GangsterAngel Posted August 17, 2005 Posted August 17, 2005 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 ?
GangsterAngel Posted August 18, 2005 Author Posted August 18, 2005 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; } } }
GangsterAngel Posted August 18, 2005 Author Posted August 18, 2005 i find functions like qboolean UI_hasSkinForBase(const char *base, const char *team) { and i think im onto somthing. then i do FIND in files "UI_hasSkinForBase" and it only finds it once!!!!! im realy lost here! someone help me !!!!!
D-style Posted August 18, 2005 Posted August 18, 2005 that first one you posted seems to be for the create-a-jedi screen.. but idk much about coding so i should just shuddap
GangsterAngel Posted August 18, 2005 Author Posted August 18, 2005 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"
razorace Posted August 21, 2005 Posted August 21, 2005 Just poke around in the player selection menu .menu a bit more. You'll find it. It should be called "Ghoul2" something.
CerberuS_21 Posted August 23, 2005 Posted August 23, 2005 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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