gzdoom/src/menu/playermenu.cpp

1157 lines
29 KiB
C++

/*
** playermenu.cpp
** The player setup menu
**
**---------------------------------------------------------------------------
** Copyright 2001-2010 Randy Heit
** Copyright 2010 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "menu/menu.h"
#include "v_video.h"
#include "v_font.h"
#include "gi.h"
#include "gstrings.h"
#include "d_player.h"
#include "d_event.h"
#include "d_gui.h"
#include "c_dispatch.h"
#include "teaminfo.h"
#include "v_palette.h"
#include "r_state.h"
#include "r_data/r_translate.h"
#include "v_text.h"
EXTERN_CVAR (String, playerclass)
EXTERN_CVAR (String, name)
EXTERN_CVAR (Int, team)
EXTERN_CVAR (Float, autoaim)
EXTERN_CVAR(Bool, neverswitchonpickup)
EXTERN_CVAR (Bool, cl_run)
//=============================================================================
//
// Player's name
//
//=============================================================================
FPlayerNameBox::FPlayerNameBox(int x, int y, int height, int frameofs, const char *text, FFont *font, EColorRange color, FName action)
: FListMenuItemSelectable(x, y, height, action)
{
mText = copystring(text);
mFont = font;
mFontColor = color;
mFrameSize = frameofs;
mPlayerName[0] = 0;
mEntering = false;
}
FPlayerNameBox::~FPlayerNameBox()
{
if (mText != NULL) delete [] mText;
}
//=============================================================================
//
//
//
//=============================================================================
bool FPlayerNameBox::SetString(int i, const char *s)
{
if (i == 0)
{
strncpy(mPlayerName, s, MAXPLAYERNAME);
mPlayerName[MAXPLAYERNAME] = 0;
return true;
}
return false;
}
bool FPlayerNameBox::GetString(int i, char *s, int len)
{
if (i == 0)
{
strncpy(s, mPlayerName, len);
s[len] = 0;
return true;
}
return false;
}
//=============================================================================
//
// [RH] Width of the border is variable
//
//=============================================================================
void FPlayerNameBox::DrawBorder (int x, int y, int len)
{
FTexture *left = TexMan[TexMan.CheckForTexture("M_LSLEFT", FTexture::TEX_MiscPatch)];
FTexture *mid = TexMan[TexMan.CheckForTexture("M_LSCNTR", FTexture::TEX_MiscPatch)];
FTexture *right = TexMan[TexMan.CheckForTexture("M_LSRGHT", FTexture::TEX_MiscPatch)];
if (left != NULL && right != NULL && mid != NULL)
{
int i;
screen->DrawTexture (left, x-8, y+7, DTA_Clean, true, TAG_DONE);
for (i = 0; i < len; i++)
{
screen->DrawTexture (mid, x, y+7, DTA_Clean, true, TAG_DONE);
x += 8;
}
screen->DrawTexture (right, x, y+7, DTA_Clean, true, TAG_DONE);
}
else
{
FTexture *slot = TexMan[TexMan.CheckForTexture("M_FSLOT", FTexture::TEX_MiscPatch)];
if (slot != NULL)
{
screen->DrawTexture (slot, x, y+1, DTA_Clean, true, TAG_DONE);
}
else
{
screen->Clear(x, y, x + len, y + SmallFont->GetHeight() * 3/2, -1, 0);
}
}
}
//=============================================================================
//
//
//
//=============================================================================
void FPlayerNameBox::Drawer(bool selected)
{
const char *text = mText;
if (text != NULL)
{
if (*text == '$') text = GStrings(text+1);
screen->DrawText(mFont, selected? OptionSettings.mFontColorSelection : mFontColor, mXpos, mYpos, text, DTA_Clean, true, TAG_DONE);
}
// Draw player name box
int x = mXpos + mFont->StringWidth(text) + 16 + mFrameSize;
DrawBorder (x, mYpos - mFrameSize, MAXPLAYERNAME+1);
if (!mEntering)
{
