// Build the folder LTBOOL CFolderEffects::Build() { if (g_pLayoutMgr->HasCustomValue(FOLDER_ID_EFFECTS,"ColumnWidth")) { kTotalWidth = g_pLayoutMgr->GetFolderCustomInt(FOLDER_ID_EFFECTS,"ColumnWidth"); kHeaderWidth = kTotalWidth - kSpacerWidth; } if (g_pLayoutMgr->HasCustomValue(FOLDER_ID_EFFECTS,"SliderWidth")) kSliderWidth = g_pLayoutMgr->GetFolderCustomInt(FOLDER_ID_EFFECTS,"SliderWidth"); CreateTitle(IDS_TITLE_EFFECTS); CToggleCtrl* pToggle = AddToggle(IDS_TRACERS, IDS_HELP_TRACERS, kTotalWidth, &m_bTracers ); pToggle->SetOnString(IDS_ON); pToggle->SetOffString(IDS_OFF); pToggle = AddToggle(IDS_SHELLCASINGS, IDS_HELP_SHELLCASINGS, kTotalWidth, &m_bShellCasings ); pToggle->SetOnString(IDS_ON); pToggle->SetOffString(IDS_OFF); pToggle = AddToggle(IDS_MUZZLELIGHT, IDS_HELP_MUZZLELIGHT, kTotalWidth, &m_bMuzzleLight ); pToggle->SetOnString(IDS_ON); pToggle->SetOffString(IDS_OFF); pToggle = AddToggle(IDS_WEATHER, IDS_HELP_WEATHER, kTotalWidth, &m_bWeather ); pToggle->SetOnString(IDS_ON); pToggle->SetOffString(IDS_OFF); CCycleCtrl *pCycle = AddCycleItem(IDS_IMPACT,IDS_HELP_IMPACTS,kHeaderWidth,kSpacerWidth,&m_nImpact); pCycle->AddString(IDS_LOW); pCycle->AddString(IDS_MEDIUM); pCycle->AddString(IDS_HIGH); pCycle = AddCycleItem(IDS_DEBRIS,IDS_HELP_DEBRIS,kHeaderWidth,kSpacerWidth,&m_nDebris); pCycle->AddString(IDS_LOW); pCycle->AddString(IDS_MEDIUM); pCycle->AddString(IDS_HIGH); // Make sure to call the base class if (!CBaseFolder::Build()) return LTFALSE; UseBack(LTTRUE,LTTRUE); return LTTRUE; }
// Build the folder LTBOOL CFolderGame::Build() { CreateTitle(IDS_TITLE_GAME_OPTIONS); CGameSettings* pSettings = g_pInterfaceMgr->GetSettings(); if (g_pLayoutMgr->HasCustomValue(FOLDER_ID_GAME,"ColumnWidth")) kGap = g_pLayoutMgr->GetFolderCustomInt(FOLDER_ID_GAME,"ColumnWidth"); if (g_pLayoutMgr->HasCustomValue(FOLDER_ID_GAME,"SliderWidth")) kWidth = g_pLayoutMgr->GetFolderCustomInt(FOLDER_ID_GAME,"SliderWidth"); //crosshair menu AddTextItem(IDS_CONTROLS_CROSSHAIR, FOLDER_CMD_CROSSHAIR, IDS_HELP_CROSSHAIRMENU); CCycleCtrl *pCycle = AddCycleItem(IDS_DISPLAY_SUBTITLES,IDS_HELP_SUBTITLES,kGap-25,25,&m_nSubtitles); pCycle->AddString(IDS_OFF); pCycle->AddString(IDS_ON); if (pSettings && pSettings->IsGoreAllowed()) { CToggleCtrl *pGore = AddToggle(IDS_DISPLAY_GORE,IDS_HELP_GORE,kGap,&m_bGore); pGore->SetOnString(IDS_ON); pGore->SetOffString(IDS_OFF); } CToggleCtrl *pFadeBodies = AddToggle(IDS_FADEBODIES,IDS_HELP_FADEBODIES,kGap,&m_bFadeBodies); pFadeBodies->SetOnString(IDS_YES); pFadeBodies->SetOffString(IDS_NO); //always run CToggleCtrl* pToggle = AddToggle(IDS_ADVCONTROLS_RUNLOCK, IDS_HELP_RUNLOCK, kGap, &m_bAlwaysRun ); pToggle->SetOnString(IDS_YES); pToggle->SetOffString(IDS_NO); // Add the Difficulty option m_pDifficultyCtrl = AddCycleItem(IDS_DIFFICULTY,IDS_HELP_DIFFICULTY,kGap-25,25,&m_nDifficulty); m_pDifficultyCtrl->AddString(IDS_NEW_EASY); m_pDifficultyCtrl->AddString(IDS_NEW_MEDIUM); m_pDifficultyCtrl->AddString(IDS_NEW_HARD); m_pDifficultyCtrl->AddString(IDS_NEW_INSANE); pCycle = AddCycleItem(IDS_HUDLAYOUT,IDS_HELP_HUDLAYOUT,kGap-25,25,&m_nLayout); for (int hl = 0; hl < g_pLayoutMgr->GetNumHUDLayouts(); hl++) { pCycle->AddString(g_pLayoutMgr->GetLayoutName(hl)); } CSliderCtrl *pSlider=AddSlider(IDS_HEADBOB, IDS_HELP_HEADBOB, kGap, kWidth, &m_nHeadBob); pSlider->SetSliderRange(0, 