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UMenu.UMenuInputOptionsClientWindow


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class UMenuInputOptionsClientWindow extends UMenuPageWindow;

// Auto Aim
var UWindowCheckbox AutoAimCheck;
var localized string AutoAimText;
var localized string AutoAimHelp;

// Joystick
var UWindowCheckbox JoystickCheck;
var localized string JoystickText;
var localized string JoystickHelp;

// DirectInput
var UWindowCheckbox DirectInputCheck;
var localized string DirectInputText;
var localized string DirectInputHelp;

// Mouse Sensitivity
var UWindowEditControl SensitivityEdit;
var localized string SensitivityText;
var localized string SensitivityHelp;

// Invert Mouse
var UWindowCheckbox InvertMouseCheck;
var localized string InvertMouseText;
var localized string InvertMouseHelp;

// Look Spring
var UWindowCheckbox LookSpringCheck;
var localized string LookSpringText;
var localized string LookSpringHelp;

// Always Mouselook
var UWindowCheckbox MouselookCheck;
var localized string MouselookText;
var localized string MouselookHelp;

var UWindowCheckbox MouseSmoothCheck;
var localized string MouseSmoothText;
var localized string MouseSmoothHelp;

// Auto Slope
var UWindowCheckbox AutoSlopeCheck;
var localized string AutoSlopeText;
var localized string AutoSlopeHelp;

var float ControlOffset;

function Created()
{
    local int ControlWidth, ControlLeft, ControlRight;
    local int CenterWidth, CenterPos, i;
    local string Sens;

    Super.Created();

    ControlWidth = WinWidth/2.5;
    ControlLeft = (WinWidth/2 - ControlWidth)/2;
    ControlRight = WinWidth/2 + ControlLeft;

    CenterWidth = (WinWidth/4)*3;
    CenterPos = (WinWidth - CenterWidth)/2;

    // Joystick
    JoystickCheck = UWindowCheckbox(CreateControl(class'UWindowCheckbox', ControlLeft, ControlOffset, ControlWidth, 1));
    JoystickCheck.bChecked = bool(GetPlayerOwner().ConsoleCommand("get windrv.windowsclient usejoystick"));
    JoystickCheck.SetText(JoystickText);
    JoystickCheck.SetHelpText(JoystickHelp);
    JoystickCheck.SetFont(F_Normal);
    JoystickCheck.Align = TA_Right;

    // Auto Aim
    AutoAimCheck = UWindowCheckbox(CreateControl(class'UWindowCheckbox', ControlRight, ControlOffset, ControlWidth, 1));
    if (GetPlayerOwner().MyAutoAim < 1.0)
        AutoAimCheck.bChecked = true;
    AutoAimCheck.SetText(AutoAimText);
    AutoAimCheck.SetHelpText(AutoAimHelp);
    AutoAimCheck.SetFont(F_Normal);
    AutoAimCheck.Align = TA_Right;
    ControlOffset += 25;

    // DirectInput
    DirectInputCheck = UWindowCheckbox(CreateControl(class'UWindowCheckbox', ControlLeft, ControlOffset, ControlWidth, 1));
    DirectInputCheck.bChecked = bool(GetPlayerOwner().ConsoleCommand("get windrv.windowsclient UseDirectInput"));
    DirectInputCheck.SetText(DirectInputText);
    DirectInputCheck.SetHelpText(DirectInputHelp);
    DirectInputCheck.SetFont(F_Normal);
    DirectInputCheck.Align = TA_Right;

    // Look Spring
    LookSpringCheck = UWindowCheckbox(CreateControl(class'UWindowCheckbox', ControlRight, ControlOffset, ControlWidth, 1));
    if (GetPlayerOwner().bSnapToLevel)
        LookSpringCheck.bChecked = true;
    LookSpringCheck.SetText(LookSpringText);
    LookSpringCheck.SetHelpText(LookSpringHelp);
    LookSpringCheck.SetFont(F_Normal);
    LookSpringCheck.Align = TA_Right;
    ControlOffset += 25;

    // Always Mouselook
    MouselookCheck = UWindowCheckbox(CreateControl(class'UWindowCheckbox', ControlLeft, ControlOffset, ControlWidth, 1));
    if (GetPlayerOwner().bAlwaysMouselook)
        MouselookCheck.bChecked = true;
    MouselookCheck.SetText(MouselookText);
    MouselookCheck.SetHelpText(MouselookHelp);
    MouselookCheck.SetFont(F_Normal);
    MouselookCheck.Align = TA_Right;

