mirror of
https://github.com/UberGames/rpgxEF.git
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1624 lines
52 KiB
C
1624 lines
52 KiB
C
/*
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======================================================
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RPG-X Emotes Window
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By TiM
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14-5-2006
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This menu is designed to allow players to choose emotes
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they want their characters to play ingame.
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======================================================
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*/
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#include "ui_local.h"
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#include "ui_logger.h"
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enum ui_emotesIDs_e {
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ID_RECENT = 1,
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ID_FAVORITES,
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ID_VIEWALL,
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ID_SITTING,
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ID_CONSOLE,
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ID_GESTURE,
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ID_FULLBODY,
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ID_INJURED,
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ID_MISC,
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ID_MAINMENU = 15,
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ID_BIND_EMOTE,
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ID_FAV_EMOTE,
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ID_DO_EMOTE,
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ID_LIST_UP = 20,
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ID_LIST_DN,
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ID_SCROLLBAR,
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ID_EMOTELIST1 = 101,
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ID_EMOTELIST2,
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ID_EMOTELIST3,
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ID_EMOTELIST4,
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ID_EMOTELIST5,
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ID_EMOTELIST6,
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ID_EMOTELIST7,
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ID_EMOTELIST8,
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ID_EMOTELIST9,
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ID_EMOTELIST10,
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ID_EMOTELIST11,
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ID_EMOTELIST12
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};
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static const char PIC_ARROW_UP[] = "menu/common/arrow_up_16.tga";
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static const char PIC_ARROW_DOWN[] = "menu/common/arrow_dn_16.tga";
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enum ui_emotesLimits_e {
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MIN_SCROLLHEIGHT = 8,
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MAX_MENULISTITEMS = 12,
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MAX_SCROLLRANGE = 198,
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MAX_SCROLLTOP = 204,
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LOW_MEMORY = (5 * 1024 * 1024)
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};
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//Defined here so the PlayerModel APIs can handle them :)
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static void PlayerEmotes_FillEmotesArray(int32_t emoteCategory);
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static void PlayerEmotes_UpdateScrollBar(menuaction_s *bar);
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static void PlayerEmotes_SetupScrollBar(menuaction_s *bar);
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//TiM - data necessary for a scroll bar
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typedef struct
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{
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qboolean mouseDown;
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qboolean doubleStep;
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int32_t yStart;
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} scrollData_t;
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typedef struct {
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menuframework_s menu;
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//main buttons
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menubitmap_s recentFilter;
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menubitmap_s favoritesFilter;
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menubitmap_s viewAllFilter;
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menubitmap_s sittingFilter;
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menubitmap_s consoleFilter;
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menubitmap_s gestureFilter;
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menubitmap_s fullMotionFilter;
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menubitmap_s injuredFilter;
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menubitmap_s miscFilter;
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menubitmap_s mainMenu; //Return to game ( or main menu )
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//menu arrows
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menubitmap_s upArrow;
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menubitmap_s dnArrow;
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menuaction_s scrollBar;
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//emote parameters list
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char emoteTitle[26]; //Emote name displayed at the top
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menufield_s modelOffset; //button used to enter in modeloffset data
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menuaction_s emoteBind; //keybind(s) for this emote
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int32_t bindValue; //ASCII index of the key this emote is bound to
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qboolean keyBindActive; //True while the code is waiting for the user to enter a new emote bind
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menubitmap_s addFav; //Add Favorites Button
