKINS 32 #define MAX_MENULISTITEMS 12 #define MIN_SCROLLHEIGHT 8 #define MAX_SCROLLRANGE 236 #define MAX_SCROLLTOP 108 #define ID_MENUCHAR0 0 #define ID_MENUCHAR1 1 #define ID_MENUCHAR2 2 #define ID_MENUCHAR3 3 #define ID_MENUCHAR4 4 #define ID_MENUCHAR5 5 #define ID_MENUCHAR6 6 #define ID_MENUCHAR7 7 #define ID_MENUCHAR8 8 #define ID_MENUCHAR9 9 #define ID_MENUCHAR10 10 #define ID_MENUCHAR11 11 #define ID_UPARROW 100 #define ID_DNARROW 101 #define ID_BACK 102 #define ID_MAINMENU 103 #define ID_INGAMEMENU 104 #define ID_APPLY 105 #define ID_MODELSET 106 #define ID_SKINSET 107 #define ID_RACEFILTER 108 #define ID_GENDERFILTER 109 #define ID_SCROLLBAR 110 #define ID_SETTINGS 20 typedef struct { int orgChar; int orgModel; int orgSkin; } storedData_t; typedef struct { char charName[36]; int race; int gender; int index; } charData_t; typedef struct { qboolean mouseDown; qboolean doubleStep; int yStart; } scrollData_t; typedef struct { char filterName[32]; int filterIndex; } filterData_t; typedef struct { menuframework_s menu; int prevMenu; menubitmap_s mainmenu; menubitmap_s back; menubitmap_s player; menubitmap_s charMenu[MAX_MENULISTITEMS]; menubitmap_s upArrow; menubitmap_s dnArrow; menulist_s charModel; menulist_s charSkin; menulist_s raceFilter; menulist_s genderFilter; menubitmap_s apply; menubitmap_s data; menubitmap_s model; menuaction_s scrollBar; qhandle_t corner_ll_4_4; qhandle_t corner_ll_4_18; qhandle_t corner_lr_4_18; qhandle_t corner_lr_18_4; qhandle_t corner_ur_18_18; qhandle_t playerIcon; //menutext_s modelname; //menutext_s skinname; //menutext_s skinnameviewed; menutext_s playername; playerInfo_t playerinfo; int numChars; charData_t charNames[MAX_PLAYERCHARS]/*[128]*/; char modelNames[MAX_PLAYERMODELS][32]; char skinNames[MAX_PLAYERMODELS][MAX_PLAYERSKINS][32]; //To save loading time, and the fact that loading data from txt files on the fly per spin cycle, //can sometimes overload EF if the user gets button happy, We'll make it all data is loaded and consolidated on character choosing //TiM - I think this is wasteful as all heck, but it can't be helped //The model functions need the data stored as uniform char arrays, //and the spin controls need them stored as char pointers. O_o //But not only that, but since these are memory pointers, applying strUpr //To them destroys the case in the arrays above. //Hacky this may be, but there's no way around it without some totally Carmack-coding //Raven had to do this too, so it's an inherent flaw in Q3 coding char charNamesUpr[MAX_PLAYERCHARS][64]; char modelNamesUpr[MAX_PLAYERMODELS][64]; char skinNamesUpr[MAX_PLAYERMODELS][MAX_PLAYERSKINS][64]; char* modelList[MAX_PLAYERMODELS]; char* skinList[MAX_PLAYERSKINS]; char modelData[64]; char modelName[32]; //char raceNames[MAX_RACES][32]; filterData_t raceList[MAX_RACES]; char* raceNames[MAX_RACES]; int numRaces; filterData_t genderList[MAX_GENDERS]; char* genderNames[MAX_GENDERS]; int numGenders; int selectedChar; int scrollOffset; storedData_t storedData; //Original Skin Data scrollData_t scrollData; } playermodel_t; static playermodel_t s_playermodel; static int QDECL FilterList_Compare( const void *ptr1, const void *ptr2 ); static int QDECL CharMediaList_Compare( const void *ptr1, const void *ptr2 ); static void PlayerModel_DrawLoading( void ); /* ================= PlayerModel_CheckInArray TiM: When building an array of races etc, run it through this list to prevent multiple redundancy Mental Note: Study Pointer Arithmetic more.... ================= */ static int PlayerModel_CheckInFilter( char* string, filterData_t *filter, int width, int *num ) { int i=0; while( filter[i].filterName[0] && i < width ) { if ( !Q_stricmp( filter[i].filterName, string ) ) { //Com_Printf( S_COLOR_RED "String %s already in cell %i\n", array[i], i ); return i; } i++; } if ( !filter[i].filterName[0] && i < width ) { Q_strncpyz( filter[i].filterName, string, 32 ); filter[i].filterIndex = i; *num = *num + 1; //aah I see. You can't call *num++ since that increments the address, not the value XD } //Com_Printf( S_COLOR_RED "Added %s to cell %i", array[i], i ); return i; } //static int PlayerModel_CheckInArray( char* string, void *array, size_t length ) { // int i=0; // char *str=NULL; // // for (i = 0; i < length; i++ ) { // str = ((char **)array)[i]; //funky, yet awesome use of the void type lol // // Com_Printf( S_COLOR_RED ": %s\n", str ); // // if ( !str ) // break; // // if ( !Q_stricmp( str, string ) ) { // return i; // } // } // // if ( i < length ) // { // Q_strncpyz( ((char **)array)[i], string, length ); // } // // return i; //} /* ================= PlayerModel_LoadAvailableModels TiM: Loads a list of all the .model files there are in a character's directory. NB: In Spin Control menu types, the number of elements is calced on init only. Each time we refresh this, we'll need to update ourselves. ================= */ static int PlayerModel_LoadAvailableModels( void ) { int i; int j; int numFiles; char fileList[4096]; //Hopefully, this will never be exceeded ROFL char* filePtr; int fileLen; int strLen; char* temp; char fileRoute[MAX_QPATH]; if ( s_playermodel.selectedChar == -1 ) return -1; Com_sprintf( fileRoute, MAX_QPATH, "models/players_rpgx/%s", s_playermodel.charNames[s_playermodel.selectedChar].charName ); //Get our num files memset( &fileList, 0, sizeof ( fileList ) ); numFiles = trap_FS_GetFileList( fileRoute, ".model", fileList, sizeof(fileList) ); if ( numFiles <=0 ) return -1; //Convert to ptr for easier manip filePtr = fileList; memset( &s_playermodel.modelNames, 0, sizeof( s_playermodel.modelNames ) ); memset( &s_playermodel.modelNamesUpr, 0, sizeof( s_playermodel.modelNamesUpr ) ); memset( s_playermodel.modelList, 0, sizeof( s_playermodel.modelList ) ); //iterate thru all the null terminations in this thing /** * RPG-X | Phenix | 27/03/2007 * Made for loop in reverse to correctly order the models. (Task#39) */ j = 0; for ( i = 0; j < MAX_PLAYERMODELS && i < numFiles; i++, filePtr += fileLen+1 ) { fileLen = strlen( filePtr ); if ( !fileLen || !filePtr ) break; //TiM - this shouldn't be possible if ( strchr(filePtr,'/') || strchr(filePtr,'\\') ) { continue; } temp = filePtr; //TiM: Strip extension strLen = strlen( temp ); if ( strLen > 6 && !Q_stricmp( temp + strLen - 6, ".model" ) ) { temp[strLen-6] = '\0'; } Q_strncpyz( s_playermodel.modelNames[j], temp, sizeof ( s_playermodel.modelNames[j] ) ); j++; } //sort the models, then feed them to the rest of the variables qsort( s_playermodel.modelNames, j, sizeof( s_playermodel.modelNames[0] ), CharMediaList_Compare ); for ( i = 0; i < j; i++ ) { //TiM: A bit of a hacky ovveride here. //Make it so 'main' is set by default if ( !Q_stricmp( s_playermodel.modelNames[i], DEFAULT_MODEL ) ) { s_playermodel.charModel.curvalue = i; } Q_strncpyz( s_playermodel.modelNamesUpr[i], s_playermodel.modelNames[i], sizeof( s_playermodel.modelNamesUpr[i] ) ); s_playermodel.modelList[i] = Q_strupr( s_playermodel.modelNamesUpr[i] ); } return j; } /* ================ PlayerModel_LoadAvailableSkins TiM: Access our selected .model file, get the skin name framework and fill the skin array with all the skins we found. Hoi... this could get complicated... O_o ================ */ static void PlayerModel_LoadAvailableSkins( void ) { int j=0; int i=0; int fileLen; char fileBuffer[20000]; int numFiles; char