/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. Copyright (C) 2007 HermitWorks Entertainment Corporation This file is part of the Space Trader source code. The Space Trader source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. The Space Trader source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with the Space Trader source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ #ifndef __UI_SHARED_H #define __UI_SHARED_H #include "../qcommon/q_shared.h" #include "../renderer/tr_types.h" #include "keycodes.h" #include "menudef.h" #define MAX_MENUNAME 32 #define MAX_ITEMTEXT 64 #define MAX_ITEMACTION 64 #define MAX_MENUDEFFILE 4096 #define MAX_MENUS 96 #define MAX_MENUITEMS 128 #define MAX_OPEN_MENUS 16 #define WINDOW_MOUSEOVER 0x00000001 // mouse is over it, non exclusive #define WINDOW_FULLSCREEN 0x00000002 // window is stretched to fill the entire screen #define WINDOW_VISIBLE 0x00000004 // is visible #define WINDOW_DIMBACKGROUND 0x00000008 // draws fullscreen quad to dim background #define WINDOW_DECORATION 0x00000010 // for decoration only, no mouse, keyboard, etc.. #define WINDOW_FADINGOUT 0x00000020 // fading out, non-active #define WINDOW_FADINGIN 0x00000040 // fading in #define WINDOW_PAUSEGAME 0x00000080 // pauses game if this window is visible #define WINDOW_LASTMENU 0x00000100 // dont draw any menus under this one #define WINDOW_FORECOLORSET 0x00000200 // forecolor was explicitly set ( used to color alpha images or not ) #define WINDOW_HORIZONTAL 0x00000400 // for list boxes and sliders, vertical is default this is set of horizontal #define WINDOW_LB_LEFTARROW 0x00000800 // mouse is over left/up arrow #define WINDOW_LB_RIGHTARROW 0x00001000 // mouse is over right/down arrow #define WINDOW_LB_THUMB 0x00002000 // mouse is over thumb #define WINDOW_LB_PGUP 0x00004000 // mouse is over page up #define WINDOW_LB_PGDN 0x00008000 // mouse is over page down #define WINDOW_ORBITING 0x00010000 // item is in orbit #define WINDOW_OOB_CLICK 0x00020000 // close on out of bounds click #define WINDOW_WRAPPED 0x00040000 // manually wrap text #define WINDOW_TEXTSCROLL 0x00080000 #define WINDOW_DONTSAVE 0x00100000 #define WINDOW_POPUP 0x00200000 // popup #define WINDOW_BACKCOLORSET 0x00400000 // backcolor was explicitly set #define WINDOW_FOCUSFLASH 0x01000000 // color flashes when the window has focus #define WINDOW_NOFOCUS 0x02000000 // window can get mouse input, but can't take focus #define WINDOW_ALIGNLEFT 0x04000000 // window snaps to left side of parent #define WINDOW_ALIGNRIGHT 0x08000000 // window snaps to right side of parent #define WINDOW_ALIGNWIDTH 0x10000000 // windows width becomes parents width #define WINDOW_HASBORDER 0x20000000 // colored border around window #define WINDOW_HASSCROLLBAR 0x40000000 // has a vertical scroll bar // CGAME cursor type bits #define CURSOR_NONE 0x00000001 #define CURSOR_ARROW 0x00000002 #define CURSOR_SIZER 0x00000004 #ifdef CGAME #define STRING_POOL_SIZE 128*1024 #else #define STRING_POOL_SIZE 384*1024 #endif #define MAX_STRING_HANDLES 4096 #define MAX_SCRIPT_ARGS 12 #define MAX_EDITFIELD 256 #define SCROLLBAR_SIZE 20.0f #define SLIDER_THUMB_WIDTH 32.0f #define SLIDER_BUTTON_WIDTH 8.0f #define NUM_CROSSHAIRS 10 #define ASSET_PLANETMODEL "models/planet.x42" typedef struct { const char *command; const char *args[MAX_SCRIPT_ARGS]; } scriptDef_t; typedef struct { float x; // horiz position float y; // vert position float w; // width float h; // height; } rectDef_t; typedef rectDef_t Rectangle; // FIXME: do something to separate text vs window stuff typedef struct { Rectangle rect; // client coord rectangle Rectangle rectClient; // screen coord rectangle const char * name; // const char * group; // if it belongs to a group const char * cinematicName; // cinematic name int cinematic; // cinematic handle int style; // int ownerDraw; // ownerDraw style int ownerDrawFlags; // show flags for ownerdraw items float borderSize; // int flags; // visible, focus, mouseover, cursor Rectangle rectEffects; // for various effects int offsetTime; // time based value for various effects int nextTime; // time next effect should cycle qhandle_t background; // background asset vec4_t foreColor; vec4_t backColor; vec4_t borderColor; vec4_t outlineColor; vec4_t color; // current blended color } windowDef_t; typedef windowDef_t Window; // FIXME: combine