mirror of
https://github.com/ddnet/ddnet.git
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568 lines
17 KiB
C++
568 lines
17 KiB
C++
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#include <base/math.hpp>
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#include <string.h> // strcmp, strlen, strncpy
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#include <stdlib.h> // atoi
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extern "C" {
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#include <engine/e_client_interface.h>
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#include <engine/e_config.h>
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#include <engine/client/ec_font.h>
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}
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#include <game/generated/g_protocol.hpp>
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#include <game/generated/gc_data.hpp>
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#include <game/client/gc_ui.hpp>
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#include <game/client/gc_render.hpp>
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#include <game/client/gameclient.hpp>
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#include <game/client/animstate.hpp>
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#include "binds.hpp"
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#include "menus.hpp"
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#include "skins.hpp"
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void MENUS::render_settings_player(RECT main_view)
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{
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RECT button;
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RECT skinselection;
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ui_vsplit_l(&main_view, 300.0f, &main_view, &skinselection);
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ui_hsplit_t(&main_view, 20.0f, &button, &main_view);
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// render settings
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{
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ui_hsplit_t(&main_view, 20.0f, &button, &main_view);
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ui_do_label(&button, "Name:", 14.0, -1);
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ui_vsplit_l(&button, 80.0f, 0, &button);
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ui_vsplit_l(&button, 180.0f, &button, 0);
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ui_do_edit_box(config.player_name, &button, config.player_name, sizeof(config.player_name), 14.0f);
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static int dynamic_camera_button = 0;
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ui_hsplit_t(&main_view, 20.0f, &button, &main_view);
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if(ui_do_button(&dynamic_camera_button, "Dynamic Camera", config.cl_mouse_deadzone != 0, &button, ui_draw_checkbox, 0))
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{
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if(config.cl_mouse_deadzone)
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{
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config.cl_mouse_followfactor = 0;
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config.cl_mouse_max_distance = 400;
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config.cl_mouse_deadzone = 0;
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}
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else
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{
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config.cl_mouse_followfactor = 60;
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config.cl_mouse_max_distance = 1000;
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config.cl_mouse_deadzone = 300;
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}
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}
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ui_hsplit_t(&main_view, 20.0f, &button, &main_view);
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if (ui_do_button(&config.cl_autoswitch_weapons, "Switch weapon on pickup", config.cl_autoswitch_weapons, &button, ui_draw_checkbox, 0))
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config.cl_autoswitch_weapons ^= 1;
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ui_hsplit_t(&main_view, 20.0f, &button, &main_view);
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if (ui_do_button(&config.cl_nameplates, "Show name plates", config.cl_nameplates, &button, ui_draw_checkbox, 0))
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config.cl_nameplates ^= 1;
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//if(config.cl_nameplates)
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{
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ui_hsplit_t(&main_view, 20.0f, &button, &main_view);
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ui_vsplit_l(&button, 15.0f, 0, &button);
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if (ui_do_button(&config.cl_nameplates_always, "Always show name plates", config.cl_nameplates_always, &button, ui_draw_checkbox, 0))
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config.cl_nameplates_always ^= 1;
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}
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ui_hsplit_t(&main_view, 20.0f, &button, &main_view);
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ui_hsplit_t(&main_view, 20.0f, &button, &main_view);