screen->DrawText (SmallFont, CR_UNTRANSLATED, x + mFrameSize, mYpos, mPlayerName,
DTA_Clean, true, TAG_DONE);
}
else
{
size_t l = strlen(mEditName);
mEditName[l] = SmallFont->GetCursor();
mEditName[l+1] = 0;
screen->DrawText (SmallFont, CR_UNTRANSLATED, x + mFrameSize, mYpos, mEditName,
DTA_Clean, true, TAG_DONE);
mEditName[l] = 0;
}
}
//=============================================================================
//
//
//
//=============================================================================
bool FPlayerNameBox::MenuEvent(int mkey, bool fromcontroller)
{
if (mkey == MKEY_Enter)
{
S_Sound (CHAN_VOICE | CHAN_UI, "menu/choose", snd_menuvolume, ATTN_NONE);
strcpy(mEditName, mPlayerName);
mEntering = true;
DMenu *input = new DTextEnterMenu(DMenu::CurrentMenu, mEditName, MAXPLAYERNAME, 2, fromcontroller);
M_ActivateMenu(input);
return true;
}
else if (mkey == MKEY_Input)
{
strcpy(mPlayerName, mEditName);
mEntering = false;
return true;
}
else if (mkey == MKEY_Abort)
{
mEntering = false;
return true;
}
return false;
}
//=============================================================================
//
// items for the player menu
//
//=============================================================================
FValueTextItem::FValueTextItem(int x, int y, int height, const char *text, FFont *font, EColorRange color, EColorRange valuecolor, FName action, FName values)
: FListMenuItemSelectable(x, y, height, action)
{
mText = copystring(text);
mFont = font;
mFontColor = color;
mFontColor2 = valuecolor;
mSelection = 0;
if (values != NAME_None)
{
FOptionValues **opt = OptionValues.CheckKey(values);
if (opt != NULL)
{
for(unsigned i=0;i<(*opt)->mValues.Size(); i++)
{
SetString(i, (*opt)->mValues[i].Text);
}
}
}
}
FValueTextItem::~FValueTextItem()
{
if (mText != NULL) delete [] mText;
}
//=============================================================================
//
//
//
//=============================================================================
bool FValueTextItem::SetString(int i, const char *s)
{
// should actually use the index...
FString str = s;
if (i==0) mSelections.Clear();
mSelections.Push(str);
return true;
}
//=============================================================================
//
//
//
//=============================================================================
bool FValueTextItem::SetValue(int i, int value)
{
if (i == 0)
{
mSelection = value;
return true;
}
return false;
}
bool FValueTextItem::GetValue(int i, int *pvalue)
{
if (i == 0)
{
*pvalue = mSelection;
return true;
}
return false;
}
//=============================================================================
//
//
//
//=============================================================================
bool FValueTextItem::MenuEvent (int mkey, bool fromcontroller)
{
if (mSelections.Size() > 1)
{
if (mkey == MKEY_Left)
{
S_Sound (CHAN_VOICE | CHAN_UI, "menu/change", snd_menuvolume, ATTN_NONE);
if (--mSelection < 0) mSelection = mSelections.Size() - 1;
return true;
}
else if (mkey == MKEY_Right || mkey == MKEY_Enter)
{
S_Sound (CHAN_VOICE | CHAN_UI, "menu/change", snd_menuvolume, ATTN_NONE);
if (++mSelection >= (int)mSelections.Size()) mSelection = 0;
return true;
}
}
return (mkey == MKEY_Enter); // needs to eat enter keys so that Activate won't get called
}
//=============================================================================
//
//
//
//=============================================================================
void FValueTextItem::Drawer(bool selected)
{
