d561772bb0
merged engine menus, native menus, game menus, plugin menus into a single layered menu interface, simplifying all the special-case input. engine confirmation prompts can now show regardless of underlaying menus, including above the console. skeletal formats can now provide their own way to build bones, for variable per-bone keyframes/interpolation methods/etc (used by gltf2). updated various plugins for the new api. removed qvm makefiles/scripts. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5530 fc73d0e0-1445-4013-8a0c-d673dee63da5
105 lines
3.2 KiB
C
105 lines
3.2 KiB
C
#ifndef _VM_H
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#define _VM_H
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#ifdef _WIN32
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#define EXPORT_FN __cdecl
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#else
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#define EXPORT_FN
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#endif
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typedef qintptr_t (EXPORT_FN *sys_calldll_t) (qintptr_t arg, ...);
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typedef int (*sys_callqvm_t) (void *offset, quintptr_t mask, int fn, const int *arg);
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typedef struct vm_s vm_t;
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// for syscall users
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#define VM_LONG(x) (*(int*)&(x)) //note: on 64bit platforms, the later bits can contain junk
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#define VM_FLOAT(x) (*(float*)&(x)) //note: on 64bit platforms, the later bits can contain junk
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#define VM_POINTER(x) ((x)?(void*)((char *)offset+((x)%mask)):NULL)
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#define VM_OOB(p,l) (p + l >= mask || VM_POINTER(p) < offset)
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// ------------------------- * interface * -------------------------
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void VM_PrintInfo(vm_t *vm);
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vm_t *VM_CreateBuiltin(const char *name, sys_calldll_t syscalldll, qintptr_t (*init)(qintptr_t *args));
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vm_t *VM_Create(const char *dllname, sys_calldll_t syscalldll, const char *qvmname, sys_callqvm_t syscallqvm);
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const char *VM_GetFilename(vm_t *vm);
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void VM_Destroy(vm_t *vm);
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//qboolean VM_Restart(vm_t *vm);
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qintptr_t VARGS VM_Call(vm_t *vm, qintptr_t instruction, ...);
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qboolean VM_NonNative(vm_t *vm);
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void *VM_MemoryBase(vm_t *vm);
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quintptr_t VM_MemoryMask(vm_t *vm);
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#define VM_TOSTRCACHE(a) VMQ3_StringToHandle(VM_POINTER(a))
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#define VM_FROMSTRCACHE(a) VMQ3_StringFromHandle(a)
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char *VMQ3_StringFromHandle(int handle);
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int VMQ3_StringToHandle(char *str);
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void VMQ3_FlushStringHandles(void);
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#ifdef VM_UI
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qboolean UI_IsRunning(void);
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qboolean UI_Command(void);
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void UI_Init (void);
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void UI_Start (void);
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void UI_Stop (void);
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qboolean UI_OpenMenu(void);
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void UI_Restart_f(void);
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int UI_IsFullscreen(void);
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void UI_Reset(void);
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//sans botlib
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struct pc_token_s;
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int Script_LoadFile(char *filename);
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void Script_Free(int handle);
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int Script_Read(int handle, struct pc_token_s *token);
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void Script_Get_File_And_Line(int handle, char *filename, int *line);
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#endif
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#define VM_FS_READ 0
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#define VM_FS_WRITE 1
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#define VM_FS_APPEND 2
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#define VM_FS_APPEND_SYNC 3 //I don't know, don't ask me. look at q3 source
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qofs_t VM_fopen (const char *name, int *handle, int fmode, int owner);
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int VM_FRead (char *dest, int quantity, int fnum, int owner);
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int VM_FWrite (const char *dest, int quantity, int fnum, int owner);
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qboolean VM_FSeek (int fnum, qofs_t offset, int seektype, int owner);
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qofs_t VM_FTell (int fnum, int owner);
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void VM_fclose (int fnum, int owner);
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void VM_fcloseall (int owner);
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int VM_GetFileList(const char *path, const char *ext, char *output, int buffersize);
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#ifdef VM_CG
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void CG_Stop (void);
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void CG_Start (void);
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qboolean CG_VideoRestarted(void);
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int CG_Refresh(void);
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qboolean CG_Command(void);
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qboolean CG_KeyPress(int key, int unicode, int down);
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unsigned int CG_GatherLoopingSounds(vec3_t *positions, unsigned int *entnums, sfx_t **sounds, unsigned int max);
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#endif
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typedef struct {
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int handle;
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int modificationCount;
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float value;
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int integer;
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char string[256];
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} q3vmcvar_t;
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int VMQ3_Cvar_Register(q3vmcvar_t *v, char *name, char *defval, int flags);
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int VMQ3_Cvar_Update(q3vmcvar_t *v);
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typedef struct {
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int tm_sec;
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int tm_min;
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int tm_hour;
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int tm_mday;
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int tm_mon;
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int tm_year;
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int tm_wday;
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int tm_yday;
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int tm_isdst;
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} q3time_t;
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qint64_t Q3VM_GetRealtime(q3time_t *qtime);
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#endif
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