#include #include // strcmp, strlen, strncpy #include // atoi #include #include #include #include #include #include #include #include "binds.hpp" #include "menus.hpp" #include "skins.hpp" void MENUS::render_settings_player(RECT main_view) { RECT button; RECT skinselection; ui_vsplit_l(&main_view, 300.0f, &main_view, &skinselection); ui_hsplit_t(&main_view, 20.0f, &button, &main_view); // render settings { ui_hsplit_t(&main_view, 20.0f, &button, &main_view); ui_do_label(&button, "Name:", 14.0, -1); ui_vsplit_l(&button, 80.0f, 0, &button); ui_vsplit_l(&button, 180.0f, &button, 0); ui_do_edit_box(config.player_name, &button, config.player_name, sizeof(config.player_name), 14.0f); static int dynamic_camera_button = 0; ui_hsplit_t(&main_view, 20.0f, &button, &main_view); if(ui_do_button(&dynamic_camera_button, "Dynamic Camera", config.cl_mouse_deadzone != 0, &button, ui_draw_checkbox, 0)) { if(config.cl_mouse_deadzone) { config.cl_mouse_followfactor = 0; config.cl_mouse_max_distance = 400; config.cl_mouse_deadzone = 0; } else { config.cl_mouse_followfactor = 60; config.cl_mouse_max_distance = 1000; config.cl_mouse_deadzone = 300; } } ui_hsplit_t(&main_view, 20.0f, &button, &main_view); if (ui_do_button(&config.cl_autoswitch_weapons, "Switch weapon on pickup", config.cl_autoswitch_weapons, &button, ui_draw_checkbox, 0)) config.cl_autoswitch_weapons ^= 1; ui_hsplit_t(&main_view, 20.0f, &button, &main_view); if (ui_do_button(&config.cl_nameplates, "Show name plates", config.cl_nameplates, &button, ui_draw_checkbox, 0)) config.cl_nameplates ^= 1; //if(config.cl_nameplates) { ui_hsplit_t(&main_view, 20.0f, &button, &main_view); ui_vsplit_l(&button, 15.0f, 0, &button); if (ui_do_button(&config.cl_nameplates_always, "Always show name plates", config.cl_nameplates_always, &button, ui_draw_checkbox, 0)) config.cl_nameplates_always ^= 1; } ui_hsplit_t(&main_view, 20.0f, &button, &main_view); ui_hsplit_t(&main_view, 20.0f, &button, &main_view); if (ui_do_button(&config.player_color_body, "Custom colors", config.player_use_custom_color, &button, ui_draw_checkbox, 0)) config.player_use_custom_color = config.player_use_custom_color?0:1; if(config.player_use_custom_color) { int *colors[2]; colors[0] = &config.player_color_body; colors[1] = &config.player_color_feet; const char *parts[] = {"Body", "Feet"}; const char *labels[] = {"Hue", "Sat.", "Lht."}; static int color_slider[2][3] = {{0}}; //static float v[2][3] = {{0, 0.5f, 0.25f}, {0, 0.5f, 0.25f}}; for(int i = 0; i < 2; i++) { RECT text; ui_hsplit_t(&main_view, 20.0f, &text, &main_view); ui_vsplit_l(&text, 15.0f, 0, &text); ui_do_label(&text, parts[i], 14.0f, -1); int prevcolor = *colors[i]; int color = 0; for(int s = 0; s < 3; s++) { RECT text; ui_hsplit_t(&main_view, 19.0f, &button, &main_view); ui_vsplit_l(&button, 30.0f, 0, &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 = ((prevcolor>>((2-s)*8))&0xff) / 255.0f; k = ui_do_scrollbar_h(&color_slider[i][s], &button, k); color <<= 8; color += clamp((int)(k*255), 0, 255); ui_do_label(&text, labels[s], 15.0f, -1); } *colors[i] = color; ui_hsplit_t(&main_view, 5.0f, 0, &main_view); } } } // draw header RECT