fileListBuffer[10000]; char* filePtr; fileHandle_t f; char filePath[MAX_QPATH]; char* token; char skinSetFrame[MAX_QPATH]; int strLen; char* star; int numSkins=0; int starFlags; char skins[MAX_PLAYERSKINS][64]; if ( s_playermodel.selectedChar == -1 ) return; /*memset( s_playermodel.skinNames, 0, sizeof( s_playermodel.skinNames ) ); memset( s_playermodel.skinNamesUpr, 0, sizeof( s_playermodel.skinNamesUpr ) ); */ //TiM: Ugh, this is the only way to ensure completely flushing out the skins list on each model for ( i = 0; i < MAX_PLAYERMODELS; i++ ) { for( j = 0; j < MAX_PLAYERSKINS; j++ ) { s_playermodel.skinNames[i][j][0] = '\0'; s_playermodel.skinNamesUpr[i][j][0] = '\0'; } } for (i = 0; i < MAX_PLAYERSKINS; i++ ) { s_playermodel.skinList[i] = NULL; skins[i][0] = '\0'; } Com_sprintf( filePath, MAX_QPATH, "models/players_rpgx/%s", s_playermodel.charNames[s_playermodel.selectedChar].charName ); //first load the list of .skinset files we have numFiles = trap_FS_GetFileList( filePath, ".skinset", fileListBuffer, sizeof(fileListBuffer) ); if ( numFiles <= 0 ) { Com_Printf( S_COLOR_RED "ERROR: No Skinset files found!\n" ); return; } filePtr = fileListBuffer; j=0; for ( i = 0; i < MAX_PLAYERSKINS && i < numFiles; i++, filePtr += strLen + 1 ) { strLen = strlen( filePtr ); if ( !strLen ) break; //TiM - this shouldn't be possible if ( strchr(filePtr,'/') || strchr(filePtr,'\\') ) { continue; } token = filePtr; if ( strLen > 8 && !Q_stricmp( token + (strLen - 8), ".skinset" ) ) { token[strLen - 8] = '\0'; } Q_strncpyz( skins[j], token, sizeof( skins[j] ) ); //Com_Printf( S_COLOR_RED "%s\n", skins[j] ); j++; } //Com_Printf( "Model Break\n", skins[j] ); //Com_Printf( "%s\n", s_playermodel.modelNames[2] ); j = 0; while ( j < MAX_PLAYERMODELS ) { if ( !s_playermodel.modelNames[j][0] ) break; Com_sprintf( filePath, sizeof( filePath ), "models/players_rpgx/%s/%s.model", s_playermodel.charNames[s_playermodel.selectedChar].charName, s_playermodel.modelNames[j] ); //load the .model data into our active buffer fileLen = trap_FS_FOpenFile( filePath, &f, FS_READ); if ( fileLen <= 0 ) { Com_Printf( S_COLOR_RED "File not found: %s\n", filePath ); return; } if ( fileLen > 20000 ) { Com_Printf( S_COLOR_RED "File exceeded maximum size: %s\n", filePath ); return; } memset( &fileBuffer, 0, sizeof( fileBuffer ) ); trap_FS_Read( fileBuffer, sizeof( fileBuffer ), f ); trap_FS_FCloseFile( f ); if ( !fileBuffer[0] ) return; filePtr = fileBuffer; COM_BeginParseSession(); memset( skinSetFrame, 0, sizeof( skinSetFrame ) ); while ( 1 ) { token = COM_Parse( &filePtr ); if ( !token || !filePtr ) break; if ( !Q_stricmp( token, "skinSet" ) ) { if ( COM_ParseString( &filePtr, &token ) ) { continue; } Q_strncpyz( skinSetFrame, token, sizeof( skinSetFrame ) ); break; } } //set a default one if nothing found if ( !skinSetFrame[0] ) { Com_sprintf( skinSetFrame, sizeof( skinSetFrame ), "%s_*", s_playermodel.modelNames[j]); } if ( !strchr( skinSetFrame, '*' ) ) { Com_Printf( S_COLOR_RED "ERROR: No '*' in skinset define for character: %s/%s\n", s_playermodel.charNames[s_playermodel.selectedChar].charName, s_playermodel.modelNames[j] ); continue; } //okay... this is tricky. //basically, we're starting off with a possible //"main_*, "*_main", or "ma_*_in" set up, where we have to see //if a file name like "red_main" is valid, and if it is, isolate the "red" from it star = strstr( skinSetFrame, "*" ); ////star is at the end if ( (int)(star - skinSetFrame) + 1 == (int)strlen(skinSetFrame) ) { Q_strncpyz( filePath, skinSetFrame, sizeof( filePath ) ); filePath[strlen(filePath)-1] = '\0'; starFlags = 1; } //star is at the front else if ( (int)(star - skinSetFrame) == 0 ) { star++; //QVMNOTE Q_strncpyz( filePath, star, sizeof( filePath ) ); starFlags = 2; } else starFlags = 0; for ( i = 0; i < MAX_PLAYERSKINS; i++ ) { if ( !skins[i] || !skins[i][0] ) break; ////star is at the end if ( starFlags == 1 ) { if ( strstr( skins[i], filePath ) != NULL ) { Q_strncpyz( s_playermodel.skinNames[j][numSkins], skins[i] + strlen(filePath), sizeof( s_playermodel.skinNames[j][numSkins] ) ); //Q_strncpyz( s_playermodel.skinNamesUpr[j][numSkins], skins[i] + strlen(filePath), sizeof( s_playermodel.skinNamesUpr[j][numSkins] ) ); numSkins++; } } //star is at the front else if ( starFlags == 2 ) { if ( (token = strstr( skins[i], filePath ) ) != NULL ) { Q_strncpyz( s_playermodel.skinNames[j][numSkins], skins[i], (int)(strlen(skins[i]) - strlen(token))+1 ); //Q_strncpyz( s_playermodel.skinNamesUpr[j][numSkins], skins[i], (int)(strlen(skins[i]) - strlen(token))+1 ); numSkins++; } } //else //TiM | Come back to this later... //For now, document it as the star must be at the front or back } qsort( s_playermodel.skinNames[j], numSkins, sizeof( s_playermodel.skinNames[j][0] ), CharMediaList_Compare ); for ( i = 0; i < numSkins; i++ ) { Q_strncpyz( s_playermodel.skinNamesUpr[j][i], s_playermodel.skinNames[j][i], sizeof( s_playermodel.skinNamesUpr[j][i] ) ); //Com_Printf( S_COLOR_BLUE "%s\n", s_playermodel.skinNamesUpr[j][i] ); } numSkins=0; j++; } } static int QDECL CharMediaList_Compare( const void *ptr1, const void *ptr2 ) { const char *str1, *str2; char chr1, chr2; str1 = (const char *)ptr1; str2 = (const char *)ptr2; //Com_Printf( "STR1: %s STR2: %s\n", str1, str2 ); //default data always comes first //Actually... we came this far, let's just make it all alphabetic /*if ( !Q_stricmp( str1, DEFAULT_SKIN ) || !Q_stricmp( str1, DEFAULT_MODEL ) ) { return -1; } else if ( !Q_stricmp( str2, DEFAULT_SKIN ) || !Q_stricmp( str2, DEFAULT_MODEL ) ) { return 1; }*/ chr1 = *str1; chr2 = *str2; //double check they're lower-case. case matters if ( chr1 >= 'A' && chr1 <= 'Z' ) chr1 += 32; if ( chr2 >= 'A' && chr2 <= 'Z' ) chr2 += 32; //cascade the alphabetical list while( chr1 == chr2 && chr1 && chr2) { chr1 = *(str1++); chr2 = *(str2++); } //based off of their ASCII order. return ((int)chr1 - (int)chr2); } static int QDECL FilterList_Compare( const void *ptr1, const void *ptr2 ) { const char *str1, *str2; char chr1, chr2; str1 = ((filterData_t *)ptr1)->filterName; str2 = ((filterData_t *)ptr2)->filterName; //hacky override. Make sure 'All' comes first. if ( !Q_stricmp( str1, "ALL" ) ) return -1; chr1 = *str1; chr2 = *str2; //double check they're lower-case. case matters if ( chr1 >= 'A' && chr1 <= 'Z' ) chr1 += 32; if ( chr2 >= 'A' && chr2 <= 'Z' ) chr2 += 32; //cascade the alphabetical list while( chr1 == chr2 && chr1 && chr2) { if ( *(str1+1) == '\0' || *(str2+1) == '\0' ) break; chr1 = *(str1++); chr2 = *(str2++); } //based off of their ASCII order. return ((int)chr1 - (int)chr2); } /* ================= PlayerModel_PopulateSkinsList ================= */ static int PlayerModel_PopulateSkinsList ( void ) { int i; int j; if ( !s_playermodel.skinNames[s_playermodel.charModel.curvalue][0][0] ) { Com_Printf( S_COLOR_RED "ERROR: No valid skins found.