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menubitmap_s playEmote; //Play Emote Button
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int32_t selectedEmote;
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int32_t favvedEmote; //the cvar index this emote is favved at
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//playermodel rendering variables
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menubitmap_s playerMdl;
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char playerModel[MAX_QPATH];
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playerInfo_t playerInfo;
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vec3_t viewAngles;
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vec3_t moveAngles;
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//graphics definitions
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qhandle_t corner_ll_4_18;
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qhandle_t corner_ll_4_4;
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qhandle_t corner_ur_18_18;
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qhandle_t corner_lr_18_4;
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qhandle_t corner_lr_4_18;
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//active emotes storage definitions
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int32_t emoteListOffset; //offset that is incremented/decremented by the arrow tools
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int32_t numEmotes; //number of emotes in main list
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menubitmap_s emotesMenu[MAX_MENULISTITEMS]; //buttons to display the active emote set
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char emoteNames[MAX_MENULISTITEMS][25]; //local store for the emotes name
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int32_t mainEmotesList[175]; //the primary emote list, reset each time a new category is picked
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int32_t prevOffset; //Save the modeloffset so as to execute the command when we leave teh menu if changed
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int32_t currentMenu; //Save the current menu... we need this to refresh the fav menu if need be
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//ie this menu was called via the console ( ie a key bind instead of from the main menu)
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qboolean fromConsole;
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scrollData_t scrollData; //TiM - Scroll data
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} playerEmotes_t;
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playerEmotes_t s_playerEmotes;
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/*
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=================
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Player_SpinPlayer
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=================
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*/
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static void PlayerEmotes_SpinPlayer(void* ptr, int32_t event)
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{
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UI_LogFuncBegin();
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if (event == QM_ACTIVATED)
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{
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uis.spinView = qtrue;
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uis.cursorpx = uis.cursorx;
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}
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UI_LogFuncEnd();
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}
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/*
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=================
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Player_InitModel
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=================
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*/
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static void PlayerEmotes_InitModel(void)
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{
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UI_LogFuncBegin();
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memset(&s_playerEmotes.playerInfo, 0, sizeof(playerInfo_t));
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UI_PlayerInfo_SetModel(&s_playerEmotes.playerInfo, UI_Cvar_VariableString("model"));
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//Player_UpdateModel( ANIM_IDLE );
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VectorClear(s_playerEmotes.viewAngles);
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VectorClear(s_playerEmotes.moveAngles);
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s_playerEmotes.viewAngles[YAW] = uis.lastYaw;
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s_playerEmotes.viewAngles[PITCH] = 0;
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s_playerEmotes.viewAngles[ROLL] = 0;
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s_playerEmotes.moveAngles[YAW] = 0; //s_main.playerViewangles[YAW];
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UI_PlayerInfo_SetInfo(&s_playerEmotes.playerInfo,
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BOTH_STAND1,
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BOTH_STAND1,
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s_playerEmotes.viewAngles,
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s_playerEmotes.moveAngles,
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WP_0,
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trap_Cvar_VariableValue("height"),
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trap_Cvar_VariableValue("weight"),
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qfalse);
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UI_LogFuncEnd();
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}
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/*
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=================
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Player_DrawPlayer
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=================
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*/
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static void PlayerEmotes_DrawPlayer(void) //*self )
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{
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UI_LogFuncBegin();
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vec3_t origin = { -20, 5, -4 };//{ 0, 3.8, 0};
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char buf[MAX_QPATH];
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if (trap_MemoryRemaining() <= LOW_MEMORY) {