header, footer; ui_hsplit_t(&skinselection, 20, &header, &skinselection); ui_draw_rect(&header, vec4(1,1,1,0.25f), CORNER_T, 5.0f); ui_do_label(&header, "Skins", 18.0f, 0); // draw footers ui_hsplit_b(&skinselection, 20, &skinselection, &footer); ui_draw_rect(&footer, vec4(1,1,1,0.25f), CORNER_B, 5.0f); ui_vsplit_l(&footer, 10.0f, 0, &footer); // modes ui_draw_rect(&skinselection, vec4(0,0,0,0.15f), 0, 0); RECT scroll; ui_vsplit_r(&skinselection, 15, &skinselection, &scroll); RECT list = skinselection; ui_hsplit_t(&list, 50, &button, &list); int num = (int)(skinselection.h/button.h); static float scrollvalue = 0; static int scrollbar = 0; ui_hmargin(&scroll, 5.0f, &scroll); scrollvalue = ui_do_scrollbar_v(&scrollbar, &scroll, scrollvalue); int start = (int)((gameclient.skins->num()-num)*scrollvalue); if(start < 0) start = 0; for(int i = start; i < start+num && i < gameclient.skins->num(); i++) { const SKINS::SKIN *s = gameclient.skins->get(i); // no special skins if(s->name[0] == 'x' && s->name[1] == '_') { num++; continue; } char buf[128]; str_format(buf, sizeof(buf), "%s", s->name); int selected = 0; if(strcmp(s->name, config.player_skin) == 0) selected = 1; TEE_RENDER_INFO info; info.texture = s->org_texture; info.color_body = vec4(1,1,1,1); info.color_feet = vec4(1,1,1,1); if(config.player_use_custom_color) { info.color_body = gameclient.skins->get_color(config.player_color_body); info.color_feet = gameclient.skins->get_color(config.player_color_feet); info.texture = s->color_texture; } info.size = ui_scale()*50.0f; RECT icon; RECT text; ui_vsplit_l(&button, 50.0f, &icon, &text); if(ui_do_button(s, "", selected, &button, ui_draw_list_row, 0)) config_set_player_skin(&config, s->name); ui_hsplit_t(&text, 12.0f, 0, &text); // some margin from the top ui_do_label(&text, buf, 18.0f, 0); ui_hsplit_t(&icon, 5.0f, 0, &icon); // some margin from the top render_tee(ANIMSTATE::get_idle(), &info, 0, vec2(1, 0), vec2(icon.x+icon.w/2, icon.y+icon.h/2)); if(config.debug) { gfx_texture_set(-1); gfx_quads_begin(); gfx_setcolor(s->blood_color.r, s->blood_color.g, s->blood_color.b, 1.0f); gfx_quads_drawTL(icon.x, icon.y, 12, 12); gfx_quads_end(); } ui_hsplit_t(&list, 50, &button, &list); } } typedef void (*assign_func_callback)(CONFIGURATION *config, int value); typedef struct { const char *name; const char *command; int keyid; } KEYINFO; KEYINFO keys[] = { { "Move Left:", "+left", 0}, { "Move Right:", "+right", 0 }, { "Jump:", "+jump", 0 }, { "Fire:", "+fire", 0 }, { "Hook:", "+hook", 0 }, { "Hammer:", "+weapon1", 0 }, { "Pistol:", "+weapon2", 0 }, { "Shotgun:", "+weapon3", 0 }, { "Grenade:", "+weapon4", 0 }, { "Rifle:", "+weapon5", 0 }, { "Next Weapon:", "+nextweapon", 0 }, { "Prev. Weapon:", "+prevweapon", 0 }, { "Vote Yes:", "vote yes", 0 }, { "Vote No:", "vote no", 0 }, { "Chat:", "chat all", 0 }, { "Team Chat:", "chat team", 0 }, { "Emoticon:", "+emote", 0 }, { "Console:", "toggle_local_console", 0 }, { "Remote Console:", "toggle_remote_console", 0 }, { "Screenshot:", "screenshot", 0 }, { "Scoreboard:", "+scoreboard", 0 }, }; const int key_count = sizeof(keys) / sizeof(KEYINFO); void MENUS::ui_do_getbuttons(int start, int