\n" ); return -1; } //just to ensure complete erasure of previous entries for( i = 0; i < MAX_PLAYERSKINS; i++ ) s_playermodel.skinList[i] = NULL; /** * RPG-X | Phenix | 27/03/2007 * For loop reversed to output list in alphabetical order. (Task #39) * RPG-X | TiM | 30/4/2007 * Reverted as it was causing an error with skin names not matching */ j = 0; //for ( i = (MAX_PLAYERSKINS - 1); i >= 0; i-- ) for ( i = 0; i < MAX_PLAYERSKINS; i++ ) { if ( s_playermodel.skinNames[s_playermodel.charModel.curvalue][i][0] ) //! { if ( !Q_stricmp( s_playermodel.skinNames[s_playermodel.charModel.curvalue][i], DEFAULT_SKIN ) ) s_playermodel.charSkin.curvalue = j; //j; s_playermodel.skinList[j] = s_playermodel.skinNamesUpr[s_playermodel.charModel.curvalue][i]; Q_strupr( s_playermodel.skinList[j] ); j++; } } return j; } /* ================= PlayerModel_OffsetCharList TiM: Called whenever we scroll the model list. So it'll cycle the value of each one up and down. The parameter is a pointer so the updated value will be passed through the scope to the calling code area. :) ================== */ static void PlayerModel_OffsetCharList( int* offset ) { char* buffer; //intermediate value so performing strupr won't pwn our case sensitive data int i; if ( *offset < 0 ) { *offset = 0; } if ( ( s_playermodel.numChars > MAX_MENULISTITEMS) && (*offset > (s_playermodel.numChars - MAX_MENULISTITEMS ) ) ) { *offset = (s_playermodel.numChars - MAX_MENULISTITEMS ); } for ( i = 0; i < MAX_MENULISTITEMS; i++ ) { buffer = s_playermodel.charNamesUpr[i + *offset]; //Q_strncpyz( buffer, s_playermodel.charNames[i + *offset], sizeof ( buffer ) ); //Com_Printf( "Buffer - %s, %s\n", buffer, s_playermodel.charNames[1] ); if ( !buffer[0] ) { if ( s_playermodel.charMenu[i].generic.flags & ( QMF_INACTIVE | QMF_HIDDEN ) ) { break; } else { s_playermodel.charMenu[i].generic.flags = ( QMF_INACTIVE | QMF_HIDDEN ); continue; } } s_playermodel.charMenu[i].generic.flags = QMF_HIGHLIGHT_IF_FOCUS; s_playermodel.charMenu[i].textPtr = buffer; Q_strupr( s_playermodel.charMenu[i].textPtr ); } } /* ================= PlayerModel_RebuildCharMenu TiM: Called when we scroll the races/gender button. Rebuild the main list based on the new parameters ================= */ static void PlayerModel_RebuildCharMenu( void ) { int i; qboolean raceValid=qfalse; qboolean genderValid=qfalse; s_playermodel.numChars = 0; memset( &s_playermodel.charNamesUpr, 0, sizeof( s_playermodel.charNamesUpr ) ); i = 0; while ( i < MAX_PLAYERCHARS ) { if ( !s_playermodel.charNames[i].charName[0] ) break; raceValid = s_playermodel.raceFilter.curvalue == 0 || ( s_playermodel.raceList[s_playermodel.raceFilter.curvalue].filterIndex == s_playermodel.charNames[i].race ); genderValid = s_playermodel.genderFilter.curvalue == 0 || ( s_playermodel.genderList[s_playermodel.genderFilter.curvalue].filterIndex == s_playermodel.charNames[i].gender ); //Com_Printf( "Char %s valid: %i %i\n", s_playermodel.charNames[i].charName, raceValid, genderValid ); if ( raceValid && genderValid ) { Q_strncpyz( s_playermodel.charNamesUpr[s_playermodel.numChars], s_playermodel.charNames[i].charName, sizeof( s_playermodel.charNamesUpr[s_playermodel.numChars] ) ); if ( s_playermodel.raceFilter.curvalue == 0 && s_playermodel.genderFilter.curvalue == 0 ) s_playermodel.charNames[s_playermodel.numChars].index = -1; else s_playermodel.charNames[s_playermodel.numChars].index = i; s_playermodel.numChars++; } i++; } if ( s_playermodel.numChars < MAX_MENULISTITEMS ) { s_playermodel.upArrow.generic.flags = ( QMF_INACTIVE | QMF_GRAYED ); s_playermodel.dnArrow.generic.flags = ( QMF_INACTIVE | QMF_GRAYED ); } else { s_playermodel.upArrow.generic.flags = QMF_HIGHLIGHT_IF_FOCUS; s_playermodel.dnArrow.generic.flags = QMF_HIGHLIGHT_IF_FOCUS; } s_playermodel.scrollOffset = 0; PlayerModel_OffsetCharList( &s_playermodel.scrollOffset ); } /* ================= PlayerModel_SpinPlayer ================= */ static void PlayerModel_SpinPlayer( void* ptr, int event) { if ( event == QM_ACTIVATED ) { uis.spinView = qtrue; uis.cursorpx = uis.cursorx; } } /* ================= PlayerModel_UpdateModel ================= */ static void PlayerModel_UpdateModel( void ) { vec3_t viewangles; vec3_t moveangles; memset( &s_playermodel.playerinfo, 0, sizeof(playerInfo_t) ); viewangles[YAW] = uis.lastYaw; viewangles[PITCH] = 0; viewangles[ROLL] = 0; VectorClear( moveangles ); UI_PlayerInfo_SetModel( &s_playermodel.playerinfo, s_playermodel.modelData ); UI_PlayerInfo_SetInfo( &s_playermodel.playerinfo, BOTH_WALK1, BOTH_WALK1, viewangles, moveangles, WP_0, trap_Cvar_VariableValue( "height" ), trap_Cvar_VariableValue( "weight" ), qfalse ); } /* ================= PlayerModel_SaveChanges ================= */ static void PlayerModel_SaveChanges( void ) { trap_Cvar_Set( "model", va("%s/%s/%s", s_playermodel.charNames[s_playermodel.selectedChar].charName, s_playermodel.modelNames[s_playermodel.charModel.curvalue], s_playermodel.skinNames[s_playermodel.charModel.curvalue][s_playermodel.charSkin.curvalue] ) ); //Set backup data s_playermodel.storedData.orgChar = s_playermodel.selectedChar; s_playermodel.storedData.orgModel = s_playermodel.charModel.curvalue; s_playermodel.storedData.orgSkin = s_playermodel.charSkin.curvalue; Q_strncpyz( s_playermodel.modelData, UI_Cvar_VariableString( "model" ), sizeof ( s_playermodel.modelData ) ); PlayerModel_UpdateModel( ); } /* ================== PlayerModel_CheckForChange ================== */ static void PlayerModel_CheckForChange( void ) { qboolean enableSaveButton=qfalse; if ( s_playermodel.storedData.orgChar != s_playermodel.selectedChar ) enableSaveButton = qtrue; if ( s_playermodel.storedData.orgModel != s_playermodel.charModel.curvalue ) enableSaveButton = qtrue; if ( s_playermodel.storedData.orgSkin != s_playermodel.charSkin.curvalue ) enableSaveButton = qtrue; if ( s_playermodel.charSkin.numitems == 0 ) enableSaveButton = qfalse; if ( s_playermodel.charModel.numitems == 0 ) enableSaveButton = qfalse; if ( enableSaveButton ) { s_playermodel.apply.generic.flags = QMF_HIGHLIGHT_IF_FOCUS; } else { s_playermodel.apply.generic.flags = QMF_INACTIVE | QMF_GRAYED; } } /* ================= PlayerModel_SetupScrollBar ================= */ static void PlayerModel_SetupScrollBar( menuaction_s *bar ) { int height; //first make sure it's worth enabling this at all if ( s_playermodel.numChars <= 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_playermodel.numChars - 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_playermodel.numChars * 0.5 - MAX_MENULISTITEMS ); s_playermodel.scrollData.doubleStep = qtrue; } else { s_playermodel.scrollData.doubleStep = qfalse; } //reset to top bar->generic.y = bar->generic.top = MAX_SCROLLTOP; bar->height = height; bar->generic.bottom = bar->generic.y + height; } /* ================= PlayerModel_UpdateScrollBar ================= */ static void PlayerModel_UpdateScrollBar( menuaction_s *bar ) { bar->generic.y = MAX_SCROLLTOP + s_playermodel.scrollOffset*(s_playermodel.scrollData.doubleStep ? 0.5 : 1); bar->generic.top = bar->generic.y; bar->generic.bottom = bar->generic.top + bar->height; } /* ================= PlayerModel_MenuEvent ================= */ static void PlayerModel_MenuEvent( void* ptr, int event ) { if (event != QM_ACTIVATED) return; switch (((menucommon_s*)ptr)->id) { case ID_BACK: //PlayerModel_SaveChanges(); UI_PopMenu(); break; case ID_MAINMENU: //PlayerModel_SaveChanges(); UI_MainMenu(); break; case ID_INGAMEMENU: //PlayerModel_SaveChanges(); UI_InGameMenu(); break; case ID_SETTINGS: UI_PopMenu(); //PlayerModel_SaveChanges(); UI_PlayerSettingsMenu(s_playermodel.prevMenu); break; case ID_DNARROW: s_playermodel.scrollOffset++; PlayerModel_OffsetCharList( &s_playermodel.scrollOffset ); if ( !