Initial commit.
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127
code/ui/ui_connect.cpp
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127
code/ui/ui_connect.cpp
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// leave this at the top of all UI_xxxx files for PCH reasons...
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//
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#include "../server/exe_headers.h"
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#include "ui_local.h"
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/*
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===============================================================================
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CONNECTION SCREEN
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===============================================================================
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*/
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char connectionDialogString[1024];
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char connectionMessageString[1024];
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/*
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========================
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UI_DrawConnect
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========================
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*/
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void UI_DrawConnect( const char *servername, const char *updateInfoString )
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{
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// We need to use this special hack variable, nothing else is set up yet:
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const char *s = Cvar_VariableString( "ui_mapname" );
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// Special case for first map:
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extern SavedGameJustLoaded_e g_eSavedGameJustLoaded;
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if ( g_eSavedGameJustLoaded != eFULL && (!strcmp(s,"yavin1") || !strcmp(s,"demo")) )
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{
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ui.R_SetColor( colorTable[CT_BLACK] );
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uis.whiteShader = ui.R_RegisterShaderNoMip( "*white" );
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ui.R_DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, uis.whiteShader );
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const char *t = SE_GetString( "SP_INGAME_ALONGTIME" );
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int w = ui.R_Font_StrLenPixels( t, uiInfo.uiDC.Assets.qhMediumFont, 1.0f );
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ui.R_Font_DrawString( (320)-(w/2), 140, t, colorTable[CT_ICON_BLUE], uiInfo.uiDC.Assets.qhMediumFont, -1, 1.0f );
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return;
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}
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// Grab the loading menu:
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extern menuDef_t *Menus_FindByName( const char *p );
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menuDef_t *menu = Menus_FindByName( "loadingMenu" );
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if( !menu )
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return;
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// Find the levelshot item, so we can fix up it's shader:
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itemDef_t *item = Menu_FindItemByName( menu, "mappic" );
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if( !item )
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return;
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item->window.background = ui.R_RegisterShaderNoMip( va( "levelshots/%s", s ) );
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if (!item->window.background) {
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item->window.background = ui.R_RegisterShaderNoMip( "menu/art/unknownmap" );
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}
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// Do the second levelshot as well:
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qhandle_t firstShot = item->window.background;
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item = Menu_FindItemByName( menu, "mappic2" );
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if( !item )
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return;
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item->window.background = ui.R_RegisterShaderNoMip( va( "levelshots/%s2", s ) );
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if (!item->window.background) {
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item->window.background = firstShot;
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}
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const char *b = SE_GetString( "BRIEFINGS", s );
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if( b && b[0] )
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Cvar_Set( "ui_missionbriefing", va("@BRIEFINGS_%s", s) );
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else
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Cvar_Set( "ui_missionbriefing", "@BRIEFINGS_NONE" );
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// Now, force it to draw:
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extern void Menu_Paint( menuDef_t *menu, qboolean forcePaint );
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Menu_Paint( menu, qtrue );
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}
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/*
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========================
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UI_UpdateConnectionString
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========================
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*/
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void UI_UpdateConnectionString( char *string ) {
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Q_strncpyz( connectionDialogString, string, sizeof( connectionDialogString ) );
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UI_UpdateScreen();
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}
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/*
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========================
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UI_UpdateConnectionMessageString
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========================
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*/
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void UI_UpdateConnectionMessageString( char *string ) {
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char *s;
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Q_strncpyz( connectionMessageString, string, sizeof( connectionMessageString ) );
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// strip \n
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s = strstr( connectionMessageString, "\n" );
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if ( s ) {
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*s = 0;
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}
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UI_UpdateScreen();
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}
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/*
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===================
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UI_KeyConnect
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===================
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*/
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void UI_KeyConnect( int key )
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{
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if ( key == A_ESCAPE )
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{
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ui.Cmd_ExecuteText( EXEC_APPEND, "disconnect\n" );
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return;
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}
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}
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