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if (ui_do_button(&config.player_color_body, "Custom colors", config.player_use_custom_color, &button, ui_draw_checkbox, 0))
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config.player_use_custom_color = config.player_use_custom_color?0:1;
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if(config.player_use_custom_color)
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{
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int *colors[2];
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colors[0] = &config.player_color_body;
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colors[1] = &config.player_color_feet;
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const char *parts[] = {"Body", "Feet"};
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const char *labels[] = {"Hue", "Sat.", "Lht."};
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static int color_slider[2][3] = {{0}};
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//static float v[2][3] = {{0, 0.5f, 0.25f}, {0, 0.5f, 0.25f}};
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for(int i = 0; i < 2; i++)
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{
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RECT text;
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ui_hsplit_t(&main_view, 20.0f, &text, &main_view);
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ui_vsplit_l(&text, 15.0f, 0, &text);
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ui_do_label(&text, parts[i], 14.0f, -1);
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int prevcolor = *colors[i];
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int color = 0;
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for(int s = 0; s < 3; s++)
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{
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RECT text;
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ui_hsplit_t(&main_view, 19.0f, &button, &main_view);
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ui_vsplit_l(&button, 30.0f, 0, &button);
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ui_vsplit_l(&button, 30.0f, &text, &button);
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ui_vsplit_r(&button, 5.0f, &button, 0);
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ui_hsplit_t(&button, 4.0f, 0, &button);
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float k = ((prevcolor>>((2-s)*8))&0xff) / 255.0f;
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k = ui_do_scrollbar_h(&color_slider[i][s], &button, k);
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color <<= 8;
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color += clamp((int)(k*255), 0, 255);
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ui_do_label(&text, labels[s], 15.0f, -1);
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}
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*colors[i] = color;
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ui_hsplit_t(&main_view, 5.0f, 0, &main_view);
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}
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}
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}
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// draw header
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RECT header, footer;
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ui_hsplit_t(&skinselection, 20, &header, &skinselection);
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ui_draw_rect(&header, vec4(1,1,1,0.25f), CORNER_T, 5.0f);
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ui_do_label(&header, "Skins", 18.0f, 0);
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// draw footers
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ui_hsplit_b(&skinselection, 20, &skinselection, &footer);
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ui_draw_rect(&footer, vec4(1,1,1,0.25f), CORNER_B, 5.0f);
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ui_vsplit_l(&footer, 10.0f, 0, &footer);
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// modes
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ui_draw_rect(&skinselection, vec4(0,0,0,0.15f), 0, 0);
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RECT scroll;
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ui_vsplit_r(&skinselection, 15, &skinselection, &scroll);
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RECT list = skinselection;
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ui_hsplit_t(&list, 50, &button, &list);
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int num = (int)(skinselection.h/button.h);
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static float scrollvalue = 0;
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static int scrollbar = 0;
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ui_hmargin(&scroll, 5.0f, &scroll);
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scrollvalue = ui_do_scrollbar_v(&scrollbar, &scroll, scrollvalue);
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int start = (int)((gameclient.skins->num()-num)*scrollvalue);
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if(start < 0)
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start = 0;
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for(int i = start; i < start+num && i < gameclient.skins->num(); i++)
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{
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const SKINS::SKIN *s = gameclient.skins->get(i);
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// no special skins
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if(s->name[0] == 'x' && s->name[1] == '_')