    // Auto Slope
    AutoSlopeCheck = UWindowCheckbox(CreateControl(class'UWindowCheckbox', ControlRight, ControlOffset, ControlWidth, 1));
    if (GetPlayerOwner().bLookUpStairs)
        AutoSlopeCheck.bChecked = true;
    AutoSlopeCheck.SetText(AutoSlopeText);
    AutoSlopeCheck.SetHelpText(AutoSlopeHelp);
    AutoSlopeCheck.SetFont(F_Normal);
    AutoSlopeCheck.Align = TA_Right;
    ControlOffset += 25;

    // Mouse Smoothing
    MouseSmoothCheck = UWindowCheckbox(CreateControl(class'UWindowCheckbox', ControlLeft, ControlOffset, ControlWidth, 1));
    MouseSmoothCheck.bChecked = GetPlayerOwner().bMaxMouseSmoothing;
    MouseSmoothCheck.SetText(MouseSmoothText);
    MouseSmoothCheck.SetHelpText(MouseSmoothHelp);
    MouseSmoothCheck.SetFont(F_Normal);
    MouseSmoothCheck.Align = TA_Right;

    // Mouse Sensitivity
    SensitivityEdit = UWindowEditControl(CreateControl(class'UWindowEditControl', ControlRight, ControlOffset, ControlWidth, 1));
    SensitivityEdit.SetText(SensitivityText);
    SensitivityEdit.SetHelpText(SensitivityHelp);
    SensitivityEdit.SetFont(F_Normal);
    SensitivityEdit.SetNumericOnly(True);
    SensitivityEdit.SetNumericFloat(True);
    SensitivityEdit.SetMaxLength(4);
    SensitivityEdit.Align = TA_Right;
    Sens = string(GetPlayerOwner().MouseSensitivity);
    i = InStr(Sens, ".");
    SensitivityEdit.SetValue(Left(Sens, i+3));
    ControlOffset += 25;

    // Invert Mouse
    InvertMouseCheck = UWindowCheckbox(CreateControl(class'UWindowCheckbox', ControlLeft, ControlOffset, ControlWidth, 1));
    if (GetPlayerOwner().bInvertMouse)
        InvertMouseCheck.bChecked = true;
    InvertMouseCheck.SetText(InvertMouseText);
    InvertMouseCheck.SetHelpText(InvertMouseHelp);
    InvertMouseCheck.SetFont(F_Normal);
    InvertMouseCheck.Align = TA_Right;
}

function AfterCreate()
{
    DesiredWidth = 220;
    DesiredHeight = ControlOffset;
}

function BeforePaint(Canvas C, float X, float Y)
{
    local int ControlWidth, ControlLeft, ControlRight;
    local int CenterWidth, CenterPos;

    ControlWidth = WinWidth/2.5;
    ControlLeft = (WinWidth/2 - ControlWidth)/2;
    ControlRight = WinWidth/2 + ControlLeft;

    CenterWidth = (WinWidth/4)*3;
    CenterPos = (WinWidth - CenterWidth)/2;

    AutoAimCheck.SetSize(ControlWidth, 1);
    AutoAimCheck.WinLeft = ControlRight;

    JoystickCheck.SetSize(ControlWidth, 1);
    JoystickCheck.WinLeft = ControlLeft;

    InvertMouseCheck.SetSize(ControlWidth, 1);
    InvertMouseCheck.WinLeft = ControlLeft;

    DirectInputCheck.SetSize(ControlWidth, 1);
    DirectInputCheck.WinLeft = ControlLeft;

    LookSpringCheck.SetSize(ControlWidth, 1);
    LookSpringCheck.WinLeft = ControlRight;

    MouselookCheck.SetSize(ControlWidth, 1);
    MouselookCheck.WinLeft = ControlLeft;

    AutoSlopeCheck.SetSize(ControlWidth, 1);
    AutoSlopeCheck.WinLeft = ControlRight;

    MouseSmoothCheck.SetSize(ControlWidth, 1);
    MouseSmoothCheck.WinLeft = ControlLeft;