const char *text = mText;
if (*text == '$') text = GStrings(text+1);
screen->DrawText(mFont, selected? OptionSettings.mFontColorSelection : mFontColor, mXpos, mYpos, text, DTA_Clean, true, TAG_DONE);
int x = mXpos + mFont->StringWidth(text) + 8;
if (mSelections.Size() > 0) screen->DrawText(mFont, mFontColor2, x, mYpos, mSelections[mSelection], DTA_Clean, true, TAG_DONE);
}
//=============================================================================
//
// items for the player menu
//
//=============================================================================
FSliderItem::FSliderItem(int x, int y, int height, const char *text, FFont *font, EColorRange color, FName action, int min, int max, int step)
: FListMenuItemSelectable(x, y, height, action)
{
mText = copystring(text);
mFont = font;
mFontColor = color;
mSelection = 0;
mMinrange = min;
mMaxrange = max;
mStep = step;
}
FSliderItem::~FSliderItem()
{
if (mText != NULL) delete [] mText;
}
//=============================================================================
//
//
//
//=============================================================================
bool FSliderItem::SetValue(int i, int value)
{
if (i == 0)
{
mSelection = value;
return true;
}
return false;
}
bool FSliderItem::GetValue(int i, int *pvalue)
{
if (i == 0)
{
*pvalue = mSelection;
return true;
}
return false;
}
//=============================================================================
//
//
//
//=============================================================================
bool FSliderItem::MenuEvent (int mkey, bool fromcontroller)
{
if (mkey == MKEY_Left)
{
S_Sound (CHAN_VOICE | CHAN_UI, "menu/change", snd_menuvolume, ATTN_NONE);
if ((mSelection -= mStep) < mMinrange) mSelection = mMinrange;
return true;
}
else if (mkey == MKEY_Right || mkey == MKEY_Enter)
{
S_Sound (CHAN_VOICE | CHAN_UI, "menu/change", snd_menuvolume, ATTN_NONE);
if ((mSelection += mStep) > mMaxrange) mSelection = mMaxrange;
return true;
}
return false;
}
//=============================================================================
//
//
//
//=============================================================================
bool FSliderItem::MouseEvent(int type, int x, int y)
{
DListMenu *lm = static_cast<DListMenu*>(DMenu::CurrentMenu);
if (type != DMenu::MOUSE_Click)
{
if (!lm->CheckFocus(this)) return false;
}
if (type == DMenu::MOUSE_Release)
{
lm->ReleaseFocus();
}
int slide_left = SmallFont->StringWidth ("Green") + 8 + mXpos;
int slide_right = slide_left + 12*8; // 12 char cells with 8 pixels each.
if (type == DMenu::MOUSE_Click)
{
if (x < slide_left || x >= slide_right) return true;
}
x = clamp(x, slide_left, slide_right);
int v = mMinrange + Scale(x - slide_left, mMaxrange - mMinrange, slide_right - slide_left);
if (v != mSelection)
{
mSelection = v;
S_Sound (CHAN_VOICE | CHAN_UI, "menu/change", snd_menuvolume, ATTN_NONE);
}
if (type == DMenu::MOUSE_Click)
{
lm->SetFocus(this);
}
return true;
}
//=============================================================================
//
//
//
//=============================================================================
void FSliderItem::DrawSlider (int x, int y)
{
int range = mMaxrange - mMinrange;
int cur = mSelection - mMinrange;
x = (x - 160) * CleanXfac + screen->GetWidth() / 2;
y = (y - 100) * CleanYfac + screen->GetHeight() / 2;
screen->DrawText (ConFont, CR_WHITE, x, y,
"\x10\x11\x11\x11\x11\x11\x11\x11\x11\x11\x11\x12",
DTA_CellX, 8 * CleanXfac,
DTA_CellY, 8 * CleanYfac,
TAG_DONE);
