Make skin icon bitmap part of the player setup menu

Adding menu bitmaps makes this possible.
Bounds check on skin box current value.
This commit is contained in:
apartfromtime 2022-08-06 13:20:21 +10:00
parent f9ab797c7c
commit de051f248c
1 changed files with 25 additions and 25 deletions

View File

@ -5066,6 +5066,7 @@ M_Menu_AddressBook_f(void)
static menuframework_s s_player_config_menu;
static menufield_s s_player_name_field;
static menubitmap_s s_player_icon_bitmap;
static menulist_s s_player_model_box;
static menulist_s s_player_skin_box;
static menulist_s s_player_handedness_box;
@ -5427,6 +5428,14 @@ PlayerConfig_MenuInit(void)
strcpy(s_player_name_field.buffer, name->string);
s_player_name_field.cursor = strlen(name->string);
s_player_icon_bitmap.generic.type = MTYPE_BITMAP;
s_player_icon_bitmap.generic.flags = QMF_INACTIVE;
s_player_icon_bitmap.generic.x = ((viddef.width / scale - 95) / 2) - 87;
s_player_icon_bitmap.generic.y = ((viddef.height / (2 * scale))) - 72;
s_player_icon_bitmap.generic.name = 0;
s_player_icon_bitmap.generic.callback = 0;
s_player_icon_bitmap.focuspic = 0;
s_player_model_title.generic.type = MTYPE_SEPARATOR;
s_player_model_title.generic.name = "model";
s_player_model_title.generic.x = -8 * scale;
@ -5500,6 +5509,7 @@ PlayerConfig_MenuInit(void)
s_player_download_action.generic.callback = DownloadOptionsFunc;
Menu_AddItem(&s_player_config_menu, &s_player_name_field);
Menu_AddItem(&s_player_config_menu, &s_player_icon_bitmap);
Menu_AddItem(&s_player_config_menu, &s_player_model_title);
Menu_AddItem(&s_player_config_menu, &s_player_model_box);
@ -5536,22 +5546,22 @@ PlayerConfig_MenuDraw(void)
refdef.fov_y = CalcFov(refdef.fov_x, (float)refdef.width, (float)refdef.height);
refdef.time = cls.realtime * 0.001f;
if (s_pmi[s_player_model_box.curvalue].skindisplaynames)
if (s_pmi[s_player_model_box.curvalue].skindisplaynames &&
s_player_skin_box.curvalue > 0 &&
s_player_skin_box.curvalue < s_pmi[s_player_model_box.curvalue].nskins)
{
entity_t entity;
char scratch[MAX_QPATH];
int w, h;
float picscale;
playermodelinfo_s * info = &s_pmi[s_player_model_box.curvalue];
char * directory = info->directory;
char * skindisplayname = info->skindisplaynames[s_player_skin_box.curvalue];
memset(&entity, 0, sizeof(entity));
Com_sprintf(scratch, sizeof(scratch), "players/%s/tris.md2",
s_pmi[s_player_model_box.curvalue].directory);
Com_sprintf(scratch, sizeof(scratch), "players/%s/tris.md2", directory);
entity.model = R_RegisterModel(scratch);
Com_sprintf(scratch, sizeof(scratch), "players/%s/%s.pcx",
s_pmi[s_player_model_box.curvalue].directory,
s_pmi[s_player_model_box.curvalue].skindisplaynames[
s_player_skin_box.curvalue]);
Com_sprintf(scratch, sizeof(scratch), "players/%s/%s.pcx", directory,
skindisplayname);
entity.skin = R_RegisterSkin(scratch);
entity.flags = RF_FULLBRIGHT;
entity.origin[0] = 80;
@ -5573,6 +5583,12 @@ PlayerConfig_MenuDraw(void)
refdef.lightstyles = 0;
refdef.rdflags = RDF_NOWORLDMODEL;
Com_sprintf(scratch, sizeof(scratch), "/players/%s/%s_i.pcx", directory,
skindisplayname);
// icon bitmap to draw
s_player_icon_bitmap.generic.name = scratch;
Menu_Draw(&s_player_config_menu);
M_DrawTextBox(((int)(refdef.x) * (320.0F / viddef.width) - 8),
@ -5581,22 +5597,6 @@ PlayerConfig_MenuDraw(void)
refdef.height += 4 * scale;
R_RenderFrame(&refdef);
Com_sprintf(scratch, sizeof(scratch), "/players/%s/%s_i.pcx",
s_pmi[s_player_model_box.curvalue].directory,
s_pmi[s_player_model_box.curvalue].skindisplaynames[
s_player_skin_box.curvalue]);
Draw_GetPicSize(&w, &h, scratch);
picscale = scale;
if (w != -1 && h != -1)
{
if (h > 32)
{
picscale = (picscale * 32) / h;
}
Draw_PicScaled(s_player_config_menu.x - 40*scale, refdef.y, scratch, picscale);
}
}
}