(s_playermodel.scrollBar.generic.flags & QMF_INACTIVE ) ) PlayerModel_UpdateScrollBar( &s_playermodel.scrollBar ); break; case ID_UPARROW: s_playermodel.scrollOffset--; PlayerModel_OffsetCharList( &s_playermodel.scrollOffset ); if ( !(s_playermodel.scrollBar.generic.flags & QMF_INACTIVE ) ) PlayerModel_UpdateScrollBar( &s_playermodel.scrollBar ); break; case ID_MODELSET: s_playermodel.charSkin.numitems = PlayerModel_PopulateSkinsList(); if ( s_playermodel.charSkin.numitems != -1 ) { s_playermodel.charSkin.generic.flags = QMF_HIGHLIGHT_IF_FOCUS; } else { s_playermodel.skinList[0] = "NONE"; s_playermodel.charSkin.generic.flags = QMF_INACTIVE | QMF_GRAYED; s_playermodel.charSkin.numitems = 0; } break; case ID_APPLY: PlayerModel_SaveChanges(); break; case ID_GENDERFILTER: PlayerModel_RebuildCharMenu(); PlayerModel_SetupScrollBar( &s_playermodel.scrollBar ); break; case ID_RACEFILTER: PlayerModel_RebuildCharMenu(); PlayerModel_SetupScrollBar( &s_playermodel.scrollBar ); break; case ID_MENUCHAR0: case ID_MENUCHAR1: case ID_MENUCHAR2: case ID_MENUCHAR3: case ID_MENUCHAR4: case ID_MENUCHAR5: case ID_MENUCHAR6: case ID_MENUCHAR7: case ID_MENUCHAR8: case ID_MENUCHAR9: case ID_MENUCHAR10: case ID_MENUCHAR11: { int temp; int oldChar = s_playermodel.selectedChar; s_playermodel.selectedChar = ( ((menucommon_s*)ptr)->id - ID_MENUCHAR0 ) + s_playermodel.scrollOffset; temp = s_playermodel.selectedChar; if ( s_playermodel.charNames[ s_playermodel.selectedChar ].index >= 0 ) { s_playermodel.selectedChar = s_playermodel.charNames[ s_playermodel.selectedChar ].index; } //Com_Printf( S_COLOR_RED "%i %i\n", s_playermodel.selectedChar, s_playermodel.charNames[ s_playermodel.selectedChar ].index ); //safety net. Without this, if a player held down 'enter', the game would overflow trying to load the same file over and over really fast. bad, really bad lol if ( oldChar == s_playermodel.selectedChar && s_playermodel.selectedChar != -1 ) break; //Reset the spin controls to 0. //Without this, if we load a char with less models+skins than our last one, the game would crash //since it'd be trying to parse NULL string data s_playermodel.charModel.curvalue = 0; s_playermodel.charSkin.curvalue = 0; s_playermodel.playerIcon = trap_R_RegisterShaderNoMip( va( "models/players_rpgx/%s/model_icon.jpg", s_playermodel.charNames[s_playermodel.selectedChar].charName ) ); Q_strncpyz( s_playermodel.modelName, s_playermodel.charNamesUpr[ temp ], sizeof( s_playermodel.modelName ) ); s_playermodel.charModel.numitems = PlayerModel_LoadAvailableModels(); if ( s_playermodel.charModel.numitems != -1 ) { s_playermodel.charModel.generic.flags = QMF_HIGHLIGHT_IF_FOCUS; PlayerModel_LoadAvailableSkins(); s_playermodel.charSkin.numitems = PlayerModel_PopulateSkinsList(); if ( s_playermodel.charSkin.numitems != -1 ) { s_playermodel.charSkin.generic.flags = QMF_HIGHLIGHT_IF_FOCUS; } else { s_playermodel.skinList[0] = "NONE"; s_playermodel.charSkin.generic.flags = QMF_INACTIVE | QMF_GRAYED; s_playermodel.charSkin.numitems = 0; } } //reset the spin control else { s_playermodel.modelList[0] = "NONE"; s_playermodel.charModel.generic.flags = QMF_INACTIVE | QMF_GRAYED; s_playermodel.charModel.numitems = 0; } } break; } PlayerModel_CheckForChange(); } /* ================= PlayerModel_MenuKey ================= */ static sfxHandle_t PlayerModel_MenuKey( int key ) { switch( key ) { case K_MOUSE1: if ( Menu_ItemAtCursor( &s_playermodel.menu ) == &s_playermodel.scrollBar ) { uis.activemenu->noNewSelecting = qtrue; s_playermodel.scrollData.mouseDown = qtrue; s_playermodel.scrollData.yStart = uis.cursory; } break; } return ( Menu_DefaultKey( &s_playermodel.menu, key ) ); } /* ================= PlayerModel_DrawPlayer ================= */ static void PlayerModel_DrawPlayer( void *self ) { menubitmap_s* b; vec3_t origin = {-40, 2.5, -4 }; //-3.8 b = (menubitmap_s*) self; if( trap_MemoryRemaining() <= LOW_MEMORY ) { UI_DrawProportionalString( b->generic.x, b->generic.y + b->height / 2, "LOW MEMORY", UI_LEFT, color_red ); return; } UI_DrawPlayer( (float)b->generic.x, (float)b->generic.y, (float)b->width, (float)b->height, origin, &s_playermodel.playerinfo, (int)(uis.realtime/1.5) ); } /* ================= PlayerModel_BuildList Heavily modifed by TiM All we'll take into account now is a valid directory name, and that it contains a .model file We'll work the rest out later ================= */ static int QDECL PlayerListOrder_Compare( const void *ptr1, const void *ptr2 ); static void PlayerModel_BuildList( void ) { int numdirs; int numfiles; char dirlist[8192]; char filelist[128]; //2048 char* dirptr; int i, j; int dirlen; charData_t *tempBuff; //int offset; int temp; s_playermodel.selectedChar = -1; s_playermodel.numChars = 0; // iterate directory of all player models numdirs = trap_FS_GetFileList("models/players_rpgx", "/", dirlist, sizeof(dirlist) ); dirptr = dirlist; ///Com_Printf("%i folders found\n", numdirs ); for (i=0; i 0 && dirptr[0] ) { //TiM - Don't do duplicate chars (Since it caches PK3 and non PK3 ones as separate instances ) for ( j = 0; j < s_playermodel.numChars; j++ ) { tempBuff = &s_playermodel.charNames[j]; if ( !Q_stricmp( tempBuff->charName, dirptr ) ){ temp = qtrue; break; } } if ( temp ) continue; tempBuff = &s_playermodel.charNames[s_playermodel.numChars]; Q_strncpyz( tempBuff->charName, dirptr, sizeof( tempBuff[s_playermodel.numChars].charName ) ); tempBuff->index = -1; //TiM - Load data on the races if at all possible if ( trap_FS_GetFileList( va("models/players_rpgx/%s",dirptr), "race.cfg", filelist, 128 ) > 0 ) { fileHandle_t f; char buffer[1024]; char* filePtr; int fileLength; char* token; char filePath[MAX_QPATH]; Com_sprintf( filePath, sizeof(filePath), "models/players_rpgx/%s/race.cfg", dirptr ); fileLength = trap_FS_FOpenFile( filePath, &f, FS_READ ); //Com_Printf( S_COLOR_RED "File %s loaded.\n", dirptr ); if ( !fileLength ) { continue; } //Com_Printf( S_COLOR_RED "We have length.\n" ); if ( fileLength > sizeof( buffer ) - 1 ) { continue; } //Com_Printf( S_COLOR_RED "Good size.\n" ); memset( &buffer, 0, sizeof( buffer ) ); trap_FS_Read( buffer, fileLength, f ); //Com_Printf( S_COLOR_RED "Loaded data...\n" ); trap_FS_FCloseFile( f ); if ( !buffer[0] ) { continue; } //Format is 'Race Gender'. Race must precede Gender filePtr = buffer; COM_BeginParseSession(); token = COM_Parse( &filePtr ); if ( !token ) continue; //Com_Printf( S_COLOR_RED "Race %s Loaded\n", token ); //tempBuff->race = PlayerModel_CheckInArray( token, s_playermodel.raceNames, MAX_RACES ); //big dirty hack /*for( k=0; k < MAX_RACES; k++ ) { if ( !s_playermodel.raceNames[k].raceName[0] ) { Q_strncpyz( s_playermodel.raceNames[k].raceName, token, sizeof( s_playermodel.raceNames[k].raceName ) ); tempBuff->race = s_playermodel.raceNames[k].raceIndex = k; s_playermodel.numRaces++; break; } if ( !Q_stricmp( s_playermodel.raceNames[k].raceName, token ) ) { tempBuff->race = s_playermodel.raceNames[k].raceIndex = k; break; } }*/ tempBuff->race = PlayerModel_CheckInFilter( token, s_playermodel.raceList, MAX_RACES, &s_playermodel.numRaces ); //Com_Printf( S_COLOR_RED "Number of races now: %i\n", s_playermodel.numRaces ); token = COM_Parse( &filePtr ); if ( !token ) continue; //Com_Printf( S_COLOR_RED "Gender %s loaded\n", token ); //tempBuff->gender = PlayerModel_CheckInArray( token, s_playermodel.genderNames, MAX_GENDERS ); tempBuff->gender = PlayerModel_CheckInFilter( token, s_playermodel.genderList, MAX_GENDERS, &s_playermodel.numGenders ); //Com_Printf( S_COLOR_RED "%i\n", tempBuff[i].gender ); } s_playermodel.numChars++; tempBuff = &s_playermodel.charNames[ s_playermodel.numChars ]; } } //TiM - Flip the array so it's the right order /* * RPG-X | Phenix | 27/03/2007 * Removed code for Task#39 (List was fliped to be Z-A!!!!)