    SensitivityEdit.SetSize(ControlWidth, 1);
    SensitivityEdit.WinLeft = ControlRight;
    SensitivityEdit.EditBoxWidth = 30;
}

function Notify(UWindowDialogControl C, byte E)
{
    Super.Notify(C, E);
    switch(E)
    {
    case DE_Change:
        switch(C)
        {
        case AutoAimCheck:
            AutoAimChecked();
            break;
        case JoystickCheck:
            JoystickChecked();
            break;
        case DirectInputCheck:
            DirectInputChecked();
            break;
        case InvertMouseCheck:
            InvertMouseChecked();
            break;
        case LookSpringCheck:
            LookSpringChecked();
            break;
        case MouselookCheck:
            MouselookChecked();
            break;
        case AutoSlopeCheck:
            AutoSlopeChecked();
            break;
        case SensitivityEdit:
            SensitivityChanged();
            break;
        case MouseSmoothCheck:
            MouseSmoothChanged();
            break;
        }
    }
}

/*
 * Message Crackers
 */

function AutoAimChecked()
{
    if(AutoAimCheck.bChecked)
    {
        GetPlayerOwner().ChangeAutoAim(0.93);
    } else {
        GetPlayerOwner().ChangeAutoAim(1.0);
    }
}

function JoystickChecked()
{
    if(JoystickCheck.bChecked)
    {
        GetPlayerOwner().ConsoleCommand("set windrv.windowsclient usejoystick 1");
    } else {
        GetPlayerOwner().ConsoleCommand("set windrv.windowsclient usejoystick 0");
    }
}

function DirectInputChecked()
{
    if(DirectInputCheck.bChecked)
    {
        GetPlayerOwner().ConsoleCommand("set windrv.windowsclient UseDirectInput 1");
    } else {
        GetPlayerOwner().ConsoleCommand("set windrv.windowsclient UseDirectInput 0");
    }
}

function InvertMouseChecked()
{
    GetPlayerOwner().bInvertMouse = InvertMouseCheck.bChecked;
}

function LookSpringChecked()
{
    GetPlayerOwner().bSnapToLevel = LookSpringCheck.bChecked;
}

function MouselookChecked()
{
    GetPlayerOwner().bAlwaysMouseLook = MouselookCheck.bChecked;
}

function AutoSlopeChecked()
{
    GetPlayerOwner().bLookUpStairs = AutoSlopeCheck.bChecked;
}

function SensitivityChanged()
{
    GetPlayerOwner().MouseSensitivity = float(SensitivityEdit.EditBox.Value);
}

function MouseSmoothChanged()
{
    GetPlayerOwner().bMaxMouseSmoothing = MouseSmoothCheck.bChecked;
}

function SaveConfigs()
{
    GetPlayerOwner().SaveConfig();
    Super.SaveConfigs();
}

defaultproperties
{
     AutoAimText="Auto Aim"
     AutoAimHelp="Enable or disable vertical aiming help."
     JoystickText="Joystick"
     JoystickHelp="Enable or disable joystick."
     DirectInputText="DirectInput"
     DirectInputHelp="Enabling DirectInput on Windows 9x machines will improve mouse smoothness.  You must restart the game for this setting to take effect."
     SensitivityText="Mouse Sensitivity"
     SensitivityHelp="Adjust the mouse sensitivity, or how far you have to move the mouse to produce a given motion in the game."
     InvertMouseText="Invert Mouse"
     InvertMouseHelp="Invert the mouse X axis.  When true, pushing the mouse forward causes you to look down rather than up."
     LookSpringText="Look Spring"
     LookSpringHelp="If checked, releasing the mouselook key will automatically center the view. Only valid if Mouselook is disabled."
     MouselookText="Mouselook"
     MouselookHelp="If checked, the mouse is always used for controlling your view direction."
     MouseSmoothText="Mouse Smoothing"
     MouseSmoothHelp="If checked, mouse input will be smoothed to improve Mouselook smoothness."
     AutoSlopeText="Auto Slope"
     AutoSlopeHelp="If checked, your view will automatically adjust to look up and down slopes and stairs. Only valid if Mouselook is disabled."
     ControlOffset=20.000000
}

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Class file time: Do 19.5.2005 19:42:14.000 - Creation time: Fr 7.6.2013 13:16:12.652 - Created with UnCodeX