screen->DrawText (ConFont, CR_ORANGE, x + (5 + (int)((cur * 78) / range)) * CleanXfac, y,
"\x13",
DTA_CellX, 8 * CleanXfac,
DTA_CellY, 8 * CleanYfac,
TAG_DONE);
}
//=============================================================================
//
//
//
//=============================================================================
void FSliderItem::Drawer(bool selected)
{
const char *text = mText;
if (*text == '$') text = GStrings(text+1);
screen->DrawText(mFont, selected? OptionSettings.mFontColorSelection : mFontColor, mXpos, mYpos, text, DTA_Clean, true, TAG_DONE);
int x = SmallFont->StringWidth ("Green") + 8 + mXpos;
DrawSlider (x, mYpos);
}
//=============================================================================
//
//
//
//=============================================================================
class DPlayerMenu : public DListMenu
{
DECLARE_CLASS(DPlayerMenu, DListMenu)
int PlayerClassIndex;
FPlayerClass *PlayerClass;
TArray<int> PlayerColorSets;
TArray<int> PlayerSkins;
int mRotation;
void PickPlayerClass ();
void UpdateColorsets();
void UpdateSkins();
void UpdateTranslation();
void SendNewColor (int red, int green, int blue);
void PlayerNameChanged(FListMenuItem *li);
void ColorSetChanged (FListMenuItem *li);
void ClassChanged (FListMenuItem *li);
void AutoaimChanged (FListMenuItem *li);
void SkinChanged (FListMenuItem *li);
public:
DPlayerMenu() {}
void Init(DMenu *parent, FListMenuDescriptor *desc);
bool Responder (event_t *ev);
bool MenuEvent (int mkey, bool fromcontroller);
bool MouseEvent(int type, int x, int y);
void Ticker ();
void Drawer ();
};
IMPLEMENT_CLASS(DPlayerMenu)
//=============================================================================
//
//
//
//=============================================================================
void DPlayerMenu::Init(DMenu *parent, FListMenuDescriptor *desc)
{
FListMenuItem *li;
Super::Init(parent, desc);
PickPlayerClass();
mRotation = 0;
li = GetItem(NAME_Playerdisplay);
if (li != NULL)
{
li->SetValue(FListMenuItemPlayerDisplay::PDF_ROTATION, 0);
li->SetValue(FListMenuItemPlayerDisplay::PDF_MODE, 1);
li->SetValue(FListMenuItemPlayerDisplay::PDF_TRANSLATE, 1);
li->SetValue(FListMenuItemPlayerDisplay::PDF_CLASS, players[consoleplayer].userinfo.GetPlayerClassNum());
if (PlayerClass != NULL && !(GetDefaultByType (PlayerClass->Type)->flags4 & MF4_NOSKIN) &&
players[consoleplayer].userinfo.GetPlayerClassNum() != -1)
{
li->SetValue(FListMenuItemPlayerDisplay::PDF_SKIN, players[consoleplayer].userinfo.GetSkin());
}
}
li = GetItem(NAME_Playerbox);
if (li != NULL)
{
li->SetString(0, name);
}
li = GetItem(NAME_Team);
if (li != NULL)
{
li->SetString(0, "None");
for(unsigned i=0;i<Teams.Size(); i++)
{
li->SetString(i+1, Teams[i].GetName());
}
li->SetValue(0, team == TEAM_NONE? 0 : team + 1);
}
int mycolorset = players[consoleplayer].userinfo.GetColorSet();
int color = players[consoleplayer].userinfo.GetColor();
UpdateColorsets();
li = GetItem(NAME_Red);
if (li != NULL)
{
li->Enable(mycolorset == -1);
li->SetValue(0, RPART(color));
}
li = GetItem(NAME_Green);
if (li != NULL)
{
li->Enable(mycolorset == -1);
li->SetValue(0, GPART(color));
}
li = GetItem(NAME_Blue);
if (li != NULL)
{
li->Enable(mycolorset == -1);
li->SetValue(0, BPART(color));
}
li = GetItem(NAME_Class);
if (li != NULL)
{
if (PlayerClasses.Size() == 1)
{
li->SetString(0, GetPrintableDisplayName(PlayerClasses[0].Type));
li->SetValue(0, 0);
}
else
{
// [XA] Remove the "Random" option if the relevant gameinfo flag is set.