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{
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num++;
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continue;
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}
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char buf[128];
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str_format(buf, sizeof(buf), "%s", s->name);
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int selected = 0;
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if(strcmp(s->name, config.player_skin) == 0)
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selected = 1;
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TEE_RENDER_INFO info;
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info.texture = s->org_texture;
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info.color_body = vec4(1,1,1,1);
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info.color_feet = vec4(1,1,1,1);
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if(config.player_use_custom_color)
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{
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info.color_body = gameclient.skins->get_color(config.player_color_body);
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info.color_feet = gameclient.skins->get_color(config.player_color_feet);
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info.texture = s->color_texture;
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}
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info.size = ui_scale()*50.0f;
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RECT icon;
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RECT text;
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ui_vsplit_l(&button, 50.0f, &icon, &text);
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if(ui_do_button(s, "", selected, &button, ui_draw_list_row, 0))
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config_set_player_skin(&config, s->name);
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ui_hsplit_t(&text, 12.0f, 0, &text); // some margin from the top
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ui_do_label(&text, buf, 18.0f, 0);
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ui_hsplit_t(&icon, 5.0f, 0, &icon); // some margin from the top
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render_tee(ANIMSTATE::get_idle(), &info, 0, vec2(1, 0), vec2(icon.x+icon.w/2, icon.y+icon.h/2));
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if(config.debug)
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{
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gfx_texture_set(-1);
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gfx_quads_begin();
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gfx_setcolor(s->blood_color.r, s->blood_color.g, s->blood_color.b, 1.0f);
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gfx_quads_drawTL(icon.x, icon.y, 12, 12);
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gfx_quads_end();
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}
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ui_hsplit_t(&list, 50, &button, &list);
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}
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}
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typedef void (*assign_func_callback)(CONFIGURATION *config, int value);
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void MENUS::render_settings_controls(RECT main_view)
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{
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RECT right_part;
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ui_vsplit_l(&main_view, 300.0f, &main_view, &right_part);
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{
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RECT button, label;
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ui_hsplit_t(&main_view, 20.0f, &button, &main_view);
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ui_vsplit_l(&button, 110.0f, &label, &button);
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ui_do_label(&label, "Mouse sens.", 14.0f, -1);
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ui_hmargin(&button, 2.0f, &button);
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config.inp_mousesens = (int)(ui_do_scrollbar_h(&config.inp_mousesens, &button, (config.inp_mousesens-5)/500.0f)*500.0f)+5;
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//*key.key = ui_do_key_reader(key.key, &button, *key.key);
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ui_hsplit_t(&main_view, 20.0f, 0, &main_view);
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}
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typedef struct
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{
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const char *name;
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const char *command;
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int keyid;
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} KEYINFO;
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KEYINFO keys[] =
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{
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{ "Move Left:", "+left", 0},
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{ "Move Right:", "+right", 0 },
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{ "Jump:", "+jump", 0 },
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{ "Fire:", "+fire", 0 },
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{ "Hook:", "+hook", 0 },