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UI_DrawProportionalString(s_playerEmotes.playerMdl.generic.x, s_playerEmotes.playerMdl.generic.y + s_playerEmotes.playerMdl.height / 2, "LOW MEMORY", UI_LEFT, color_red);
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return;
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}
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trap_Cvar_VariableStringBuffer("model", buf, sizeof(buf));
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//if model is changed in the console
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if (Q_stricmp(buf, s_playerEmotes.playerInfo.modelName)) {
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UI_PlayerInfo_SetModel(&s_playerEmotes.playerInfo, buf);
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s_playerEmotes.viewAngles[YAW] = uis.lastYaw; //yaw
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UI_PlayerInfo_SetInfo(&s_playerEmotes.playerInfo, BOTH_STAND1, BOTH_STAND1, s_playerEmotes.viewAngles, vec3_origin, WP_0, trap_Cvar_VariableValue("height"), trap_Cvar_VariableValue("weight"), qfalse);
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//reload the menu just in case
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PlayerEmotes_FillEmotesArray(s_playerEmotes.currentMenu);
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}
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UI_DrawPlayer(s_playerEmotes.playerMdl.generic.x, s_playerEmotes.playerMdl.generic.y, s_playerEmotes.playerMdl.width, s_playerEmotes.playerMdl.height, origin, &s_playerEmotes.playerInfo, uis.realtime);
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UI_LogFuncEnd();
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}
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/*
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=================
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Player_DoEmote
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TiM: Called to make the
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player model onscreen
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do the emote animation
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=================
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*/
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static void Player_DoEmote(int32_t emoteNum) {
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UI_LogFuncBegin();
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emoteList_t *emote;
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int32_t torsoAnim = BOTH_STAND1;
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int32_t legsAnim = BOTH_STAND1;
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int32_t legsTimer = 0;
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int32_t torsoTimer = 0;
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emote = &bg_emoteList[emoteNum];
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//UI_Logger( LL_DEBUG, "Emote num: %i, Enum: %i, Legs time: %i\n", emoteNum, emote->enumName );
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if (!emote){
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UI_LogFuncEnd();
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return;
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}
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if (emote->bodyFlags & EMOTE_LOWER)
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{
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legsAnim = emote->enumName;
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if (emote->enumLoop > 0)
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s_playerEmotes.playerInfo.lowerLoopEmote = emote->enumLoop;
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else
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s_playerEmotes.playerInfo.lowerLoopEmote = 0;
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}
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if (emote->bodyFlags & EMOTE_UPPER)
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{
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torsoAnim = emote->enumName;
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if (emote->enumLoop > 0)
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s_playerEmotes.playerInfo.upperLoopEmote = emote->enumLoop;
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else
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s_playerEmotes.playerInfo.upperLoopEmote = 0;
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}
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if (!(emote->animFlags & EMOTE_LOOP_LOWER)) {
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legsTimer = s_playerEmotes.playerInfo.animations[emote->enumName].numFrames * s_playerEmotes.playerInfo.animations[emote->enumName].frameLerp;
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s_playerEmotes.playerInfo.lowerEmoting = qtrue;
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}
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if (!(emote->animFlags & EMOTE_LOOP_UPPER)) {
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torsoTimer = s_playerEmotes.playerInfo.animations[emote->enumName].numFrames * s_playerEmotes.playerInfo.animations[emote->enumName].frameLerp;
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s_playerEmotes.playerInfo.upperEmoting = qtrue;
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}
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s_playerEmotes.playerInfo.legsAnimationTimer = legsTimer;
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s_playerEmotes.playerInfo.torsoAnimationTimer = torsoTimer;
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s_playerEmotes.viewAngles[YAW] = uis.lastYaw;
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UI_PlayerInfo_SetInfo(&s_playerEmotes.playerInfo, legsAnim, torsoAnim, s_playerEmotes.viewAngles, vec3_origin, WP_0, trap_Cvar_VariableValue("height"), trap_Cvar_VariableValue("weight"), qfalse);
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UI_LogFuncEnd();
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}
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/*
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===============
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PlayerEmotes_BuildEmotesList
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TiM: Fills in the main menu list
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from the main emote array.
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Called upon new list defines as
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well as when the arrow key is clicked
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===============
