diff options
Diffstat (limited to 'src/game/client/components/menus_settings.cpp')
| -rw-r--r-- | src/game/client/components/menus_settings.cpp | 567 |
1 files changed, 567 insertions, 0 deletions
diff --git a/src/game/client/components/menus_settings.cpp b/src/game/client/components/menus_settings.cpp new file mode 100644 index 00000000..f031c20f --- /dev/null +++ b/src/game/client/components/menus_settings.cpp @@ -0,0 +1,567 @@ + +#include <base/math.hpp> + +#include <string.h> // strcmp, strlen, strncpy +#include <stdlib.h> // atoi + +extern "C" { + #include <engine/e_client_interface.h> + #include <engine/e_config.h> + #include <engine/client/ec_font.h> +} + +#include <game/generated/g_protocol.hpp> +#include <game/generated/gc_data.hpp> + +#include <game/client/gc_ui.hpp> +#include <game/client/gc_render.hpp> +#include <game/client/gameclient.hpp> +#include <game/client/animstate.hpp> + +#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); + +void MENUS::render_settings_controls(RECT main_view) +{ + RECT right_part; + ui_vsplit_l(&main_view, 300.0f, &main_view, &right_part); + + { + RECT button, label; + ui_hsplit_t(&main_view, 20.0f, &button, &main_view); + ui_vsplit_l(&button, 110.0f, &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(&main_view, 20.0f, 0, &main_view); + } + + 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 }, + { "Emoticon:", "+emote", 0 }, + { "Chat:", "chat all", 0 }, + { "Team Chat:", "chat team", 0 }, + { "Console:", "toggle_local_console", 0 }, + { "Remote Console:", "toggle_remote_console", 0 }, + { "Screenshot:", "screenshot", 0 }, + }; + + const int key_count = sizeof(keys) / sizeof(KEYINFO); + + // 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; + } + } + + for (int i = 0; i < key_count; i++) + { + KEYINFO key = keys[i]; + RECT button, label; + ui_hsplit_t(&main_view, 20.0f, &button, &main_view); + ui_vsplit_l(&button, 110.0f, &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(&main_view, 5.0f, 0, &main_view); + } + + // defaults + RECT button; + ui_hsplit_b(&right_part, 25.0f, &right_part, &button); + ui_vsplit_l(&button, 50.0f, 0, &button); + static int default_button = 0; + if (ui_do_button((void*)&default_button, "Reset to defaults", 0, &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, 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); + } +} |