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Player Selection


GangsterAngel

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Dose anyone know how the player selection menu works?

 

when i say ' works '

i meen how and where it LOADS the player icons into the list

 

i know it gets he models from the .skin file

but i dont see how its posible for a menu file to read from a .skin file

or get the list of skins.

 

infact im 100% sure its not posible for the menu file to do it.

 

Because, menus are static values.

and the icons and model list is Dynamic .

( i know the menus can load Dynamic Cvars tho, but thats diffrent )

 

so i dont see how its posible for the menu to do it.

 

im talking about how the list is auctually BUILT and then DRAWN.

so i can filter out models , for species selection.

 

Can anyone give me some guidance to of where its told to draw the icons ?

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i can find Reset but not set... somone plz give me some guidance!

static void UI_ResetCharacterListBoxes( void )
{

itemDef_t *item;
menuDef_t *menu;
listBoxDef_t *listPtr;

menu = Menu_GetFocused();

if (menu)
{
	item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "headlistbox");
	if (item)
	{
		listBoxDef_t *listPtr = (listBoxDef_t*)item->typeData;
		if( listPtr )
		{
			listPtr->cursorPos = 0;
		}
		item->cursorPos = 0;
	}

	item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "torsolistbox");
	if (item)
	{
		listPtr = (listBoxDef_t*)item->typeData;
		if( listPtr )
		{
			listPtr->cursorPos = 0;
		}
		item->cursorPos = 0;
	}

	item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "lowerlistbox");
	if (item)
	{
		listPtr = (listBoxDef_t*)item->typeData;
		if( listPtr )
		{
			listPtr->cursorPos = 0;
		}
		item->cursorPos = 0;
	}

	item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "colorbox");
	if (item)
	{
		listPtr = (listBoxDef_t*)item->typeData;
		if( listPtr )
		{
			listPtr->cursorPos = 0;
		}
		item->cursorPos = 0;
	}
}
}

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item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "torsolistbox");

if (item)

 

its saying there , that is "torsolistbox" ( Create-a-Jedi ) dose not exist then not to bother.

 

therefore , supporting the normal player selection .

because that box where the icons are listed , is called "headlistbox"

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		itemDef 
	{
		name 				headlist
		rect 				30 224 404 194
//			rect 				126 215 80 200
		type 				ITEM_TYPE_LISTBOX
		style 				WINDOW_STYLE_FILLED
		elementwidth 			64
		elementheight 			64
		elementtype 			LISTBOX_IMAGE
		feeder 				FEEDER_Q3HEADS
//			horizontalscroll
		backcolor 			0 0 0 1
		border 				1
		bordercolor 			.5 .5 .5 1
		forecolor 			1 1 1 1
		descText			@MENUS_CHOOSE_THE_MODEL_FOR
		visible 			1
		textscale 			0.7
		action 
		{ 
			play			"sound/interface/button1.wav" ;
		}
		mouseenter 
		{ 
			setitemcolor headlist bordercolor 1 0 0 1 
		}
		mouseexit 
		{ 
			setitemcolor headlist bordercolor .5 .5 .5 1 
		}
	}

From ui/jamp/player.menu - this tells the game where to display the icon list (there's a similar passage in ingame_player.menu which does the same for the ingame menus).

 

The actual feeder is composed in code. A search for "FEEDER_Q3HEADS" in the ui project should bring up the relevant code bits.

 

Not sure whether this is what you are looking for though.

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