2e1a70e319
maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
128 lines
4.3 KiB
C
128 lines
4.3 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// screen.h
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typedef struct playerview_s playerview_t;
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extern float scr_con_current;
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extern float scr_conlines; // lines of console to display
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extern int sb_lines;
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extern int clearnotify; // set to 0 whenever notify text is drawn
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extern qboolean scr_disabled_for_loading;
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extern cvar_t scr_fov;
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extern cvar_t scr_viewsize;
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qboolean SCR_RSShot (void);
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//void SCR_DrawConsole (qboolean noback);
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//void SCR_SetUpToDrawConsole (void);
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//void SCR_BeginLoadingPlaque (void);
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//void SCR_EndLoadingPlaque (void);
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//void SCR_Init (void);
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//void SCR_UpdateScreen (void);
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#if defined(GLQUAKE)
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void GLSCR_UpdateScreen (void);
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#endif
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void SCR_ImageName (char *mapname);
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//this stuff is internal to the screen systems.
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void RSpeedShow(void);
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void SCR_CrosshairPosition(playerview_t *pview, float *x, float *y);
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void SCR_DrawLoading (qboolean opaque);
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void SCR_TileClear (void);
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void SCR_DrawNotifyString (void);
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void SCR_CheckDrawCenterString (void);
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void SCR_DrawNet (void);
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void SCR_DrawTurtle (void);
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void SCR_DrawPause (void);
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void SCR_VRectForPlayer(vrect_t *vrect, int pnum); //returns a region for the player's view
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void SCR_DrawCursor(int prydoncursornum);
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void CLSCR_Init(void); //basically so I can register a few friendly cvars.
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//TEI_SHOWLMP2 stuff
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void SCR_ShowPics_Draw(void);
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void SCR_ShowPic_Create(void);
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void SCR_ShowPic_Hide(void);
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void SCR_ShowPic_Move(void);
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void SCR_ShowPic_Update(void);
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void SCR_ShowPic_Clear(qboolean all);
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char *SCR_ShowPics_ClickCommand(int cx, int cy);
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void SCR_ShowPic_Script_f(void);
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//a header is better than none...
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void Draw_TextBox (int x, int y, int width, int lines);
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qboolean SCR_ScreenShot (char *filename, void *rgb_buffer, int width, int height);
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void SCR_DrawTwoDimensional(int uimenu, qboolean nohud);
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enum
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{
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LS_NONE,
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LS_CONNECTION,
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LS_SERVER,
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LS_CLIENT,
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};
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int SCR_GetLoadingStage(void);
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void SCR_SetLoadingStage(int stage);
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void SCR_SetLoadingFile(char *str);
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/*fonts*/
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void Font_Init(void);
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void Font_Shutdown(void);
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struct font_s *Font_LoadFont(int height, const char *fontfilename);
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void Font_Free(struct font_s *f);
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void Font_BeginString(struct font_s *font, float vx, float vy, int *px, int *py);
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void Font_BeginScaledString(struct font_s *font, float vx, float vy, float szx, float szy, float *px, float *py); /*avoid using*/
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void Font_Transform(float vx, float vy, int *px, int *py);
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int Font_CharHeight(void);
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float Font_CharScaleHeight(void);
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int Font_CharWidth(unsigned int charcode);
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float Font_CharScaleWidth(unsigned int charcode);
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int Font_CharEndCoord(struct font_s *font, int x, unsigned int charcode);
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int Font_DrawChar(int px, int py, unsigned int charcode);
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float Font_DrawScaleChar(float px, float py, unsigned int charcode); /*avoid using*/
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void Font_EndString(struct font_s *font);
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void Font_ForceColour(float r, float g, float b, float a); //This colour will be applied while the char mask remains WHITE. If you print char by char, make sure to include the mask.
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void Font_InvalidateColour(void);
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/*these three functions deal with formatted blocks of text (including tabs and new lines)*/
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int Font_LineBreaks(conchar_t *start, conchar_t *end, int maxpixelwidth, int maxlines, conchar_t **starts, conchar_t **ends);
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int Font_LineWidth(conchar_t *start, conchar_t *end);
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float Font_LineScaleWidth(conchar_t *start, conchar_t *end);
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void Font_LineDraw(int x, int y, conchar_t *start, conchar_t *end);
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extern struct font_s *font_default;
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extern struct font_s *font_console;
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extern struct font_s *font_tiny;
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void PR_ResetFonts(unsigned int purgeowner); //for menu/csqc
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/*end fonts*/
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void R_NetgraphInit(void);
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void R_NetGraph (void);
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void R_FrameTimeGraph (int frametime);
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