stop, RECT view) { for (int i = start; i < stop; i++) { KEYINFO key = keys[i]; RECT button, label; ui_hsplit_t(&view, 20.0f, &button, &view); ui_vsplit_l(&button, 130.0f, &label, &button); ui_do_label(&label, key.name, 14.0f, -1); int oldid = key.keyid; int newid = ui_do_key_reader((void *)keys[i].name, &button, oldid); if(newid != oldid) { gameclient.binds->bind(oldid, ""); gameclient.binds->bind(newid, keys[i].command); } ui_hsplit_t(&view, 5.0f, 0, &view); } } void MENUS::render_settings_controls(RECT main_view) { // this is kinda slow, but whatever for(int keyid = 0; keyid < KEY_LAST; keyid++) { const char *bind = gameclient.binds->get(keyid); if(!bind[0]) continue; for(int i = 0; i < key_count; i++) if(strcmp(bind, keys[i].command) == 0) { keys[i].keyid = keyid; break; } } RECT movement_settings, weapon_settings, voting_settings, chat_settings, misc_settings, reset_button; ui_vsplit_l(&main_view, main_view.w/2-5.0f, &movement_settings, &voting_settings); /* movement settings */ { ui_hsplit_t(&movement_settings, main_view.h/2-5.0f, &movement_settings, &weapon_settings); ui_draw_rect(&movement_settings, vec4(1,1,1,0.25f), CORNER_ALL, 10.0f); ui_margin(&movement_settings, 10.0f, &movement_settings); gfx_text(0, movement_settings.x, movement_settings.y, 14, "Movement", -1); ui_hsplit_t(&movement_settings, 14.0f+5.0f+10.0f, 0, &movement_settings); { RECT button, label; ui_hsplit_t(&movement_settings, 20.0f, &button, &movement_settings); ui_vsplit_l(&button, 130.0f, &label, &button); ui_do_label(&label, "Mouse sens.", 14.0f, -1); ui_hmargin(&button, 2.0f, &button); config.inp_mousesens = (int)(ui_do_scrollbar_h(&config.inp_mousesens, &button, (config.inp_mousesens-5)/500.0f)*500.0f)+5; //*key.key = ui_do_key_reader(key.key, &button, *key.key); ui_hsplit_t(&movement_settings, 20.0f, 0, &movement_settings); } ui_do_getbuttons(0, 5, movement_settings); } /* weapon settings */ { ui_hsplit_t(&weapon_settings, 10.0f, 0, &weapon_settings); ui_draw_rect(&weapon_settings, vec4(1,1,1,0.25f), CORNER_ALL, 10.0f); ui_margin(&weapon_settings, 10.0f, &weapon_settings); gfx_text(0, weapon_settings.x, weapon_settings.y, 14, "Weapon", -1); ui_hsplit_t(&weapon_settings, 14.0f+5.0f+10.0f, 0, &weapon_settings); ui_do_getbuttons(5, 12, weapon_settings); } /* voting settings */ { ui_vsplit_l(&voting_settings, 10.0f, 0, &voting_settings); ui_hsplit_t(&voting_settings, main_view.h/4-5.0f, &voting_settings, &chat_settings); ui_draw_rect(&voting_settings, vec4(1,1,1,0.25f), CORNER_ALL, 10.0f); ui_margin(&voting_settings, 10.0f, &voting_settings); gfx_text(0, voting_settings.x, voting_settings.y, 14, "Voting", -1); ui_hsplit_t(&voting_settings, 14.0f+5.0f+10.0f, 0, &voting_settings); ui_do_getbuttons(12, 14, voting_settings); } /* chat settings */ { ui_hsplit_t(&chat_settings, 10.0f, 0, &chat_settings); ui_hsplit_t(&chat_settings, main_view.h/4-10.0f, &chat_settings, &misc_settings); ui_draw_rect(&chat_settings, vec4(1,1,1,0.25f), CORNER_ALL, 10.0f); ui_margin(&chat_settings, 10.0f, &chat_settings); gfx_text(0, chat_settings.x, chat_settings.y, 14, "Chat", -1); ui_hsplit_t(&chat_settings, 14.0f+5.0f+10.0f, 0, &chat_settings); ui_do_getbuttons(14, 