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*/
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static void PlayerEmotes_BuildEmotesList(int32_t *emoteListOffset)
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{
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UI_LogFuncBegin();
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int32_t i;
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int32_t offset;
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//clamp the offset value
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if (*emoteListOffset < 0) {
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*emoteListOffset = 0;
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UI_LogFuncEnd();
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return;
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}
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if (s_playerEmotes.numEmotes > MAX_MENULISTITEMS && *emoteListOffset > s_playerEmotes.numEmotes - MAX_MENULISTITEMS) {
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*emoteListOffset = s_playerEmotes.numEmotes - MAX_MENULISTITEMS;
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UI_LogFuncEnd();
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return;
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}
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//clear all of the previous list data
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memset(&s_playerEmotes.emoteNames, 0, sizeof(s_playerEmotes.emoteNames));
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//populate the list
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for (i = 0; i < MAX_MENULISTITEMS; i++) {
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offset = *emoteListOffset + i;
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//if there's no data (ie there are no emotes this far),
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//make the button hidden and continue
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if (i > s_playerEmotes.numEmotes || s_playerEmotes.mainEmotesList[offset] == -1 || s_playerEmotes.mainEmotesList[offset] >= bg_numEmotes) {
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s_playerEmotes.emotesMenu[i].generic.flags = (QMF_INACTIVE | QMF_HIDDEN);
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s_playerEmotes.emotesMenu[i].textPtr = NULL;
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continue;
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}
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Q_strncpyz(s_playerEmotes.emoteNames[i], bg_emoteList[s_playerEmotes.mainEmotesList[offset]].name, sizeof(s_playerEmotes.emoteNames[i]));
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Q_strupr(s_playerEmotes.emoteNames[i]);
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s_playerEmotes.emotesMenu[i].generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
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s_playerEmotes.emotesMenu[i].textPtr = s_playerEmotes.emoteNames[i];
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}
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UI_LogFuncEnd();
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}
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/*
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===============
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PlayerEmotes_FillEmotesArray
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TiM: Called when a new category
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button is pressed. It flushes the
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main list of emotes, and re-populates it with the
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new category. Then it reloads the main list
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with these new emotes
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===============
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*/
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static void PlayerEmotes_FillEmotesArray(int32_t emoteCategory) {
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UI_LogFuncBegin();
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int32_t i;
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emoteList_t *emote;
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//reset the list and counting data
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//NB: -1 instead of 0 since 0 is a valid emote
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for (i = 0; i < 175; i++) {
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s_playerEmotes.mainEmotesList[i] = -1;
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}
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s_playerEmotes.numEmotes = 0;
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s_playerEmotes.currentMenu = emoteCategory;
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//The first few categories are pre-set
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//so we'll manually handle those
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switch (emoteCategory)
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{
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//this one's a kicker ROFL
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case ID_VIEWALL:
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for (i = 0; i < bg_numEmotes; i++) {
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//TiM: Make sure we don't include emote stubs. No point
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emote = &bg_emoteList[i];
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if (!emote || (emote->enumName >= 0 && emote->enumName < MAX_ANIMATIONS && s_playerEmotes.playerInfo.animations[emote->enumName].numFrames < 0) || !emote->name[0])
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continue;
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s_playerEmotes.mainEmotesList[s_playerEmotes.numEmotes] = i;
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s_playerEmotes.numEmotes++;
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}
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break;
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//Console stored emote lists
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case ID_RECENT:
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case ID_FAVORITES:
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{
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char consoleName[25];
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char fullName[32];
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char cvarValue[5];
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int32_t emoteNum;