*/ //for ( i = 0; i < s_playermodel.numChars; i++ ) { // offset = ( ( s_playermodel.numChars - i ) - 1); // Q_strncpyz( s_playermodel.charNames[i].charName, // tempBuff[offset].charName, // sizeof( s_playermodel.charNames[i].charName ) ); // s_playermodel.charNames[i].race = tempBuff[offset].race; // s_playermodel.charNames[i].gender = tempBuff[offset].gender; // s_playermodel.charNames[i].index = tempBuff[offset].index; // Q_strncpyz( s_playermodel.charNamesUpr[i], s_playermodel.charNames[i].charName, sizeof( s_playermodel.charNamesUpr[i] ) ); //} //RPG-X | TiM | 30-4-2007 //This loop obviously isn't working well enough. //Bringing out the big guns. Using the Windows/Q3 //Binary data sorting function, qsort. //sorting function located below qsort( s_playermodel.charNames, s_playermodel.numChars, sizeof( charData_t ), PlayerListOrder_Compare ); //copy to the upper case list for rendering to the menu for ( i = 0; i < s_playermodel.numChars; i++ ) Q_strncpyz( s_playermodel.charNamesUpr[i], s_playermodel.charNames[i].charName, sizeof( s_playermodel.charNamesUpr[i] ) ); } /* ================= PlayerListOrder_Compare TiM - 30-4-2007 Called in the above qsort function. Re-orders the player list based on alphabetical name. ================= */ static int QDECL PlayerListOrder_Compare( const void *ptr1, const void *ptr2 ) { char *chr1, *chr2; int delta; //extract the first characters of the name from each entry chr1 = ((charData_t *)ptr1)->charName; chr2 = ((charData_t *)ptr2)->charName; //double check they're lower-case. case matters if ( *chr1 >= 'A' && *chr1 <= 'Z' ) *chr1 += 32; if ( *chr2 >= 'A' && *chr2 <= 'Z' ) *chr2 += 32; //based off of their ASCII order. delta = (int)*chr1 - (int)*chr2; //if characters weren't the same if ( delta != 0 ) return delta; //else loop through the rest while ( chr1 && chr2 && delta == 0 ) { delta = (int)*chr1 - (int)*chr2; chr1++; chr2++; } return delta; } /* ================= PlayerModel_SetMenuItems ================= */ static void PlayerModel_SetMenuItems( void ) { int i; char* temp; //char model[64]; char model[32]; char skin[32]; // name trap_Cvar_VariableStringBuffer( "name", s_playermodel.playername.string, MAX_PLAYERNAMELENGTH ); // model trap_Cvar_VariableStringBuffer( "model", s_playermodel.modelData, 64 ); if ( ( temp = strchr( s_playermodel.modelData, '/' ) ) == NULL ) { Q_strncpyz( s_playermodel.modelName, s_playermodel.modelData, sizeof( s_playermodel.modelName ) ); Q_strncpyz( model, DEFAULT_MODEL, 32 ); Q_strncpyz( skin, DEFAULT_SKIN, 32); } else { int len; char* tempSkin; // len = strlen( temp ); Q_strncpyz( s_playermodel.modelName, s_playermodel.modelData, (strlen(s_playermodel.modelData) - strlen(temp)) + 1 ); //*temp++; temp++; if ( ( tempSkin = strchr( temp, '/' ) ) == NULL ) { if ( !temp || !temp[1] ) Q_strncpyz( model, DEFAULT_MODEL, 32 ); else Q_strncpyz( model, temp, 32 ); Q_strncpyz( skin, DEFAULT_SKIN, 32 ); } else { len = strlen( tempSkin ); //*tempSkin++; tempSkin++; Q_strncpyz( model, temp, (strlen( temp ) - len) + 1 ); if ( !tempSkin || !tempSkin[1] ) Q_strncpyz( skin, DEFAULT_SKIN, 32 ); else Q_strncpyz( skin, tempSkin, 32 ); } } //Com_Printf( S_COLOR_RED "Load model is %s %s %s\n", s_playermodel.modelName, model, skin ); // find model in our list for (i=0; i MAX_MENULISTITEMS ) { s_playermodel.scrollOffset = (s_playermodel.selectedChar - MAX_MENULISTITEMS)+1; PlayerModel_OffsetCharList( &s_playermodel.scrollOffset ); } s_playermodel.charModel.numitems = PlayerModel_LoadAvailableModels( ); if ( s_playermodel.charModel.numitems != -1 ) { s_playermodel.charModel.generic.flags = QMF_HIGHLIGHT_IF_FOCUS; } else { s_playermodel.charModel.numitems = 0; s_playermodel.charModel.generic.flags = QMF_GRAYED | QMF_INACTIVE; s_playermodel.modelList[0] = "NONE"; } //TiM - Switch the spin controls to the right value; for ( i=0; i < s_playermodel.charModel.numitems; i++ ) { if ( !Q_stricmp( s_playermodel.modelList[i], model ) ) { s_playermodel.charModel.curvalue = i; break; } } PlayerModel_LoadAvailableSkins( ); s_playermodel.charSkin.numitems = PlayerModel_PopulateSkinsList(); if ( s_playermodel.charSkin.numitems != -1 ) { s_playermodel.charSkin.generic.flags = QMF_HIGHLIGHT_IF_FOCUS; } else { s_playermodel.charSkin.numitems = 0; s_playermodel.charSkin.generic.flags = QMF_GRAYED | QMF_INACTIVE; s_playermodel.skinList[0] = "NONE"; } } for ( i=0; i < s_playermodel.charSkin.numitems; i++ ) { if ( !Q_stricmp( s_playermodel.skinList[i], skin ) ) { s_playermodel.charSkin.curvalue = i; break; } } //Set backup data s_playermodel.storedData.orgChar = s_playermodel.selectedChar; s_playermodel.storedData.orgModel = s_playermodel.charModel.curvalue; s_playermodel.storedData.orgSkin = s_playermodel.charSkin.curvalue; } /* ================= PlayerModel_DrawScrollBar ================= */ static void PlayerModel_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_playermodel.scrollData.mouseDown ) return; if ( !trap_Key_IsDown( K_MOUSE1 ) ) { s_playermodel.scrollData.mouseDown = qfalse; uis.activemenu->noNewSelecting = qfalse; return; } if ( uis.cursory == s_playermodel.scrollData.yStart ) return; y = &bar->generic.y; newY = *y + (uis.cursory - s_playermodel.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_playermodel.scrollOffset += dif * (s_playermodel.scrollData.doubleStep ? 2 : 1); PlayerModel_OffsetCharList( &s_playermodel.scrollOffset ); *y = newY; bar->generic.top = *y; bar->generic.bottom = *y + bar->height; s_playermodel.scrollData.yStart = uis.cursory; } /* ================= PlayerSettingsMenu_Graphics ================= */ void PlayerModelMenu_Graphics (void) { // Draw the basic screen layout UI_MenuFrame2(&s_playermodel.menu); trap_R_SetColor( colorTable[CT_LTBROWN1]); UI_DrawHandlePic(30,203, 47, 186, uis.whiteShader); // Middle left line trap_R_SetColor( colorTable[CT_LTORANGE]); //TiM - Frame around the models selection list UI_DrawHandlePic( 96, 50, 8, -32, s_playermodel.corner_ll_4_18); // UL Corner UI_DrawHandlePic( 96, 369, 8, 8, s_playermodel.corner_ll_4_4); // LL Corner UI_DrawHandlePic( 238, 62, 32, 32, s_playermodel.corner_ur_18_18); // UR Corner UI_DrawHandlePic( 240, 368, 32, 8, s_playermodel.corner_lr_18_4); // LR Corner UI_DrawHandlePic( 96, 81, 4, 290, uis.whiteShader); // Left side UI_DrawHandlePic( 242, 87, 18, 18, uis.whiteShader ); //Right Side Up Arrow Button if ( s_playermodel.scrollBar.generic.flags & QMF_HIDDEN ) { UI_DrawHandlePic( 242, 108, 18, 236, uis.whiteShader); // Right side } else { if ( s_playermodel.scrollBar.generic.y > MAX_SCROLLTOP + 4 ) UI_DrawHandlePic( 242, 108, 18, s_playermodel.scrollBar.generic.y - 108 - 3, uis.whiteShader); if ( s_playermodel.scrollBar.generic.bottom + 3 < 343 ) UI_DrawHandlePic( 242, s_playermodel.scrollBar.generic.bottom + 3, 18, 343 - 3 - s_playermodel.scrollBar.generic.bottom, uis.whiteShader); } UI_DrawHandlePic( 242, 347, 18, 18, uis.whiteShader ); //Right Side Down Button UI_DrawHandlePic( 100, 62, 141, 18, uis.whiteShader); // Top UI_DrawHandlePic( 101, 371, 140, 4, uis.whiteShader); // Bottom //TiM - Frame around the model specific data window UI_DrawHandlePic( 265, 50, 8, -32, s_playermodel.corner_ll_4_18); // UL Corner UI_DrawHandlePic( 265, 369, 8, 8, s_playermodel.corner_ll_4_4); // LL Corner UI_DrawHandlePic( 422, 50, -8, -32, s_playermodel.corner_ll_4_18); // UR Corner UI_DrawHandlePic( 422, 369, -8, 8, s_playermodel.corner_ll_4_4); // LR Corner UI_DrawHandlePic( 265, 81, 4, 290, uis.whiteShader); // Left side UI_DrawHandlePic( 426, 81, 4, 290, uis.whiteShader); // Right side UI_DrawHandlePic( 269, 62, 157, 18, uis.whiteShader); // Top UI_DrawHandlePic( 269, 371, 157, 4, uis.whiteShader); // Bottom //TiM - Draw the stunningly awesome icon of the character UI_DrawHandlePic( 306, 114, 82, 82, uis.whiteShader); if ( !s_playermodel.playerIcon ) { trap_R_SetColor( colorTable[CT_BLACK] ); UI_DrawHandlePic( 307, 115, 80, 80, uis.whiteShader ); UI_DrawProportionalString( 347, 145, "?", UI_BIGFONT|UI_CENTER, colorTable[CT_LTORANGE] ); } else { trap_R_SetColor( colorTable[CT_WHITE]); UI_DrawHandlePic( 307, 115, 80, 80, s_playermodel.playerIcon ); } //UI_DrawProportionalString( 220, 362, va("%s %d %s %d",menu_normal_text[MNT_SCREEN],(s_playermodel.modelpage + 1),menu_normal_text[MNT_OF],s_playermodel.numpages),UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]); UI_DrawProportionalString( 108, 64, menu_normal_text[MNT_CHARS],UI_SMALLFONT,colorTable[CT_BLACK]); // Top UI_DrawProportionalString( 275, 64, menu_normal_text[MNT_CHARDATA], UI_SMALLFONT, colorTable[CT_BLACK] ); trap_R_SetColor( colorTable[CT_DKGREY2]); UI_DrawHandlePic( 439, 79, 151, 295, uis.whiteShader); // Background // Frame around player model trap_R_SetColor( colorTable[CT_LTORANGE]); UI_DrawHandlePic( 435, 50, 8, -32, s_playermodel.corner_ll_4_18); // UL Corner UI_DrawHandlePic( 435, 369, 8, 8, s_playermodel.corner_ll_4_4); // LL Corner UI_DrawHandlePic( 440, 62, 150, 18, uis.whiteShader); // Top UI_DrawHandlePic( 435, 79, 4, 295, uis.whiteShader); // Left side UI_DrawHandlePic( 440, 371, 150, 4, uis.whiteShader); // Bottom // Left rounded ends for buttons trap_R_SetColor( colorTable[s_playermodel.mainmenu.color]); UI_DrawHandlePic(s_playermodel.mainmenu.generic.x - 14, s_playermodel.mainmenu.generic.y, MENU_BUTTON_MED_HEIGHT, MENU_BUTTON_MED_HEIGHT, uis.graphicButtonLeftEnd); trap_R_SetColor( colorTable[s_playermodel.back.color]); UI_DrawHandlePic(s_playermodel.back.generic.x - 14, s_playermodel.back.generic.y, MENU_BUTTON_MED_HEIGHT, MENU_BUTTON_MED_HEIGHT, uis.graphicButtonLeftEnd); trap_R_SetColor( colorTable[s_playermodel.data.color]); UI_DrawHandlePic(s_playermodel.data.generic.x - 14, s_playermodel.data.generic.y, MENU_BUTTON_MED_HEIGHT, MENU_BUTTON_MED_HEIGHT, uis.graphicButtonLeftEnd); trap_R_SetColor( colorTable[s_playermodel.model.color]); UI_DrawHandlePic(s_playermodel.model.generic.x - 14, s_playermodel.model.generic.y, MENU_BUTTON_MED_HEIGHT, MENU_BUTTON_MED_HEIGHT, uis.graphicButtonLeftEnd); //Model Name along the top if ( s_playermodel.modelName[0] ) { char* buf = s_playermodel.modelName; UI_DrawProportionalString( 347, 89, Q_strupr( buf ), UI_SMALLFONT|UI_CENTER,colorTable[CT_DKPURPLE1]); } UI_DrawProportionalString( 74, 28, "881",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]); UI_DrawProportionalString( 74, 150, "2445",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]); UI_DrawProportionalString( 74, 206, "600",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]); UI_DrawProportionalString( 74, 395, "3-44",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]); //paint the selected model white { int i; for ( i = 0; i < MAX_MENULISTITEMS; i++ ) { if ( s_playermodel.charMenu[i].textcolor == CT_WHITE && s_playermodel.charMenu[i].textcolor2 == CT_WHITE ) { s_playermodel.charMenu[i].textcolor = CT_DKGOLD1; s_playermodel.charMenu[i].textcolor2 = CT_LTGOLD1; } //override between straight list, and filters if ( ( s_playermodel.charNames[i + s_playermodel.scrollOffset].index == -1 && i + s_playermodel.scrollOffset == s_playermodel.selectedChar) || ( s_playermodel.charNames[i + s_playermodel.scrollOffset].index >= 0 && s_playermodel.charNames[i + s_playermodel.scrollOffset].index == s_playermodel.selectedChar ) ) { //Com_Printf( S_COLOR_GREEN "%i %i %i\n", i, s_playermodel.selectedChar, s_playermodel.charNames[i + s_playermodel.scrollOffset].index ); s_playermodel.charMenu[i].textcolor = CT_WHITE; s_playermodel.charMenu[i].textcolor2 = CT_WHITE; } } } } /* ================= PlayerSettings_MenuDraw ================= */ static void PlayerModel_MenuDraw (void) { PlayerModelMenu_Graphics(); Menu_Draw( &s_playermodel.menu ); } /* ================= PlayerModel_MenuInit ================= */ static void PlayerModel_MenuInit(int menuFrom) { int i; //int j; //int k; int x; int y; static char playername[32]; //static char modelname[32]; //static char skinname[32]; //static char skinnameviewed[32]; qboolean races=qfalse; qboolean genders=qfalse; // zero set all our globals memset( &s_playermodel, 0 ,sizeof(playermodel_t) ); s_playermodel.prevMenu = menuFrom; //TiM : Model Spin view uis.spinView = qfalse; uis.lastYaw = 150; PlayerModel_Cache(); //Set up some false data to feed our spin controls for the time being //Spin controls NEED data passed to them on init, eitherwise they immediately terminate. which sucks lol s_playermodel.modelList[0] = "NONE"; s_playermodel.skinList[0] = "NONE"; Q_strncpyz( s_playermodel.genderList[0].filterName , "All", 32 ); Q_strncpyz( s_playermodel.raceList[0].filterName, "All", 32 ); // set initial states PlayerModel_BuildList(); //sort the race list alphabetically //+1 for number to account for the 'All' value qsort( (void *)s_playermodel.raceList, s_playermodel.numRaces+1, sizeof( filterData_t ), FilterList_Compare ); qsort( (void *)s_playermodel.genderList, s_playermodel.numGenders+1, sizeof( filterData_t ), FilterList_Compare ); //Populate the spin control pointers for ( i = 0; i < 128; i++ ) { if ( !s_playermodel.genderList[i].filterName[0] && !s_playermodel.raceList[i].filterName[0] ) break; if ( s_playermodel.genderList[i].filterName[0] ) { s_playermodel.genderNames[i] = s_playermodel.genderList[i].filterName; genders = qtrue; } if ( s_playermodel.raceList[i].filterName[0] ) { s_playermodel.raceNames[i] = s_playermodel.raceList[i].filterName; races = qtrue; } } s_playermodel.menu.key = PlayerModel_MenuKey; s_playermodel.menu.wrapAround = qtrue; s_playermodel.menu.fullscreen = qtrue; s_playermodel.menu.draw = PlayerModel_MenuDraw; s_playermodel.menu.descX = MENU_DESC_X; s_playermodel.menu.descY = MENU_DESC_Y; s_playermodel.menu.titleX = MENU_TITLE_X; s_playermodel.menu.titleY = MENU_TITLE_Y; s_playermodel.menu.titleI = MNT_CHANGEPLAYER_TITLE; s_playermodel.menu.footNoteEnum = MNT_CHANGEPLAYER; s_playermodel.mainmenu.generic.type = MTYPE_BITMAP; s_playermodel.mainmenu.generic.flags = QMF_HIGHLIGHT_IF_FOCUS; s_playermodel.mainmenu.generic.x = 110; s_playermodel.mainmenu.generic.y = 391; s_playermodel.mainmenu.generic.name = BUTTON_GRAPHIC_LONGRIGHT; s_playermodel.mainmenu.generic.callback = PlayerModel_MenuEvent; s_playermodel.mainmenu.width = MENU_BUTTON_MED_WIDTH; s_playermodel.mainmenu.height = MENU_BUTTON_MED_HEIGHT; s_playermodel.mainmenu.color = CT_DKPURPLE1; s_playermodel.mainmenu.color2 = CT_LTPURPLE1; if (!ingameFlag) { s_playermodel.mainmenu.textEnum = MBT_MAINMENU; s_playermodel.mainmenu.generic.id = ID_MAINMENU; } else { s_playermodel.mainmenu.textEnum = MBT_INGAMEMENU; s_playermodel.mainmenu.generic.id = ID_INGAMEMENU; } s_playermodel.mainmenu.textX = MENU_BUTTON_TEXT_X; s_playermodel.mainmenu.textY = MENU_BUTTON_TEXT_Y; s_playermodel.mainmenu.textcolor = CT_BLACK; s_playermodel.mainmenu.textcolor2 = CT_WHITE; s_playermodel.back.generic.type = MTYPE_BITMAP; s_playermodel.back.generic.name = BUTTON_GRAPHIC_LONGRIGHT; s_playermodel.back.generic.flags = QMF_HIGHLIGHT_IF_FOCUS; s_playermodel.back.generic.callback = PlayerModel_MenuEvent; s_playermodel.back.generic.id = ID_BACK; s_playermodel.back.generic.x = 110; s_playermodel.back.generic.y = 415; s_playermodel.back.width = MENU_BUTTON_MED_WIDTH; s_playermodel.back.height = MENU_BUTTON_MED_HEIGHT; s_playermodel.back.color = CT_DKPURPLE1; s_playermodel.back.color2 = CT_LTPURPLE1; s_playermodel.back.textX = MENU_BUTTON_TEXT_X; s_playermodel.back.textY = MENU_BUTTON_TEXT_Y; s_playermodel.back.textEnum = MBT_BACK; s_playermodel.back.generic.id = ID_BACK; s_playermodel.back.textcolor = CT_BLACK; s_playermodel.back.textcolor2 = CT_WHITE; s_playermodel.data.generic.type = MTYPE_BITMAP; s_playermodel.data.generic.name = BUTTON_GRAPHIC_LONGRIGHT; s_playermodel.data.generic.flags = QMF_HIGHLIGHT_IF_FOCUS; s_playermodel.data.generic.id = ID_SETTINGS; s_playermodel.data.generic.callback = PlayerModel_MenuEvent; s_playermodel.data.generic.x = 482; s_playermodel.data.generic.y = 391; s_playermodel.data.width = MENU_BUTTON_MED_WIDTH; s_playermodel.data.height = MENU_BUTTON_MED_HEIGHT; s_playermodel.data.color = CT_DKPURPLE1; s_playermodel.data.color2 = CT_LTPURPLE1; s_playermodel.data.textX = 5; s_playermodel.data.textY = 2; s_playermodel.data.textEnum = MBT_PLAYERDATA; s_playermodel.data.textcolor = CT_BLACK; s_playermodel.data.textcolor2 = CT_WHITE; s_playermodel.model.generic.type = MTYPE_BITMAP; s_playermodel.model.generic.name = BUTTON_GRAPHIC_LONGRIGHT; s_playermodel.model.generic.flags = QMF_GRAYED; s_playermodel.model.generic.x = 482; s_playermodel.model.generic.y = 415; s_playermodel.model.width = MENU_BUTTON_MED_WIDTH; s_playermodel.model.height = MENU_BUTTON_MED_HEIGHT; s_playermodel.model.color = CT_DKPURPLE1; s_playermodel.model.color2 = CT_LTPURPLE1; s_playermodel.model.textX = 5; s_playermodel.model.textY = 2; s_playermodel.model.textEnum = MBT_CHANGEMODEL; s_playermodel.model.textcolor = CT_BLACK; s_playermodel.model.textcolor2 = CT_WHITE; //y = 88; x = 107; y = 85; for (i=0; i < MAX_MENULISTITEMS; i++ ) { s_playermodel.charMenu[i].generic.type = MTYPE_BITMAP; s_playermodel.charMenu[i].generic.flags = QMF_INACTIVE | QMF_HIDDEN; s_playermodel.charMenu[i].generic.x = x; s_playermodel.charMenu[i].generic.y = y; s_playermodel.charMenu[i].generic.callback = PlayerModel_MenuEvent; s_playermodel.charMenu[i].generic.id = ID_MENUCHAR0+i; s_playermodel.charMenu[i].width = 129; s_playermodel.charMenu[i].height = 16; s_playermodel.charMenu[i].color = CT_DKPURPLE1; s_playermodel.charMenu[i].color2 = CT_LTPURPLE1; s_playermodel.charMenu[i].textPtr = NULL; s_playermodel.charMenu[i].textX = 4; s_playermodel.charMenu[i].textY = 1; s_playermodel.charMenu[i].textcolor = CT_DKGOLD1; s_playermodel.charMenu[i].textcolor2 = CT_LTGOLD1; s_playermodel.charMenu[i].textStyle = UI_SMALLFONT; y += 24; } s_playermodel.playername.generic.type = MTYPE_PTEXT; s_playermodel.playername.generic.flags = QMF_INACTIVE; s_playermodel.playername.generic.x = 444; s_playermodel.playername.generic.y = 63; s_playermodel.playername.string = playername; s_playermodel.playername.style = UI_SMALLFONT; s_playermodel.playername.color = colorTable[CT_BLACK]; /*s_playermodel.modelname.generic.type = MTYPE_PTEXT; s_playermodel.modelname.generic.flags = QMF_INACTIVE; s_playermodel.modelname.generic.x = 121; s_playermodel.modelname.generic.y = 338; s_playermodel.modelname.string = modelname; s_playermodel.modelname.style = UI_LEFT; s_playermodel.modelname.color = colorTable[CT_LTBLUE1];*/ /*s_playermodel.skinname.generic.type = MTYPE_PTEXT; s_playermodel.skinname.generic.flags = QMF_INACTIVE; s_playermodel.skinname.generic.x = 323; s_playermodel.skinname.generic.y = 338; s_playermodel.skinname.string = skinname; s_playermodel.skinname.style = UI_RIGHT; s_playermodel.skinname.color = colorTable[CT_LTBLUE1];*/ s_playermodel.player.generic.type = MTYPE_BITMAP; s_playermodel.player.generic.flags = QMF_SILENT; s_playermodel.player.generic.ownerdraw = PlayerModel_DrawPlayer; s_playermodel.player.generic.callback = PlayerModel_SpinPlayer; s_playermodel.player.generic.x = 439; //400 s_playermodel.player.generic.y = 80; //20 s_playermodel.player.width = 151; //32*7.3 s_playermodel.player.height = 291; //56*7.3 s_playermodel.upArrow.generic.type = MTYPE_BITMAP; s_playermodel.upArrow.generic.name = PIC_ARROW_UP; s_playermodel.upArrow.generic.flags = QMF_GRAYED | QMF_INACTIVE; s_playermodel.upArrow.generic.callback = PlayerModel_MenuEvent; s_playermodel.upArrow.generic.id = ID_UPARROW; s_playermodel.upArrow.generic.x = 243; s_playermodel.upArrow.generic.y = 89; s_playermodel.upArrow.width = 16; s_playermodel.upArrow.height = 16; s_playermodel.upArrow.color = CT_DKPURPLE1; s_playermodel.upArrow.color2 = CT_LTPURPLE1; s_playermodel.upArrow.textX = MENU_BUTTON_TEXT_X; s_playermodel.upArrow.textY = MENU_BUTTON_TEXT_Y; //s_playermodel.upArrow.textEnum = MBT_PREVPAGE; s_playermodel.upArrow.textcolor = CT_BLACK; s_playermodel.upArrow.textcolor2 = CT_WHITE; s_playermodel.dnArrow.generic.type = MTYPE_BITMAP; s_playermodel.dnArrow.generic.name = PIC_ARROW_DOWN; s_playermodel.dnArrow.generic.flags = QMF_GRAYED | QMF_INACTIVE; s_playermodel.dnArrow.generic.callback = PlayerModel_MenuEvent; s_playermodel.dnArrow.generic.id = ID_DNARROW; s_playermodel.dnArrow.generic.x = 243; s_playermodel.dnArrow.generic.y = 349; s_playermodel.dnArrow.width = 16; s_playermodel.dnArrow.height = 16; s_playermodel.dnArrow.color = CT_DKPURPLE1; s_playermodel.dnArrow.color2 = CT_LTPURPLE1; s_playermodel.dnArrow.textX = MENU_BUTTON_TEXT_X; s_playermodel.dnArrow.textY = MENU_BUTTON_TEXT_Y; //s_playermodel.dnArrow.textEnum = MBT_NEXTPAGE; s_playermodel.dnArrow.textcolor = CT_BLACK; s_playermodel.dnArrow.textcolor2 = CT_WHITE; s_playermodel.charModel.generic.type = MTYPE_SPINCONTROL; s_playermodel.charModel.generic.flags = QMF_INACTIVE | QMF_GRAYED; //QMF_HIGHLIGHT_IF_FOCUS s_playermodel.charModel.generic.id = ID_MODELSET; s_playermodel.charModel.generic.callback = PlayerModel_MenuEvent; s_playermodel.charModel.generic.x = 291;//134; s_playermodel.charModel.generic.y = 209;//207; s_playermodel.charModel.textEnum = MBT_CHARMODEL; s_playermodel.charModel.textcolor = CT_BLACK; s_playermodel.charModel.textcolor2 = CT_WHITE; s_playermodel.charModel.color = CT_DKPURPLE1; s_playermodel.charModel.color2 = CT_LTPURPLE1; s_playermodel.charModel.width = 92;//80; s_playermodel.charModel.textX = 56; s_playermodel.charModel.textY = 2; s_playermodel.charModel.textFlags = UI_CENTER; s_playermodel.charModel.listX = 56; s_playermodel.charModel.listY = 24; s_playermodel.charModel.listFlags = UI_CENTER; s_playermodel.charModel.focusWidth = 110; s_playermodel.charModel.focusHeight = 40; s_playermodel.charModel.itemnames = (const char **)s_playermodel.modelList; s_playermodel.charSkin.generic.type = MTYPE_SPINCONTROL; s_playermodel.charSkin.generic.flags = QMF_INACTIVE | QMF_GRAYED; s_playermodel.charSkin.generic.id = ID_SKINSET; s_playermodel.charSkin.generic.callback = PlayerModel_MenuEvent; s_playermodel.charSkin.generic.x = 291;//134; s_playermodel.charSkin.generic.y = 266;//207; s_playermodel.charSkin.textEnum = MBT_CHARSKIN; s_playermodel.charSkin.textcolor = CT_BLACK; s_playermodel.charSkin.textcolor2 = CT_WHITE; s_playermodel.charSkin.color = CT_DKPURPLE1; s_playermodel.charSkin.color2 = CT_LTPURPLE1; s_playermodel.charSkin.width = 90;//80; s_playermodel.charSkin.textX = 56; s_playermodel.charSkin.textY = 2; s_playermodel.charSkin.textFlags = UI_CENTER; s_playermodel.charSkin.listX = 56; s_playermodel.charSkin.listY = 24; s_playermodel.charSkin.listFlags = UI_CENTER; s_playermodel.charSkin.focusWidth = 110; s_playermodel.charSkin.focusHeight = 40; s_playermodel.charSkin.itemnames = (const char**)s_playermodel.skinList; s_playermodel.raceFilter.generic.type = MTYPE_SPINCONTROL; if ( !races ) { s_playermodel.raceFilter.generic.flags = QMF_INACTIVE | QMF_GRAYED; } else { s_playermodel.raceFilter.generic.flags = QMF_HIGHLIGHT_IF_FOCUS; } s_playermodel.raceFilter.generic.id = ID_RACEFILTER; s_playermodel.raceFilter.generic.callback = PlayerModel_MenuEvent; s_playermodel.raceFilter.generic.x = 270; s_playermodel.raceFilter.generic.y = 391; s_playermodel.raceFilter.textEnum = MBT_RACEFILTER; s_playermodel.raceFilter.textcolor = CT_BLACK; s_playermodel.raceFilter.textcolor2 = CT_WHITE; s_playermodel.raceFilter.color = CT_DKPURPLE1; s_playermodel.raceFilter.color2 = CT_LTPURPLE1; s_playermodel.raceFilter.textX = 10; s_playermodel.raceFilter.textY = 1; s_playermodel.raceFilter.width = 65; s_playermodel.raceFilter.itemnames = (const char**)s_playermodel.raceNames; s_playermodel.genderFilter.generic.type = MTYPE_SPINCONTROL; if ( !genders ) { s_playermodel.genderFilter.generic.flags = QMF_INACTIVE | QMF_GRAYED; } else { s_playermodel.genderFilter.generic.flags = QMF_HIGHLIGHT_IF_FOCUS; } s_playermodel.genderFilter.generic.id = ID_GENDERFILTER; s_playermodel.genderFilter.generic.callback = PlayerModel_MenuEvent; s_playermodel.genderFilter.generic.x = 270; s_playermodel.genderFilter.generic.y = 414; s_playermodel.genderFilter.textEnum = MBT_GENDERFILTER; s_playermodel.genderFilter.textcolor = CT_BLACK; s_playermodel.genderFilter.textcolor2 = CT_WHITE; s_playermodel.genderFilter.color = CT_DKPURPLE1; s_playermodel.genderFilter.color2 = CT_LTPURPLE1; s_playermodel.genderFilter.textX = 10; s_playermodel.genderFilter.textY = 1; s_playermodel.genderFilter.width = 65; s_playermodel.genderFilter.itemnames = (const char**)s_playermodel.genderNames; s_playermodel.apply.generic.type = MTYPE_BITMAP; s_playermodel.apply.generic.name = GRAPHIC_SQUARE; s_playermodel.apply.generic.flags = QMF_GRAYED | QMF_INACTIVE; s_playermodel.apply.generic.callback = PlayerModel_MenuEvent; s_playermodel.apply.generic.id = ID_APPLY; s_playermodel.apply.generic.x = 281; s_playermodel.apply.generic.y = 321; s_playermodel.apply.width = 132; s_playermodel.apply.height = 39; s_playermodel.apply.color = CT_DKPURPLE1; s_playermodel.apply.color2 = CT_LTPURPLE1; s_playermodel.apply.textX = MENU_BUTTON_TEXT_X; s_playermodel.apply.textY = MENU_BUTTON_TEXT_Y; s_playermodel.apply.textEnum = MBT_VIDEOAPPLYCHANGES; s_playermodel.apply.textcolor = CT_BLACK; s_playermodel.apply.textcolor2 = CT_WHITE; s_playermodel.scrollBar.generic.type = MTYPE_ACTION; s_playermodel.scrollBar.generic.flags = QMF_INACTIVE | QMF_HIDDEN; s_playermodel.scrollBar.generic.x = 242; s_playermodel.scrollBar.generic.y = 108; s_playermodel.scrollBar.generic.id = ID_SCROLLBAR; s_playermodel.scrollBar.generic.ownerdraw = PlayerModel_DrawScrollBar; s_playermodel.scrollBar.width = 18; s_playermodel.scrollBar.height = MIN_SCROLLHEIGHT; s_playermodel.scrollBar.color = CT_DKPURPLE1; s_playermodel.scrollBar.color2 = CT_LTPURPLE1; Menu_AddItem( &s_playermodel.menu, &s_playermodel.model ); Menu_AddItem( &s_playermodel.menu, &s_playermodel.data ); Menu_AddItem( &s_playermodel.menu, &s_playermodel.player ); Menu_AddItem( &s_playermodel.menu, &s_playermodel.playername ); Menu_AddItem( &s_playermodel.menu, &s_playermodel.upArrow ); Menu_AddItem( &s_playermodel.menu, &s_playermodel.scrollBar ); Menu_AddItem( &s_playermodel.menu, &s_playermodel.dnArrow ); Menu_AddItem( &s_playermodel.menu, &s_playermodel.charModel ); Menu_AddItem( &s_playermodel.menu, &s_playermodel.charSkin ); Menu_AddItem( &s_playermodel.menu, &s_playermodel.apply ); for (i=0; i < MAX_MENULISTITEMS; i++ ) { Menu_AddItem( &s_playermodel.menu, &s_playermodel.charMenu[i] ); } Menu_AddItem( &s_playermodel.menu, &s_playermodel.raceFilter ); Menu_AddItem( &s_playermodel.menu, &s_playermodel.genderFilter ); Menu_AddItem( &s_playermodel.menu, &s_playermodel.back ); Menu_AddItem( &s_playermodel.menu, &s_playermodel.mainmenu ); if ( s_playermodel.numChars >= MAX_MENULISTITEMS ) { s_playermodel.upArrow.generic.flags = QMF_HIGHLIGHT_IF_FOCUS; s_playermodel.dnArrow.generic.flags = QMF_HIGHLIGHT_IF_FOCUS; } PlayerModel_SetMenuItems(); PlayerModel_OffsetCharList( &s_playermodel.scrollOffset ); PlayerModel_SetupScrollBar( &s_playermodel.scrollBar ); PlayerModel_UpdateScrollBar( &s_playermodel.scrollBar ); // update user interface PlayerModel_UpdateModel(); } /* ================= PlayerModel_Cache ================= */ void PlayerModel_Cache( void ) { //int i; s_playermodel.corner_ll_4_18 = trap_R_RegisterShaderNoMip("menu/common/corner_ll_4_18"); s_playermodel.corner_ll_4_4 = trap_R_RegisterShaderNoMip("menu/common/corner_ll_4_4"); s_playermodel.corner_lr_4_18 = trap_R_RegisterShaderNoMip("menu/common/corner_lr_4_18"); s_playermodel.corner_lr_18_4 = trap_R_RegisterShaderNoMip("menu/common/corner_lr_18_4"); s_playermodel.corner_ur_18_18 = trap_R_RegisterShaderNoMip("menu/common/corner_ur_18_18"); trap_R_RegisterShaderNoMip(PIC_ARROW_UP); trap_R_RegisterShaderNoMip(PIC_ARROW_DOWN); } /* ================= PlayerModel_DrawLoading ================= */ static void PlayerModel_DrawLoading( void ) { //register the corners now qhandle_t cornerPic = trap_R_RegisterShaderNoMip("menu/common/corner_ll_47_18.tga"); int y = 50; trap_R_SetColor( colorTable[CT_DKPURPLE2]); UI_DrawHandlePic( 132, y+ 42, 128, -64, cornerPic); // Top Left corner UI_DrawHandlePic( 132, y+252, 128, 64, cornerPic); // Bottom Left corner UI_DrawHandlePic( 429, y+ 42, -128, -64, cornerPic); // Top Right corner UI_DrawHandlePic( 429, y+252, -128, 64, cornerPic); // Bottom Right corner UI_DrawHandlePic(145, y+75, 395, 18, uis.whiteShader); // Top UI_DrawHandlePic(132, y+93, 47, 175, uis.whiteShader); // Left side UI_DrawHandlePic(510, y+93, 47, 175, uis.whiteShader); // Right side UI_DrawHandlePic(147,y+265, 65, 18, uis.whiteShader); // Bottom Left UI_DrawHandlePic(477,y+265, 65, 18, uis.whiteShader); // Bottom Right UI_DrawHandlePic(214,y+265, 261, 18, uis.whiteShader); // Bottom UI_DrawProportionalString(345,y+159,menu_normal_text[MNT_LOADING],UI_SMALLFONT | UI_CENTER,colorTable[CT_LTGOLD1]); } /* ================= PlayerModel_Cache ================= */ void UI_PlayerModelMenu(int menuFrom) { //TiM - Spawn a quick "loading" box //Sometimes this gives me the eerie creeps the game froze PlayerModel_DrawLoading(); PlayerModel_MenuInit(menuFrom); UI_PushMenu( &s_playermodel.menu ); //Menu_SetCursorToItem( &s_playermodel.menu, &s_playermodel.pics[s_playermodel.selectedmodel % MAX_MODELSPERPAGE] ); }