halflife-photomode/cl_dll/menu.cpp
2024-08-28 09:58:57 +02:00

290 lines
6.2 KiB
C++

/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//
// menu.cpp
//
// generic menu handler
//
#include "hud.h"
#include "cl_util.h"
#include "parsemsg.h"
#include <string.h>
#include <stdio.h>
#include "vgui_TeamFortressViewport.h"
#define MAX_MENU_STRING 512
char g_szMenuString[MAX_MENU_STRING];
char g_szPrelocalisedMenuString[MAX_MENU_STRING];
bool KB_ConvertString(char* in, char** ppout);
DECLARE_MESSAGE(m_Menu, ShowMenu);
bool CHudMenu::Init()
{
gHUD.AddHudElem(this);
HOOK_MESSAGE(ShowMenu);
InitHUDData();
return true;
}
void CHudMenu::InitHUDData()
{
m_fMenuDisplayed = false;
m_bitsValidSlots = 0;
Reset();
}
void CHudMenu::Reset()
{
g_szPrelocalisedMenuString[0] = 0;
m_fWaitingForMore = false;
}
bool CHudMenu::VidInit()
{
return true;
}
/*=================================
ParseEscapeToken
Interprets the given escape token (backslash followed by a letter). The
first character of the token must be a backslash. The second character
specifies the operation to perform:
\w : White text (this is the default)
\d : Dim (gray) text
\y : Yellow text
\r : Red text
\R : Right-align (just for the remainder of the current line)
=================================*/
static int menu_r, menu_g, menu_b, menu_x;
static bool menu_ralign;
static inline const char* ParseEscapeToken(const char* token)
{
if (*token != '\\')
return token;
token++;
switch (*token)
{
case '\0':
return token;
case 'w':
menu_r = 255;
menu_g = 255;
menu_b = 255;
break;
case 'd':
menu_r = 100;
menu_g = 100;
menu_b = 100;
break;
case 'y':
menu_r = 255;
menu_g = 210;
menu_b = 64;
break;
case 'r':
menu_r = 210;
menu_g = 24;
menu_b = 0;
break;
case 'R':
menu_x = ScreenWidth / 2;
menu_ralign = true;
break;
}
return ++token;
}
bool CHudMenu::Draw(float flTime)
{
// check for if menu is set to disappear
if (m_flShutoffTime > 0)
{
if (m_flShutoffTime <= gHUD.m_flTime)
{ // times up, shutoff
m_fMenuDisplayed = false;
m_iFlags &= ~HUD_ACTIVE;
return true;
}
}
// don't draw the menu if the scoreboard is being shown
if (gViewPort && gViewPort->IsScoreBoardVisible())
return true;
SCREENINFO screenInfo;
screenInfo.iSize = sizeof( SCREENINFO );
gEngfuncs.pfnGetScreenInfo( &screenInfo );
// draw the menu, along the left-hand side of the screen
// count the number of newlines
int nlc = 0;
int i;
for (i = 0; i < MAX_MENU_STRING && g_szMenuString[i] != '\0'; i++)
{
if (g_szMenuString[i] == '\n')
nlc++;
}
int nFontHeight = V_max(12, screenInfo.iCharHeight);
// center it
int y = (ScreenHeight/2) - ((nlc/2)* nFontHeight) - (3 * nFontHeight + nFontHeight / 3); // make sure it is above the say text
menu_r = 255;
menu_g = 255;
menu_b = 255;
menu_x = 20;
menu_ralign = false;
const char* sptr = g_szMenuString;
while (*sptr != '\0')
{
if (*sptr == '\\')
{
sptr = ParseEscapeToken(sptr);
}
else if (*sptr == '\n')
{
menu_ralign = false;
menu_x = 20;
y += nFontHeight;
sptr++;
}
else
{
char menubuf[80];
const char* ptr = sptr;
while (*sptr != '\0' && *sptr != '\n' && *sptr != '\\')
{
sptr++;
}
strncpy(menubuf, ptr, V_min((sptr - ptr), (int)sizeof(menubuf)));
menubuf[V_min((sptr - ptr), (int)(sizeof(menubuf) - 1))] = '\0';
if (menu_ralign)
{
// IMPORTANT: Right-to-left rendered text does not parse escape tokens!
menu_x = gHUD.DrawHudStringReverse(menu_x, y, 0, menubuf, menu_r, menu_g, menu_b);
}
else
{
menu_x = gHUD.DrawHudString(menu_x, y, 320, menubuf, menu_r, menu_g, menu_b);
}
}
}
return true;
}
// selects an item from the menu
void CHudMenu::SelectMenuItem(int menu_item)
{
// if menu_item is in a valid slot, send a menuselect command to the server
if ((menu_item > 0) && (m_bitsValidSlots & (1 << (menu_item - 1))) != 0)
{
char szbuf[32];
sprintf(szbuf, "menuselect %d\n", menu_item);
EngineClientCmd(szbuf);
// remove the menu
m_fMenuDisplayed = false;
m_iFlags &= ~HUD_ACTIVE;
}
}
// Message handler for ShowMenu message
// takes four values:
// short: a bitfield of keys that are valid input
// char : the duration, in seconds, the menu should stay up. -1 means is stays until something is chosen.
// byte : a boolean, true if there is more string yet to be received before displaying the menu, false if it's the last string
// string: menu string to display
// if this message is never received, then scores will simply be the combined totals of the players.
bool CHudMenu::MsgFunc_ShowMenu(const char* pszName, int iSize, void* pbuf)
{
char* temp = NULL;
BEGIN_READ(pbuf, iSize);
m_bitsValidSlots = READ_SHORT();
int DisplayTime = READ_CHAR();
bool NeedMore = READ_BYTE() != 0;
if (DisplayTime > 0)
m_flShutoffTime = DisplayTime + gHUD.m_flTime;
else
m_flShutoffTime = -1;
if (0 != m_bitsValidSlots)
{
if (!m_fWaitingForMore) // this is the start of a new menu
{
strncpy(g_szPrelocalisedMenuString, READ_STRING(), MAX_MENU_STRING);
}
else
{ // append to the current menu string
strncat(g_szPrelocalisedMenuString, READ_STRING(), MAX_MENU_STRING - strlen(g_szPrelocalisedMenuString));
}
g_szPrelocalisedMenuString[MAX_MENU_STRING - 1] = 0; // ensure null termination (strncat/strncpy does not)
if (!NeedMore)
{ // we have the whole string, so we can localise it now
strcpy(g_szMenuString, gHUD.m_TextMessage.BufferedLocaliseTextString(g_szPrelocalisedMenuString));
// Swap in characters
if (KB_ConvertString(g_szMenuString, &temp))
{
strcpy(g_szMenuString, temp);
free(temp);
}
}
m_fMenuDisplayed = true;
m_iFlags |= HUD_ACTIVE;
}
else
{
m_fMenuDisplayed = false; // no valid slots means that the menu should be turned off
m_iFlags &= ~HUD_ACTIVE;
}
m_fWaitingForMore = NeedMore;
return true;
}