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//favorites and recent are basically the same, so with a quick condition here,
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//we can re-use the same code for both :)
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if (emoteCategory == ID_RECENT)
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Q_strncpyz(consoleName, "ui_recentEmote", sizeof(consoleName));
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else
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Q_strncpyz(consoleName, "ui_favoriteEmote", sizeof(consoleName));
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//reversed so the thing that was added last is displayed first :)
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for (i = NUM_CVAR_STORES; i > 0; i--) {
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Com_sprintf(fullName, sizeof(fullName), "%s%i", consoleName, i);
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//even tho we are loading int32_t values from these CVARs, we'll be handling them like strings at first.
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//reason being, "0" is a valid emote number, "" isn't
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trap_Cvar_VariableStringBuffer(fullName, cvarValue, sizeof(cvarValue));
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if (!cvarValue[0] || !Q_stricmp(cvarValue, "-1"))
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continue;
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emoteNum = atoi(cvarValue);
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//error check the int32_t
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if (emoteNum >= bg_numEmotes || emoteNum < 0) {
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continue;
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}
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//TiM: Make sure we don't include emote stubs. No point
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emote = &bg_emoteList[emoteNum];
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if (!emote || (emote->enumName >= 0 && emote->enumName < MAX_ANIMATIONS && s_playerEmotes.playerInfo.animations[emote->enumName].numFrames < 0))
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continue;
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//add to the list
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s_playerEmotes.mainEmotesList[s_playerEmotes.numEmotes] = emoteNum;
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s_playerEmotes.numEmotes++;
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}
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}
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break;
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//specific per-category emotes
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case ID_SITTING:
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case ID_CONSOLE:
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case ID_GESTURE:
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case ID_FULLBODY:
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case ID_INJURED:
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case ID_MISC:
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{
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int32_t emoteIndex;
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//find out the actual ID we need from that lot up there
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//lol a case in a case
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switch (emoteCategory) {
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case ID_SITTING:
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emoteIndex = TYPE_SITTING;
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break;
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case ID_CONSOLE:
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emoteIndex = TYPE_CONSOLE;
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break;
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case ID_GESTURE:
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emoteIndex = TYPE_GESTURE;
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break;
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case ID_FULLBODY:
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emoteIndex = TYPE_FULLBODY;
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break;
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case ID_INJURED:
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emoteIndex = TYPE_INJURED;
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break;
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case ID_MISC:
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emoteIndex = TYPE_MISC;
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break;
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default:
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emoteIndex = TYPE_NONE;
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break;
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}
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if (emoteIndex < 0) {
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break;
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}
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//loop thru all the emotes, and add any that have a matching Index
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for (i = 0; i < bg_numEmotes; i++) {
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//TiM: Make sure we don't include emote stubs. No point
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emote = &bg_emoteList[i];
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if (!emote || (emote->enumName >= 0 && emote->enumName < MAX_ANIMATIONS && s_playerEmotes.playerInfo.animations[emote->enumName].numFrames < 0))
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continue;
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if (bg_emoteList[i].emoteType == emoteIndex) {
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s_playerEmotes.mainEmotesList[s_playerEmotes.numEmotes] = i;
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s_playerEmotes.numEmotes++;
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}
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}
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}
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break;
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}
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//if the number of emotes exceeded our displayable total, then activate the arrow buttons
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if (s_playerEmotes.numEmotes > MAX_MENULISTITEMS) {
