#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);
}
}