コード例 #1
0
// Build the folder
LTBOOL CFolderDisplay::Build()
{

	CreateTitle(IDS_TITLE_DISPLAYOPTIONS);

//	m_pRendererLabel = AddTextItem(IDS_DISPLAY_RENDERER,	FOLDER_CMD_DISPLAY, IDS_HELP_RENDERER, LTTRUE);
//	if (m_pRendererLabel)
//	{
//        m_pRendererLabel->Enable(LTFALSE);
//	}

	// Build the array of renderers
	BuildRendererArray();

	// Add the "renderer" option
    m_pRendererCtrl = AddCycleItem(IDS_DISPLAY_RENDERER,IDS_HELP_RENDERER,100,25,LTNULL);

	unsigned int i;
	for (i=0; i < m_rendererArray.GetSize(); i++)
	{
		// Load the renderer formating text.  This is "Renderer: [%s - %s]" in English
        HSTRING hRendererFormat=g_pLTClient->FormatString(IDS_DMODE_RENDERER, m_rendererArray[i].m_renderDll, m_rendererArray[i].m_description);
		m_pRendererCtrl->AddString(hRendererFormat);
        g_pLTClient->FreeString(hRendererFormat);
	}

//	m_pResolutionLabel = AddTextItem(IDS_DISPLAY_RESOLUTION,	FOLDER_CMD_RESOLUTION, IDS_HELP_RESOLUTION, LTTRUE);
//	if (m_pResolutionLabel)
//	{
//		m_pResolutionLabel->Enable(LTFALSE);
//	}

	// Add the "resolution" control
    m_pResolutionCtrl = AddCycleItem(IDS_DISPLAY_RESOLUTION,IDS_HELP_RESOLUTION,150,25,LTNULL, LTFALSE);

	// Setup the resolution control based on the currently selected renderer
	SetupResolutionCtrl();

	CToggleCtrl *pToggle = AddToggle(IDS_DISPLAY_TEXTURE,IDS_HELP_TEXTUREDEPTH,175,&m_bTexture32);
	pToggle->SetOnString(IDS_DISPLAY_32BIT);
	pToggle->SetOffString(IDS_DISPLAY_16BIT);

	m_pHardwareCursor = AddToggle(IDS_HARDWARE_CURSOR,IDS_HELP_HARDWARE_CURSOR,175,&m_bHardwareCursor);
	m_pHardwareCursor->SetOnString(IDS_ON);
	m_pHardwareCursor->SetOffString(IDS_OFF);
	


	CalculateLastDrawn();


 	// Make sure to call the base class
	if (!CBaseFolder::Build()) return LTFALSE;

	UseBack(LTTRUE,LTTRUE);

	return LTTRUE;

}
コード例 #2
0
// 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;

}
コード例 #3
0
ファイル: FolderAdvDisplay.cpp プロジェクト: Arc0re/lithtech
// Build the folder
LTBOOL CFolderAdvDisplay::Build()
{

	if (g_pLayoutMgr->HasCustomValue(FOLDER_ID_ADVDISPLAY,"ColumnWidth"))
	{
		kTotalWidth = g_pLayoutMgr->GetFolderCustomInt(FOLDER_ID_ADVDISPLAY,"ColumnWidth");
		kHeaderWidth = kTotalWidth - kSpacerWidth;
	}
	if (g_pLayoutMgr->HasCustomValue(FOLDER_ID_ADVDISPLAY,"SliderWidth"))
		kSliderWidth = g_pLayoutMgr->GetFolderCustomInt(FOLDER_ID_ADVDISPLAY,"SliderWidth");

	CreateTitle(IDS_TITLE_ADVDISPLAY);

	AddTextItem(IDS_TEXTURE_RES, CMD_TEXTURES,	IDS_HELP_TEXTURE_RES);

	m_pLightMap = AddToggle(IDS_LIGHTMAP, IDS_HELP_LIGHTMAP, kTotalWidth, &m_bLightMap );
	m_pLightMap->SetOnString(IDS_ON);
	m_pLightMap->SetOffString(IDS_OFF);

	m_pMirrors = AddToggle(IDS_MIRRORS, IDS_HELP_MIRRORS, kTotalWidth, &m_bMirrors );
	m_pMirrors->SetOnString(IDS_ON);
	m_pMirrors->SetOffString(IDS_OFF);

	m_pShadows = AddCycleItem(IDS_SHADOWS,IDS_HELP_SHADOWS,kHeaderWidth,kSpacerWidth,&m_nShadows);
	m_pShadows->AddString(IDS_NONE);
	m_pShadows->AddString(IDS_CIRCULAR);
//	m_pShadows->AddString(IDS_PROJECTED);
	
	CToggleCtrl* pToggle = AddToggle(IDS_DETAILTEXTURES, IDS_HELP_DETAILTEXTURES, kTotalWidth, &m_bDetailTextures );
	pToggle->SetOnString(IDS_ON);
	pToggle->SetOffString(IDS_OFF);

	pToggle = AddToggle(IDS_ENVIRONMENT_MAP, IDS_HELP_ENVIRONMENT_MAP, kTotalWidth, &m_bEnvMapWorld );
	pToggle->SetOnString(IDS_ON);
	pToggle->SetOffString(IDS_OFF);

	pToggle = AddToggle(IDS_CHROME, IDS_HELP_CHROME, kTotalWidth, &m_bEnvMapEnable );
	pToggle->SetOnString(IDS_ON);
	pToggle->SetOffString(IDS_OFF);

//	m_pOverdraw = AddToggle(IDS_OVERDRAW, IDS_HELP_OVERDRAW, kTotalWidth, &m_bFixSparkleys );
//	m_pOverdraw->SetOnString(IDS_ON);
//	m_pOverdraw->SetOffString(IDS_OFF);

	pToggle = AddToggle(IDS_TRILINEAR, IDS_HELP_TRILINEAR, kTotalWidth, &m_bTrilinear );
	pToggle->SetOnString(IDS_ON);
	pToggle->SetOffString(IDS_OFF);

	pToggle = AddToggle(IDS_TRIPLE_BUFF, IDS_HELP_TRIPLE_BUFF, kTotalWidth, &m_bTripleBuffer );
	pToggle->SetOnString(IDS_ON);
	pToggle->SetOffString(IDS_OFF);    
	
	uint32 dwAdvancedOptions = g_pInterfaceMgr->GetAdvancedOptions();
	pToggle->Enable( (dwAdvancedOptions & AO_TRIPLEBUFFER) );


 	// Make sure to call the base class
	if (!CBaseFolder::Build()) return LTFALSE;

	UseBack(LTTRUE,LTTRUE);

	return LTTRUE;

}
コード例 #4
0
// 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;
}
コード例 #5
0
ファイル: FolderPlayer.cpp プロジェクト: Arc0re/lithtech
// 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;
}