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{ "Hammer:", "+weapon1", 0 },
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{ "Pistol:", "+weapon2", 0 },
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{ "Shotgun:", "+weapon3", 0 },
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{ "Grenade:", "+weapon4", 0 },
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{ "Rifle:", "+weapon5", 0 },
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{ "Next Weapon:", "+nextweapon", 0 },
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{ "Prev. Weapon:", "+prevweapon", 0 },
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{ "Emoticon:", "+emote", 0 },
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{ "Chat:", "chat all", 0 },
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{ "Team Chat:", "chat team", 0 },
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{ "Console:", "toggle_local_console", 0 },
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{ "Remote Console:", "toggle_remote_console", 0 },
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{ "Screenshot:", "screenshot", 0 },
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};
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const int key_count = sizeof(keys) / sizeof(KEYINFO);
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// this is kinda slow, but whatever
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for(int keyid = 0; keyid < KEY_LAST; keyid++)
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{
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const char *bind = gameclient.binds->get(keyid);
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if(!bind[0])
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continue;
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for(int i = 0; i < key_count; i++)
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if(strcmp(bind, keys[i].command) == 0)
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{
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keys[i].keyid = keyid;
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break;
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}
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}
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for (int i = 0; i < key_count; i++)
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{
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KEYINFO key = keys[i];
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RECT button, label;
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ui_hsplit_t(&main_view, 20.0f, &button, &main_view);
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ui_vsplit_l(&button, 110.0f, &label, &button);
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ui_do_label(&label, key.name, 14.0f, -1);
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int oldid = key.keyid;
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int newid = ui_do_key_reader((void *)keys[i].name, &button, oldid);
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if(newid != oldid)
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{
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gameclient.binds->bind(oldid, "");
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gameclient.binds->bind(newid, keys[i].command);
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}
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ui_hsplit_t(&main_view, 5.0f, 0, &main_view);
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}
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// defaults
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RECT button;
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ui_hsplit_b(&right_part, 25.0f, &right_part, &button);
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ui_vsplit_l(&button, 50.0f, 0, &button);
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static int default_button = 0;
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if (ui_do_button((void*)&default_button, "Reset to defaults", 0, &button, ui_draw_menu_button, 0))
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gameclient.binds->set_defaults();
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}
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void MENUS::render_settings_graphics(RECT main_view)
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{
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RECT button;
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char buf[128];
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static const int MAX_RESOLUTIONS = 256;
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static VIDEO_MODE modes[MAX_RESOLUTIONS];
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static int num_modes = -1;
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if(num_modes == -1)
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num_modes = gfx_get_video_modes(modes, MAX_RESOLUTIONS);
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RECT modelist;
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ui_vsplit_l(&main_view, 300.0f, &main_view, &modelist);
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// draw allmodes switch
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RECT header, footer;
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ui_hsplit_t(&modelist, 20, &button, &modelist);
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if (ui_do_button(&config.gfx_display_all_modes, "Show only supported", config.gfx_display_all_modes^1, &button, ui_draw_checkbox, 0))
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{
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config.gfx_display_all_modes ^= 1;
