2 CLASS(NexuizWeaponsList) EXTENDS(NexuizListBox)
3 METHOD(NexuizWeaponsList, configureNexuizWeaponsList, void(entity))
4 METHOD(NexuizWeaponsList, toString, string(entity))
5 ATTRIB(NexuizWeaponsList, rowsPerItem, float, 1)
6 METHOD(NexuizWeaponsList, draw, void(entity))
7 METHOD(NexuizWeaponsList, drawListBoxItem, void(entity, float, vector, float))
8 METHOD(NexuizWeaponsList, resizeNotify, void(entity, vector, vector, vector, vector))
9 METHOD(NexuizWeaponsList, keyDown, float(entity, float, float, float))
10 ATTRIB(NexuizWeaponsList, realFontSize, vector, '0 0 0')
11 ATTRIB(NexuizWeaponsList, realUpperMargin, float, 0)
12 METHOD(NexuizWeaponsList, mouseDrag, float(entity, vector))
13 ATTRIB(NexuizWeaponsList, scrollbarWidth, float, 0)
14 ENDCLASS(NexuizWeaponsList)
15 entity makeNexuizWeaponsList();
16 void WeaponsList_MoveUp_Click(entity btn, entity me);
17 void WeaponsList_MoveDown_Click(entity box, entity me);
21 entity makeNexuizWeaponsList()
24 me = spawnNexuizWeaponsList();
25 me.configureNexuizWeaponsList(me);
28 void configureNexuizWeaponsListNexuizWeaponsList(entity me)
30 me.configureNexuizListBox(me);
32 void drawNexuizWeaponsList(entity me)
36 s = cvar_string("cl_weaponpriority");
37 t = fixPriorityList(s, WEP_FIRST, WEP_LAST, 1);
41 cvar_set("cl_weaponpriority", t);
43 me.nItems = tokenize(t);
46 void WeaponsList_MoveUp_Click(entity box, entity me)
48 if(me.selectedItem > 0)
50 cvar_set("cl_weaponpriority", swapInPriorityList(cvar_string("cl_weaponpriority"), me.selectedItem - 1, me.selectedItem));
54 void WeaponsList_MoveDown_Click(entity box, entity me)
56 if(me.selectedItem < me.nItems - 1)
58 cvar_set("cl_weaponpriority", swapInPriorityList(cvar_string("cl_weaponpriority"), me.selectedItem, me.selectedItem + 1));
62 void resizeNotifyNexuizWeaponsList(entity me, vector relOrigin, vector relSize, vector absOrigin, vector absSize)
64 resizeNotifyNexuizListBox(me, relOrigin, relSize, absOrigin, absSize);
66 me.realFontSize_y = me.fontSize / (absSize_y * me.itemHeight);
67 me.realFontSize_x = me.fontSize / (absSize_x * (1 - me.controlWidth));
68 me.realUpperMargin = 0.5 * (1 - me.realFontSize_y);
70 float mouseDragNexuizWeaponsList(entity me, vector pos)
74 f = mouseDragListBox(me, pos);
75 if(me.selectedItem != i)
76 cvar_set("cl_weaponpriority", swapInPriorityList(cvar_string("cl_weaponpriority"), me.selectedItem, i));
79 string WeaponName(float w)
84 case WEP_LASER: return "Laser";
85 case WEP_SHOTGUN: return "Shotgun";
86 case WEP_UZI: return "Machine Gun";
87 case WEP_GRENADE_LAUNCHER: return "Mortar";
88 case WEP_ELECTRO: return "Electro";
89 case WEP_CRYLINK: return "Crylink";
90 case WEP_NEX: return "Nex";
91 case WEP_HAGAR: return "Hagar";
92 case WEP_ROCKET_LAUNCHER: return "Rocket Launcher";
93 case WEP_PORTO: return "Port-O-Launch";
94 case WEP_MINSTANEX: return "MinstaNex";
95 default: return "(fix qcsrc/menu/nexuiz/weaponslist.c)";
98 string toStringNexuizWeaponsList(entity me)
102 n = tokenize(cvar_string("cl_weaponpriority"));
104 for(i = 0; i < n; ++i)
105 s = strcat(s, WeaponName(stof(argv(i))), ", ");
106 return substring(s, 0, strlen(s) - 2);
108 void drawListBoxItemNexuizWeaponsList(entity me, float i, vector absSize, float isSelected)
111 draw_Fill('0 0 0', '1 1 0', SKINCOLOR_LISTBOX_SELECTED, SKINALPHA_LISTBOX_SELECTED);
112 draw_Text(me.realUpperMargin * eY, WeaponName(stof(argv(i))), me.realFontSize, '1 1 1', SKINALPHA_TEXT, 0);
115 float keyDownNexuizWeaponsList(entity me, float scan, float ascii, float shift)
119 WeaponsList_MoveUp_Click(NULL, me);
122 else if(scan == 45) // -
124 WeaponsList_MoveDown_Click(NULL, me);
127 else if(keyDownListBox(me, scan, ascii, shift))