if(!gameinfo.norandomplayerclass)
li->SetString(0, "Random");
for(unsigned i=0; i< PlayerClasses.Size(); i++)
{
const char *cls = GetPrintableDisplayName(PlayerClasses[i].Type);
li->SetString(gameinfo.norandomplayerclass ? i : i+1, cls);
}
int pclass = players[consoleplayer].userinfo.GetPlayerClassNum();
li->SetValue(0, gameinfo.norandomplayerclass && pclass >= 0 ? pclass : pclass + 1);
}
}
UpdateSkins();
li = GetItem(NAME_Gender);
if (li != NULL)
{
li->SetValue(0, players[consoleplayer].userinfo.GetGender());
}
li = GetItem(NAME_Autoaim);
if (li != NULL)
{
int sel =
autoaim == 0 ? 0 :
autoaim <= 0.25 ? 1 :
autoaim <= 0.5 ? 2 :
autoaim <= 1 ? 3 :
autoaim <= 2 ? 4 :
autoaim <= 3 ? 5:6;
li->SetValue(0, sel);
}
li = GetItem(NAME_Switch);
if (li != NULL)
{
li->SetValue(0, neverswitchonpickup);
}
li = GetItem(NAME_AlwaysRun);
if (li != NULL)
{
li->SetValue(0, cl_run);
}
if (mDesc->mSelectedItem < 0) mDesc->mSelectedItem = 1;
}
//=============================================================================
//
//
//
//=============================================================================
bool DPlayerMenu::Responder (event_t *ev)
{
if (ev->type == EV_GUI_Event && ev->subtype == EV_GUI_Char && ev->data1 == ' ')
{
// turn the player sprite around
mRotation = 8 - mRotation;
FListMenuItem *li = GetItem(NAME_Playerdisplay);
if (li != NULL)
{
li->SetValue(FListMenuItemPlayerDisplay::PDF_ROTATION, mRotation);
}
return true;
}
return Super::Responder(ev);
}
//=============================================================================
//
//
//
//=============================================================================
void DPlayerMenu::UpdateTranslation()
{
int PlayerColor = players[consoleplayer].userinfo.GetColor();
int PlayerSkin = players[consoleplayer].userinfo.GetSkin();
int PlayerColorset = players[consoleplayer].userinfo.GetColorSet();
if (PlayerClass != NULL)
{
PlayerSkin = R_FindSkin (skins[PlayerSkin].name, int(PlayerClass - &PlayerClasses[0]));
R_GetPlayerTranslation(PlayerColor,
P_GetPlayerColorSet(PlayerClass->Type->TypeName, PlayerColorset),
&skins[PlayerSkin], translationtables[TRANSLATION_Players][MAXPLAYERS]);
}
}
//=============================================================================
//
//
//
//=============================================================================
void DPlayerMenu::PickPlayerClass()
{
/*
// What's the point of this? Aren't we supposed to edit the
// userinfo?
if (players[consoleplayer].mo != NULL)
{
PlayerClassIndex = players[consoleplayer].CurrentPlayerClass;
}
else
*/
{
int pclass = 0;
// [GRB] Pick a class from player class list
if (PlayerClasses.Size () > 1)
{
pclass = players[consoleplayer].userinfo.GetPlayerClassNum();
if (pclass < 0)
{
pclass = (MenuTime>>7) % PlayerClasses.Size ();
}
}
PlayerClassIndex = pclass;
}
PlayerClass = &PlayerClasses[PlayerClassIndex];
UpdateTranslation();
}
//=============================================================================
//
//
//
//=============================================================================
void DPlayerMenu::SendNewColor (int red, int green, int blue)
{
char command[24];
players[consoleplayer].userinfo.ColorChanged(MAKERGB(red,green,blue));
mysnprintf (command, countof(command), "color \"%02x %02x %02x\"", red, green, blue);
C_DoCommand (command);
UpdateTranslation();
}
//=============================================================================
//
//
//
//=============================================================================
void DPlayerMenu::UpdateColorsets()
{
FListMenuItem *li = GetItem(NAME_Color);
if (li != NULL)
{
int sel = 0;
P_EnumPlayerColorSets(PlayerClass->Type->TypeName, &PlayerColorSets);
li->SetString(0, "Custom");
for(unsigned i=0;i<PlayerColorSets.Size(); i++)
{