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num_modes = gfx_get_video_modes(modes, MAX_RESOLUTIONS);
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}
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// draw header
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ui_hsplit_t(&modelist, 20, &header, &modelist);
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ui_draw_rect(&header, vec4(1,1,1,0.25f), CORNER_T, 5.0f);
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ui_do_label(&header, "Display Modes", 14.0f, 0);
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// draw footers
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ui_hsplit_b(&modelist, 20, &modelist, &footer);
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str_format(buf, sizeof(buf), "Current: %dx%d %d bit", config.gfx_screen_width, config.gfx_screen_height, config.gfx_color_depth);
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ui_draw_rect(&footer, vec4(1,1,1,0.25f), CORNER_B, 5.0f);
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ui_vsplit_l(&footer, 10.0f, 0, &footer);
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ui_do_label(&footer, buf, 14.0f, -1);
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// modes
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ui_draw_rect(&modelist, vec4(0,0,0,0.15f), 0, 0);
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RECT scroll;
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ui_vsplit_r(&modelist, 15, &modelist, &scroll);
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RECT list = modelist;
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ui_hsplit_t(&list, 20, &button, &list);
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int num = (int)(modelist.h/button.h);
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static float scrollvalue = 0;
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static int scrollbar = 0;
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ui_hmargin(&scroll, 5.0f, &scroll);
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scrollvalue = ui_do_scrollbar_v(&scrollbar, &scroll, scrollvalue);
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int start = (int)((num_modes-num)*scrollvalue);
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if(start < 0)
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start = 0;
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for(int i = start; i < start+num && i < num_modes; i++)
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{
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int depth = modes[i].red+modes[i].green+modes[i].blue;
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if(depth < 16)
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depth = 16;
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else if(depth > 16)
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depth = 24;
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int selected = 0;
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if(config.gfx_color_depth == depth &&
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config.gfx_screen_width == modes[i].width &&
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config.gfx_screen_height == modes[i].height)
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{
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selected = 1;
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}
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str_format(buf, sizeof(buf), " %dx%d %d bit", modes[i].width, modes[i].height, depth);
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if(ui_do_button(&modes[i], buf, selected, &button, ui_draw_list_row, 0))
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{
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config.gfx_color_depth = depth;
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config.gfx_screen_width = modes[i].width;
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config.gfx_screen_height = modes[i].height;
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if(!selected)
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need_restart = true;
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}
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ui_hsplit_t(&list, 20, &button, &list);
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}
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|
|
||
|
// switches
|
||
|
ui_hsplit_t(&main_view, 20.0f, &button, &main_view);
|
||
|
if (ui_do_button(&config.gfx_fullscreen, "Fullscreen", config.gfx_fullscreen, &button, ui_draw_checkbox, 0))
|
||
|
{
|
||
|
config.gfx_fullscreen ^= 1;
|
||
|
need_restart = true;
|
||
|
}
|
||
|
|
||
|
ui_hsplit_t(&main_view, 20.0f, &button, &main_view);
|
||
|
if (ui_do_button(&config.gfx_vsync, "V-Sync", config.gfx_vsync, &button, ui_draw_checkbox, 0))
|
||
|
config.gfx_vsync ^= 1;
|
||
|
|
||
|
ui_hsplit_t(&main_view, 20.0f, &button, &main_view);
|
||
|
if (ui_do_button(&config.gfx_fsaa_samples, "FSAA samples", config.gfx_fsaa_samples, &button, ui_draw_checkbox_number, 0))
|
||
|
{
|
||
|
if(config.gfx_fsaa_samples < 2) config.gfx_fsaa_samples = 2;
|
||
|
else if(config.gfx_fsaa_samples < 4) config.gfx_fsaa_samples = 4;
|
||
|
else if(config.gfx_fsaa_samples < 6) config.gfx_fsaa_samples = 6;
|
||
|
else if(config.gfx_fsaa_samples < 8) config.gfx_fsaa_samples = 8;
|
||
|
else if(config.gfx_fsaa_samples < 16) config.gfx_fsaa_samples = 16;
|
||
|
else if(config.gfx_fsaa_samples >= 16) config.gfx_fsaa_samples = 0;
|
||
|
need_restart = true;
|
||
|
}
|
||
|
|
||
|
ui_hsplit_t(&main_view, 40.0f, &button, &main_view);
|
||
|
ui_hsplit_t(&main_view, 20.0f, &button, &main_view);