10); pSlider->SetSliderIncrement(1); pSlider=AddSlider(IDS_WEAPONSWAY, IDS_HELP_WEAPONSWAY, kGap, kWidth, &m_nWeaponSway); pSlider->SetSliderRange(0, 10); pSlider->SetSliderIncrement(1); pSlider=AddSlider(IDS_PICKUP_MSG_DUR, IDS_HELP_PICKUP_MSG_DUR, kGap, kWidth, &m_nPickupMsgDur); pSlider->SetSliderRange(0, 10); pSlider->SetSliderIncrement(1); pToggle = AddToggle(IDS_OBJECTIVE_MSGS, IDS_HELP_OBJECTIVE_MSGS, kGap, &m_bObjMessages ); pToggle->SetOnString(IDS_YES); pToggle->SetOffString(IDS_NO); // Make sure to call the base class if (! CBaseFolder::Build()) return LTFALSE; UseBack(LTTRUE,LTTRUE); return LTTRUE; }
// Build the folder LTBOOL CFolderPlayer::Build() { CreateTitle(IDS_TITLE_PLAYER_SETUP); g_vtPlayerModel.Init(g_pLTClient, "NetPlayerModel", "Hero,action", 0.0f); g_vtPlayerTeam.Init(g_pLTClient, "NetPlayerTeam", LTNULL, 0.0f); g_vtTargetNameTransparency.Init(g_pLTClient, "TargetNameTransparency", LTNULL, 1.0f); g_vtTargetNameSize.Init(g_pLTClient, "TargetNameSize", LTNULL, 0.0f); m_pLabel = CreateTextItem(IDS_PLAYER_NAME, CMD_EDIT_NAME, IDS_HELP_PLAYER_NAME); m_pEdit = CreateEditCtrl(" ", CMD_EDIT_NAME, LTNULL, m_szPlayerName, sizeof(m_szPlayerName), 25, LTTRUE, GetMediumFont()); m_pEdit->EnableCursor(); m_pEdit->Enable(LTFALSE); m_pEdit->SetAlignment(LTF_JUSTIFY_CENTER); m_pNameGroup = AddGroup(640,m_pLabel->GetHeight(),IDS_HELP_PLAYER_NAME); LTIntPt offset(0,0); m_pNameGroup->AddControl(m_pLabel,offset,LTTRUE); offset.x = 200; m_pNameGroup->AddControl(m_pEdit,offset,LTFALSE); AddBlankLine(); CToggleCtrl* pToggle = AddToggle(IDS_AUTOSWITCH_WEAPONS, IDS_HELP_AUTOSWITCH_WEAPONS, 225, &m_bAutoSwitchWeapons ); pToggle->SetOnString(IDS_ON); pToggle->SetOffString(IDS_OFF); pToggle = AddToggle(IDS_AUTOSWITCH_AMMO, IDS_HELP_AUTOSWITCH_AMMO, 225, &m_bAutoSwitchAmmo ); pToggle->SetOnString(IDS_ON); pToggle->SetOffString(IDS_OFF); pToggle = AddToggle(IDS_IGNORE_TAUNTS, IDS_HELP_IGNORE_TAUNTS, 225, &m_bIgnoreTaunts ); pToggle->SetOnString(IDS_YES); pToggle->SetOffString(IDS_NO); CCycleCtrl *pCycle = AddCycleItem(IDS_CONNECT_SPEED,IDS_CONNECT_SPEED,200,25,&m_nConnect); pCycle->AddString(IDS_CONNECT_VSLOW); pCycle->AddString(IDS_CONNECT_SLOW); pCycle->AddString(IDS_CONNECT_MEDIUM); pCycle->AddString(IDS_CONNECT_FAST); pCycle = AddCycleItem(IDS_PLAYER_TEAM,IDS_HELP_PLAYER_TEAM,200,25,&m_nTeam); pCycle->AddString(IDS_PLAYER_EITHER); pCycle->AddString(IDS_PLAYER_UNITY); pCycle->AddString(IDS_PLAYER_HARM); CSliderCtrl* pSlider = AddSlider(IDS_TARGETNAMETRANSPARENCY, IDS_TARGETNAMETRANSPARENCY_HELP, 225, 200, &m_nTargetNameTransparency); pSlider->SetSliderRange(0, 100); pSlider->SetSliderIncrement(5); pCycle = AddCycleItem(IDS_TARGETNAMESIZE,IDS_TARGETNAMESIZE_HELP,200,25,&m_nTargetNameSize); pCycle->AddString(IDS_SMALL); pCycle->AddString(IDS_MEDIUM); pCycle->AddString(IDS_LARGE); m_pModelCtrl = AddCycleItem(IDS_PLAYER_MODEL,IDS_HELP_PLAYER_MODEL,200,25,&m_nModNum); m_pModelCtrl->NotifyOnChange(CMD_MODEL_CHANGE,this); m_pSkinCtrl = AddCycleItem(IDS_PLAYER_SKIN,IDS_HELP_PLAYER_SKIN,200,25,&m_nSkinNum); m_pSkinCtrl->NotifyOnChange(CMD_SKIN_CHANGE,this); m_pHeadCtrl = AddCycleItem(IDS_PLAYER_HEAD,IDS_HELP_PLAYER_HEAD,200,25,&m_nHeadNum); m_pHeadCtrl->NotifyOnChange(CMD_HEAD_CHANGE,this); // Make sure to call the base class if (! CBaseFolder::Build()) return LTFALSE; UseBack(LTTRUE,LTTRUE); return LTTRUE; }