FPlayerColorSet *colorset = P_GetPlayerColorSet(PlayerClass->Type->TypeName, PlayerColorSets[i]);
li->SetString(i+1, colorset->Name);
}
int mycolorset = players[consoleplayer].userinfo.GetColorSet();
if (mycolorset != -1)
{
for(unsigned i=0;i<PlayerColorSets.Size(); i++)
{
if (PlayerColorSets[i] == mycolorset)
{
sel = i+1;
}
}
}
li->SetValue(0, sel);
}
}
//=============================================================================
//
//
//
//=============================================================================
void DPlayerMenu::UpdateSkins()
{
int sel = 0;
int skin;
FListMenuItem *li = GetItem(NAME_Skin);
if (li != NULL)
{
if (GetDefaultByType (PlayerClass->Type)->flags4 & MF4_NOSKIN ||
players[consoleplayer].userinfo.GetPlayerClassNum() == -1)
{
li->SetString(0, "Base");
li->SetValue(0, 0);
skin = 0;
}
else
{
PlayerSkins.Clear();
for(int i=0;i<(int)numskins; i++)
{
if (PlayerClass->CheckSkin(i))
{
int j = PlayerSkins.Push(i);
li->SetString(j, skins[i].name);
if (players[consoleplayer].userinfo.GetSkin() == i)
{
sel = j;
}
}
}
li->SetValue(0, sel);
skin = PlayerSkins[sel];
}
li = GetItem(NAME_Playerdisplay);
if (li != NULL)
{
li->SetValue(FListMenuItemPlayerDisplay::PDF_SKIN, skin);
}
}
UpdateTranslation();
}
//=============================================================================
//
//
//
//=============================================================================
void DPlayerMenu::PlayerNameChanged(FListMenuItem *li)
{
char pp[MAXPLAYERNAME+1];
const char *p;
if (li->GetString(0, pp, MAXPLAYERNAME))
{
FString command("name \"");
// Escape any backslashes or quotation marks before sending the name to the console.
for (p = pp; *p != '\0'; ++p)
{
if (*p == '"' || *p == '\\')
{
command << '\\';
}
command << *p;
}
command << '"';
C_DoCommand (command);
}
}
//=============================================================================
//
//
//
//=============================================================================
void DPlayerMenu::ColorSetChanged (FListMenuItem *li)
{
int sel;
if (li->GetValue(0, &sel))
{
int mycolorset = -1;
if (sel > 0) mycolorset = PlayerColorSets[sel-1];
FListMenuItem *red = GetItem(NAME_Red);
FListMenuItem *green = GetItem(NAME_Green);
FListMenuItem *blue = GetItem(NAME_Blue);
// disable the sliders if a valid colorset is selected
if (red != NULL) red->Enable(mycolorset == -1);
if (green != NULL) green->Enable(mycolorset == -1);
if (blue != NULL) blue->Enable(mycolorset == -1);
char command[24];
players[consoleplayer].userinfo.ColorSetChanged(mycolorset);
mysnprintf(command, countof(command), "colorset %d", mycolorset);
C_DoCommand(command);
UpdateTranslation();
}
}
//=============================================================================
//
//
//
//=============================================================================
void DPlayerMenu::ClassChanged (FListMenuItem *li)
{
if (PlayerClasses.Size () == 1)
{
return;
}
int sel;
if (li->GetValue(0, &sel))
{
players[consoleplayer].userinfo.PlayerClassNumChanged(gameinfo.norandomplayerclass ? sel : sel-1);
PickPlayerClass();
cvar_set ("playerclass", sel == 0 && !gameinfo.norandomplayerclass ? "Random" : PlayerClass->Type->Meta.GetMetaString (APMETA_DisplayName));
UpdateSkins();
UpdateColorsets();
UpdateTranslation();
li = GetItem(NAME_Playerdisplay);
if (li != NULL)
{
li->SetValue(FListMenuItemPlayerDisplay::PDF_CLASS, players[consoleplayer].userinfo.GetPlayerClassNum());
}
}
}
//=============================================================================
//
//
//
//=============================================================================
void DPlayerMenu::SkinChanged (FListMenuItem *li)
{
if (GetDefaultByType (PlayerClass->Type)->flags4 & MF4_NOSKIN ||
players[consoleplayer].userinfo.GetPlayerClassNum() == -1)
{
return;
}
int sel;
if (li->GetValue(0, &sel))
{
sel = PlayerSkins[sel];