|
||
|
if (ui_do_button(&config.gfx_texture_quality, "Quality Textures", config.gfx_texture_quality, &button, ui_draw_checkbox, 0))
|
||
|
{
|
||
|
config.gfx_texture_quality ^= 1;
|
||
|
need_restart = true;
|
||
|
}
|
||
|
|
||
|
ui_hsplit_t(&main_view, 20.0f, &button, &main_view);
|
||
|
if (ui_do_button(&config.gfx_texture_compression, "Texture Compression", config.gfx_texture_compression, &button, ui_draw_checkbox, 0))
|
||
|
{
|
||
|
config.gfx_texture_compression ^= 1;
|
||
|
need_restart = true;
|
||
|
}
|
||
|
|
||
|
ui_hsplit_t(&main_view, 20.0f, &button, &main_view);
|
||
|
if (ui_do_button(&config.gfx_high_detail, "High Detail", config.gfx_high_detail, &button, ui_draw_checkbox, 0))
|
||
|
config.gfx_high_detail ^= 1;
|
||
|
|
||
|
//
|
||
|
|
||
|
RECT text;
|
||
|
ui_hsplit_t(&main_view, 20.0f, 0, &main_view);
|
||
|
ui_hsplit_t(&main_view, 20.0f, &text, &main_view);
|
||
|
//ui_vsplit_l(&text, 15.0f, 0, &text);
|
||
|
ui_do_label(&text, "UI Color", 14.0f, -1);
|
||
|
|
||
|
const char *labels[] = {"Hue", "Sat.", "Lht.", "Alpha"};
|
||
|
int *color_slider[4] = {&config.ui_color_hue, &config.ui_color_sat, &config.ui_color_lht, &config.ui_color_alpha};
|
||
|
for(int s = 0; s < 4; s++)
|
||
|
{
|
||
|
RECT text;
|
||
|
ui_hsplit_t(&main_view, 19.0f, &button, &main_view);
|
||
|
ui_vmargin(&button, 15.0f, &button);
|
||
|
ui_vsplit_l(&button, 30.0f, &text, &button);
|
||
|
ui_vsplit_r(&button, 5.0f, &button, 0);
|
||
|
ui_hsplit_t(&button, 4.0f, 0, &button);
|
||
|
|
||
|
float k = (*color_slider[s]) / 255.0f;
|
||
|
k = ui_do_scrollbar_h(color_slider[s], &button, k);
|
||
|
*color_slider[s] = (int)(k*255.0f);
|
||
|
ui_do_label(&text, labels[s], 15.0f, -1);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void MENUS::render_settings_sound(RECT main_view)
|
||
|
{
|
||
|
RECT button;
|
||
|
ui_vsplit_l(&main_view, 300.0f, &main_view, 0);
|
||
|
|
||
|
ui_hsplit_t(&main_view, 20.0f, &button, &main_view);
|
||
|
if (ui_do_button(&config.snd_enable, "Use Sounds", config.snd_enable, &button, ui_draw_checkbox, 0))
|
||
|
{
|
||
|
config.snd_enable ^= 1;
|
||
|
need_restart = true;
|
||
|
}
|
||
|
|
||
|
if(!config.snd_enable)
|
||
|
return;
|
||
|
|
||
|
ui_hsplit_t(&main_view, 20.0f, &button, &main_view);
|
||
|
if (ui_do_button(&config.snd_nonactive_mute, "Mute when not active", config.snd_nonactive_mute, &button, ui_draw_checkbox, 0))
|
||
|
config.snd_nonactive_mute ^= 1;
|
||
|
|
||
|
// sample rate box
|
||
|
{
|
||
|
char buf[64];
|
||
|
str_format(buf, sizeof(buf), "%d", config.snd_rate);
|
||
|
ui_hsplit_t(&main_view, 20.0f, &button, &main_view);
|
||
|
ui_do_label(&button, "Sample Rate", 14.0f, -1);
|
||
|
ui_vsplit_l(&button, 110.0f, 0, &button);
|
||
|
ui_vsplit_l(&button, 180.0f, &button, 0);
|
||
|
ui_do_edit_box(&config.snd_rate, &button, buf, sizeof(buf), 14.0f);
|
||
|
int before = config.snd_rate;
|
||
|
config.snd_rate = atoi(buf);
|
||
|
|
||
|
if(config.snd_rate != before)
|
||
|
need_restart = true;
|
||
|
|
||
|
if(config.snd_rate < 1)
|
||
|
config.snd_rate = 1;
|
||
|
}
|
||
|
|
||
|
// volume slider
|
||
|
{
|
||
|
RECT button, label;
|
||
|
ui_hsplit_t(&main_view, 5.0f, &button, &main_view);
|
||
|
ui_hsplit_t(&main_view, 20.0f, &button, &main_view);
|
||
|
ui_vsplit_l(&button, 110.0f, &label, &button);
|
||
|
ui_hmargin(&button, 2.0f, &button);
|
||
|
ui_do_label(&label, "Sound Volume", 14.0f, -1);
|
||
|
config.snd_volume = (int)(ui_do_scrollbar_h(&config.snd_volume, &button, config.snd_volume/100.0f)*100.0f);
|
||
|
ui_hsplit_t(&main_view, 20.0f, 0, &main_view);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
static void menu2_render_settings_network(RECT main_view)
|
||
|
{
|
||
|
RECT button;
|
||
|
ui_vsplit_l(&main_view, 300.0f, &main_view, 0);
|
||
|
|
||
|
{
|
||
|
ui_hsplit_t(&main_view, 20.0f, &button, &main_view);
|
||
|
ui_do_label(&button, "Rcon Password", 14.0, -1);
|
||
|
ui_vsplit_l(&button, 110.0f, 0, &button);
|
||
|
ui_vsplit_l(&button, 180.0f, &button, 0);
|
||
|
ui_do_edit_box(&config.rcon_password, &button, config.rcon_password, sizeof(config.rcon_password), true);
|
||
|
}
|
||
|
}*/
|
||
|
|
||
|
void MENUS::render_settings(RECT main_view)
|
||
|
{
|
||
|
static int settings_page = 0;
|
||
|
|
||
|
// render background
|
||
|
RECT temp, tabbar;
|
||
|
ui_vsplit_r(&main_view, 120.0f, &main_view, &tabbar);
|
||
|
ui_draw_rect(&main_view, color_tabbar_active, CORNER_B|CORNER_TL, 10.0f);
|
||
|
ui_hsplit_t(&tabbar, 50.0f, &temp, &tabbar);
|
||
|
ui_draw_rect(&temp, color_tabbar_active, CORNER_R, 10.0f);
|
||
|
|
||
|
ui_hsplit_t(&main_view, 10.0f, 0, &main_view);
|
||
|
|
||
|
RECT button;
|
||
|
|
||
|
const char *tabs[] = {"Player", "Controls", "Graphics", "Sound"};
|
||
|
int num_tabs = (int)(sizeof(tabs)/sizeof(*tabs));
|
||
|
|
||
|
for(int i = 0; i < num_tabs; i++)
|
||
|
{
|
||
|
ui_hsplit_t(&tabbar, 10, &button, &tabbar);
|
||
|
ui_hsplit_t(&tabbar, 26, &button, &tabbar);
|
||
|
if(ui_do_button(tabs[i], tabs[i], settings_page == i, &button, ui_draw_settings_tab_button, 0))
|
||
|
settings_page = i;
|
||
|
}
|
||
|
|
||
|
ui_margin(&main_view, 10.0f, &main_view);
|
||
|
|
||
|
if(settings_page == 0)
|
||
|
render_settings_player(main_view);
|
||
|
else if(settings_page == 1)
|
||
|
render_settings_controls(main_view);
|
||
|
else if(settings_page == 2)
|
||
|
render_settings_graphics(main_view);
|
||
|
else if(settings_page == 3)
|
||
|
render_settings_sound(main_view);
|
||
|
|
||
|
if(need_restart)
|
||
|
{
|
||
|
RECT restart_warning;
|
||
|
ui_hsplit_b(&main_view, 40, &main_view, &restart_warning);
|
||
|
ui_do_label(&restart_warning, "You must restart the game for all settings to take effect.", 15.0f, -1, 220);
|
||
|
}
|
||
|
}
|