16, chat_settings); } /* misc settings */ { ui_hsplit_t(&misc_settings, 10.0f, 0, &misc_settings); ui_hsplit_t(&misc_settings, main_view.h/2-5.0f-45.0f, &misc_settings, &reset_button); ui_draw_rect(&misc_settings, vec4(1,1,1,0.25f), CORNER_ALL, 10.0f); ui_margin(&misc_settings, 10.0f, &misc_settings); gfx_text(0, misc_settings.x, misc_settings.y, 14, "Miscellaneous", -1); ui_hsplit_t(&misc_settings, 14.0f+5.0f+10.0f, 0, &misc_settings); ui_do_getbuttons(16, 21, misc_settings); } // defaults ui_hsplit_t(&reset_button, 10.0f, 0, &reset_button); static int default_button = 0; if (ui_do_button((void*)&default_button, "Reset to defaults", 0, &reset_button, ui_draw_menu_button, 0)) gameclient.binds->set_defaults(); } void MENUS::render_settings_graphics(RECT main_view) { RECT button; char buf[128]; static const int MAX_RESOLUTIONS = 256; static VIDEO_MODE modes[MAX_RESOLUTIONS]; static int num_modes = -1; if(num_modes == -1) num_modes = gfx_get_video_modes(modes, MAX_RESOLUTIONS); RECT modelist; ui_vsplit_l(&main_view, 300.0f, &main_view, &modelist); // draw allmodes switch RECT header, footer; ui_hsplit_t(&modelist, 20, &button, &modelist); if (ui_do_button(&config.gfx_display_all_modes, "Show only supported", config.gfx_display_all_modes^1, &button, ui_draw_checkbox, 0)) { config.gfx_display_all_modes ^= 1; num_modes = gfx_get_video_modes(modes, MAX_RESOLUTIONS); } // draw header ui_hsplit_t(&modelist, 20, &header, &modelist); ui_draw_rect(&header, vec4(1,1,1,0.25f), CORNER_T, 5.0f); ui_do_label(&header, "Display Modes", 14.0f, 0); // draw footers ui_hsplit_b(&modelist, 20, &modelist, &footer); str_format(buf, sizeof(buf), "Current: %dx%d %d bit", config.gfx_screen_width, config.gfx_screen_height, config.gfx_color_depth); ui_draw_rect(&footer, vec4(1,1,1,0.25f), CORNER_B, 5.0f); ui_vsplit_l(&footer, 10.0f, 0, &footer); ui_do_label(&footer, buf, 14.0f, -1); // modes ui_draw_rect(&modelist, vec4(0,0,0,0.15f), 0, 0); RECT scroll; ui_vsplit_r(&modelist, 15, &modelist, &scroll); RECT list = modelist; ui_hsplit_t(&list, 20, &button, &list); int num = (int)(modelist.h/button.h); static float scrollvalue = 0; static int scrollbar = 0; ui_hmargin(&scroll, 5.0f, &scroll); scrollvalue = ui_do_scrollbar_v(&scrollbar, &scroll, scrollvalue); int start = (int)((num_modes-num)*scrollvalue); if(start < 0) start = 0; for(int i = start; i < start+num && i < num_modes; i++) { int depth = modes[i].red+modes[i].green+modes[i].blue; if(depth < 16) depth = 16; else if(depth > 16) depth = 24; int selected = 0; if(config.gfx_color_depth == depth && config.gfx_screen_width == modes[i].width && config.gfx_screen_height == modes[i].height) { selected = 1; } str_format(buf, sizeof(buf), " %dx%d %d bit", modes[i].width, modes[i].height, depth); if(ui_do_button(&modes[i], buf, selected, &button, ui_draw_list_row, 0)) { config.gfx_color_depth = depth; config.gfx_screen_width = modes[i].width; config.gfx_screen_height = modes[i].height; if(!selected) need_restart = true; } ui_hsplit_t(&list, 20, &button, &list); } // 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, 50.0f, &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); } }