players[consoleplayer].userinfo.SkinNumChanged(sel);
UpdateTranslation();
cvar_set ("skin", skins[sel].name);
li = GetItem(NAME_Playerdisplay);
if (li != NULL)
{
li->SetValue(FListMenuItemPlayerDisplay::PDF_SKIN, sel);
}
}
}
//=============================================================================
//
//
//
//=============================================================================
void DPlayerMenu::AutoaimChanged (FListMenuItem *li)
{
static const float ranges[] = { 0, 0.25, 0.5, 1, 2, 3, 5000 };
int sel;
if (li->GetValue(0, &sel))
{
autoaim = ranges[sel];
}
}
//=============================================================================
//
//
//
//=============================================================================
bool DPlayerMenu::MenuEvent (int mkey, bool fromcontroller)
{
int v;
if (mDesc->mSelectedItem >= 0)
{
FListMenuItem *li = mDesc->mItems[mDesc->mSelectedItem];
if (li->MenuEvent(mkey, fromcontroller))
{
FName current = li->GetAction(NULL);
switch(current)
{
// item specific handling comes here
case NAME_Playerbox:
if (mkey == MKEY_Input)
{
PlayerNameChanged(li);
}
break;
case NAME_Team:
if (li->GetValue(0, &v))
{
team = v==0? TEAM_NONE : v-1;
}
break;
case NAME_Color:
ColorSetChanged(li);
break;
case NAME_Red:
if (li->GetValue(0, &v))
{
uint32 color = players[consoleplayer].userinfo.GetColor();
SendNewColor (v, GPART(color), BPART(color));
}
break;
case NAME_Green:
if (li->GetValue(0, &v))
{
uint32 color = players[consoleplayer].userinfo.GetColor();
SendNewColor (RPART(color), v, BPART(color));
}
break;
case NAME_Blue:
if (li->GetValue(0, &v))
{
uint32 color = players[consoleplayer].userinfo.GetColor();
SendNewColor (RPART(color), GPART(color), v);
}
break;
case NAME_Class:
ClassChanged(li);
break;
case NAME_Skin:
SkinChanged(li);
break;
case NAME_Gender:
if (li->GetValue(0, &v))
{
cvar_set ("gender", v==0? "male" : v==1? "female" : "other");
}
break;
case NAME_Autoaim:
AutoaimChanged(li);
break;
case NAME_Switch:
if (li->GetValue(0, &v))
{
neverswitchonpickup = !!v;
}
break;
case NAME_AlwaysRun:
if (li->GetValue(0, &v))
{
cl_run = !!v;
}
break;
default:
break;
}
return true;
}
}
return Super::MenuEvent(mkey, fromcontroller);
}
bool DPlayerMenu::MouseEvent(int type, int x, int y)
{
int v;
FListMenuItem *li = mFocusControl;
bool res = Super::MouseEvent(type, x, y);
if (li == NULL) li = mFocusControl;
if (li != NULL)
{
// Check if the colors have changed
FName current = li->GetAction(NULL);
switch(current)
{
case NAME_Red:
if (li->GetValue(0, &v))
{
uint32 color = players[consoleplayer].userinfo.GetColor();
SendNewColor (v, GPART(color), BPART(color));
}
break;
case NAME_Green:
if (li->GetValue(0, &v))
{
uint32 color = players[consoleplayer].userinfo.GetColor();
SendNewColor (RPART(color), v, BPART(color));
}
break;
case NAME_Blue:
if (li->GetValue(0, &v))
{
uint32 color = players[consoleplayer].userinfo.GetColor();
SendNewColor (RPART(color), GPART(color), v);
}
break;
}
}
return res;
}
//=============================================================================
//
//
//
//=============================================================================
void DPlayerMenu::Ticker ()
{
Super::Ticker();
}
//=============================================================================
//
//
//
//=============================================================================
void DPlayerMenu::Drawer ()
{
Super::Drawer();
const char *str = "PRESS " TEXTCOLOR_WHITE "SPACE";
screen->DrawText (SmallFont, CR_GOLD, 320 - 32 - 32 -
SmallFont->StringWidth (str)/2,
50 + 48 + 70, str,
DTA_Clean, true, TAG_DONE);
str = mRotation ? "TO SEE FRONT" : "TO SEE BACK";
screen->DrawText (SmallFont, CR_GOLD, 320 - 32 - 32 -
SmallFont->StringWidth (str)/2,
50 + 48 + 70 + SmallFont->GetHeight (), str,
DTA_Clean, true, TAG_DONE);
}