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s_playerEmotes.upArrow.generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
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s_playerEmotes.dnArrow.generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
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}
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s_playerEmotes.emoteListOffset = 0;
|
|
PlayerEmotes_BuildEmotesList(&s_playerEmotes.emoteListOffset);
|
|
UI_LogFuncEnd();
|
|
}
|
|
|
|
/*
|
|
===============
|
|
PlayerEmotes_HandleNewEmote
|
|
TiM: An emotes button was pressed
|
|
Now to handle the tonnes of button
|
|
checks n' stuff
|
|
===============
|
|
*/
|
|
static void PlayerEmotes_HandleNewEmote(int32_t buttonId) {
|
|
UI_LogFuncBegin();
|
|
int32_t i;
|
|
int32_t 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 ((int32_t)trap_Cvar_VariableValue(va("ui_favoriteEmote%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);
|
|
UI_LogFuncEnd();
|
|
}
|
|
|
|
/*
|
|
===============
|
|
PlayerEmotes_HandleFav
|
|
===============
|
|
*/
|
|
static void PlayerEmotes_HandleFav(void) {
|
|
UI_LogFuncBegin();
|
|
int32_t i;
|
|
char* cvar;
|
|
|
|
|
|
//safety net lol
|
|
if (s_playerEmotes.selectedEmote < 0){
|
|
UI_LogFuncEnd();
|
|
return;
|
|
}
|
|
|
|
//this emote's been favved, so I guess we're unfaving it now
|
|
if (s_playerEmotes.favvedEmote > 0) {
|
|
cvar = va("ui_favoriteEmote%i", s_playerEmotes.favvedEmote);
|
|
|
|
//double chack. make sure that we've got the right emote
|
|
if ((int32_t)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 ((int32_t)trap_Cvar_VariableValue(va("ui_favoriteEmote%i", i - 1)) == -1) {
|
|
//set the previous CVAR, the value of this CVAR regardless if it's -1 or not
|
|
trap_Cvar_SetValue(va("ui_favoriteEmote%i", i - 1), (int32_t)trap_Cvar_VariableValue(va("ui_favoriteEmote%i", i)));
|
|
|
|
//and then flush out this CVAR
|
|
trap_Cvar_Set(va("ui_favoriteEmote%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("ui_favoriteEmote%i", i);
|
|
if ((int32_t)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("ui_favoriteEmote%i", i - 1);
|
|
trap_Cvar_SetValue(cvar, (int32_t)trap_Cvar_VariableValue(va("ui_favoriteEmote%i", i)));
|
|
|
|
if (i == NUM_CVAR_STORES) {
|
|
trap_Cvar_SetValue(va("ui_favoriteEmote%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;
|
|
}
|
|
}
|
|
UI_LogFuncEnd();
|
|
}
|
|
|
|
/*
|
|
===============
|
|
PlayerEmotes_ExecuteOffset
|
|
===============
|
|
*/
|
|
static void PlayerEmotes_ExecuteOffset(void) {
|
|
UI_LogFuncBegin();
|
|
int32_t offset;
|
|
|
|
offset = atoi(s_playerEmotes.modelOffset.field.buffer);
|
|
|
|
if (offset != s_playerEmotes.prevOffset)
|
|
trap_Cmd_ExecuteText(EXEC_APPEND, va("modelOffset %i\n", offset));
|
|
UI_LogFuncEnd();
|
|
}
|
|
|
|
/*
|
|
===============
|
|
PlayerEmotes_Event
|
|
===============
|
|
*/
|
|
static void PlayerEmotes_Event(void* ptr, int32_t event) {
|
|
UI_LogFuncBegin();
|
|
|
|
if (event != QM_ACTIVATED){
|
|
UI_LogFuncEnd();
|
|
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;
|
|
}
|
|
UI_LogFuncEnd();
|
|
}
|
|
|
|
/*
|
|
===============
|
|
PlayerEmotes_Draw
|
|
===============
|
|
*/
|
|
static void PlayerEmotes_Draw(void) {
|
|
UI_LogFuncBegin();
|
|
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);
|
|
UI_LogFuncEnd();
|
|
}
|
|
|
|
/*
|
|
===============
|
|
PlayerEmotes_DrawBinding
|
|
===============
|
|
*/
|
|
static void PlayerEmotes_DrawBinding(void *self) {
|
|
UI_LogFuncBegin();
|
|
qboolean focus;
|
|
menuaction_s *action;
|
|
int32_t x, y;
|
|
int32_t bind;
|
|
char name[20];
|
|
int32_t buttonColor;
|
|
int32_t textColor;
|
|
int32_t 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]);
|
|
UI_LogFuncEnd();
|
|
}
|
|
|
|
/*
|
|
=================
|
|
PlayerEmotes_DrawScrollBar
|
|
=================
|
|
*/
|
|
static void PlayerEmotes_DrawScrollBar(void *self)
|
|
{
|
|
UI_LogFuncBegin();
|
|
qboolean focus;
|
|
menuaction_s *bar;
|
|
int32_t *y;
|
|
int32_t color;
|
|
int32_t newY;
|
|
int32_t 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){
|
|
UI_LogFuncEnd();
|
|
return;
|
|
}
|
|
|
|
if (!trap_Key_IsDown(K_MOUSE1))
|
|
{
|
|
s_playerEmotes.scrollData.mouseDown = qfalse;
|
|
uis.activemenu->noNewSelecting = qfalse;
|
|
return;
|
|
}
|
|
|
|
if (uis.cursory == s_playerEmotes.scrollData.yStart){
|
|
UI_LogFuncEnd();
|
|
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;
|
|
UI_LogFuncEnd();
|
|
}
|
|
|
|
/*
|
|
=================
|
|
PlayerEmotes_SetupScrollBar
|
|
=================
|
|
*/
|
|
static void PlayerEmotes_SetupScrollBar(menuaction_s *bar)
|
|
{
|
|
UI_LogFuncBegin();
|
|
int32_t height;
|
|
|
|
//first make sure it's worth enabling this at all
|
|
if (s_playerEmotes.numEmotes <= MAX_MENULISTITEMS)
|
|
{
|
|
bar->generic.flags = QMF_INACTIVE | QMF_HIDDEN;
|
|
UI_LogFuncEnd();
|
|
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;
|
|
UI_LogFuncEnd();
|
|
|
|
}
|
|
|
|
/*
|
|
=================
|
|
PlayerEmotes_UpdateScrollBar
|
|
=================
|
|
*/
|
|
static void PlayerEmotes_UpdateScrollBar(menuaction_s *bar)
|
|
{
|
|
UI_LogFuncBegin();
|
|
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;
|
|
UI_LogFuncEnd();
|
|
}
|
|
|
|
/*
|
|
===============
|
|
PlayerEmotes_KeyEvent
|
|
===============
|
|
*/
|
|
static sfxHandle_t PlayerEmotes_KeyEvent(int32_t key) {
|
|
UI_LogFuncBegin();
|
|
menucommon_s *s;
|
|
int32_t i;
|
|
char command[256];
|
|
|
|
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;
|
|
|
|
UI_LogFuncEnd();
|
|
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;
|
|
}
|
|
}
|
|
UI_LogFuncEnd();
|
|
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();
|
|
|
|
int32_t 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();
|
|
UI_LogFuncEnd();
|
|
return menu_out_sound;
|
|
}
|
|
}
|
|
|
|
end:
|
|
UI_LogFuncEnd();
|
|
return (Menu_DefaultKey(&s_playerEmotes.menu, key));
|
|
}
|
|
|
|
void UI_PlayerEmotes_Cache(void) {
|
|
UI_LogFuncBegin();
|
|
|
|
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);
|
|
UI_LogFuncEnd();
|
|
}
|
|
|
|
/*
|
|
===============
|
|
PlayerEmotes_Init
|
|
===============
|
|
*/
|
|
static void PlayerEmotes_Init(void) {
|
|
UI_LogFuncBegin();
|
|
int32_t x, y;
|
|
int32_t 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 = (int32_t)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 ((int32_t)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_LogFuncEnd();
|
|
}
|
|
|
|
/*
|
|
===============
|
|
UI_EmotesMenu
|
|
===============
|
|
*/
|
|
void UI_EmotesMenu(qboolean fromConsole) {
|
|
UI_LogFuncBegin();
|
|
memset(&s_playerEmotes, 0, sizeof(s_playerEmotes));
|
|
|
|
s_playerEmotes.fromConsole = fromConsole;
|
|
PlayerEmotes_Init();
|
|
|
|
ingameFlag = qtrue;
|
|
Mouse_Show();
|
|
|
|
UI_PushMenu(&s_playerEmotes.menu);
|
|
UI_LogFuncEnd();
|
|
}
|