flags into bitfields to save space // FIXME: consolidate all of the common stuff in one structure for menus and items // THINKABOUTME: is there any compelling reason not to have items contain items // and do away with a menu per say.. major issue is not being able to dynamically allocate // and destroy stuff.. Another point to consider is adding an alloc free call for vm's and have // the engine just allocate the pool for it based on a cvar // many of the vars are re-used for different item types, as such they are not always named appropriately // the benefits of c++ in DOOM will greatly help crap like this // FIXME: need to put a type ptr that points to specific type info per type // #define MAX_LB_COLUMNS 16 #define COL_ISSHADER 0x00000001 #define COL_ISEFFECT 0x00000002 #define COL_SQUARE 0x00000004 // effects and shaders are square #define COL_ISSPRITE 0x00000008 #define COL_ISCOUNTER 0x00000010 #define COL_ISCLIENT 0x00000020 typedef struct columnInfo_s { int pos; int width; int widthPerCent; textAlign_e horizAlign; textAlign_e vertAlign; int nowrap; const char* text; int ownerText; const char* footer; qhandle_t font; float textscale; float border; int flags; int textStyle; int format; qhandle_t sprites[ 8 ]; } columnInfo_t; #define LISTBOX_NOTSELECTABLE 0x00000001 #define LISTBOX_NOGRIDLINES 0x00000002 #define LISTBOX_NOVERTLINES 0x00000004 #define LISTBOX_NOHORIZLINES 0x00000008 #define LISTBOX_NOSCALESELECT 0x00000010 #define LISTBOX_MONITORTABLE 0x00000020 // runs ->select script if data under selection changes #define LISTBOX_CHATLOG 0x00000040 #define LISTBOX_AUTOSCROLL 0x00000080 #define LISTBOX_DONTDRAWSELECT 0x00000100 #define LISTBOX_ALWAYSSELECT 0x00000200 // calls select script even if already selected #define LISTBOX_SELECTENABLED 0x00000400 // highlights row that are enabled #define LISTBOX_SCALEENABLED 0x00000800 #define LISTBOX_NOSCROLLBAR 0x00001000 // don't draw the scroll bar #define LISTBOX_ROTATE 0x00002000 #define LISTBOX_SERVER 0x00004000 typedef struct listBoxDef_s { int startPos; int endPos; float elementHeight; int numColumns; int numRows; columnInfo_t columnInfo[MAX_LB_COLUMNS]; int flags; int lastSel; float timeSel; // time the last item was selected struct itemDef_s * selectButton; // this item shows up next to the selection bar on the list const char * table; int titlebar; // height of title bar float fade; qhandle_t selectshader; const char * source; const char * select; char * buffer; int buffer_size; vec4_t selectcolor; } listBoxDef_t; #define EDITFIELD_MONEY 0x00000001 #define EDITFIELD_PERCENT 0x00000002 // for sliders, if true then slider displays 0 - 100, else the actual value #define EDITFIELD_INTEGER 0x00000004 #define EDITFIELD_CDKEY 0x00000008 typedef struct editFieldDef_s { float minVal; float maxVal; float defVal; int maxChars; int maxPaintChars; int paintOffset; int flags; } editFieldDef_t; #define MAX_MULTI_CVARS 32 typedef struct multiDef_s { const char *cvarList[MAX_MULTI_CVARS]; const char *cvarStr[MAX_MULTI_CVARS]; float cvarValue[MAX_MULTI_CVARS]; int count; qboolean strDef; } multiDef_t; typedef struct modelDef_s { int angle; vec3_t origin; float fov_x; float fov_y; int rotationSpeed; } modelDef_t; typedef struct { qhandle_t empty; qhandle_t full; } progressDef_t; #define CVAR_ENABLE 0x00000001 #define CVAR_DISABLE 0x00000002 #define CVAR_SHOW 0x00000004 #define CVAR_HIDE 0x00000008 #define CVAR_PASSWORD 0x00000012 //ToDo: value of 16 blows memory, consider reducing further #define MAX_KEY_ACTIONS 6 #define MAX_TABS 4 typedef struct keyAction_s { int key; // the key to bind to const char *action; // the action to execute } keyAction_t; #define ITEM_FADE_TIME 200 #define ED_DIEWITHMENU 0x000000001 #define ED_ALWAYSONTOP 0x000000002 #define ED_NODRAW_INUI 0x000000004 #define EFFECT_TEXT_LENGTH 64 typedef struct { rectDef_t rect; const char * name; qhandle_t shader; vec4_t forecolor; vec4_t backcolor; const char * action; qhandle_t font; float textscale; int textalignx; int textaligny; int textStyle; int flags; int maxChars; } effectDef_t; typedef struct itemDef_s { Window window; // common positional, border, style, layout info Rectangle textRect; // rectangle the text ( if any ) consumes int type; // text, button, radiobutton, checkbox, textfield, listbox, combo int textdivx; // divider between text and ownertext int textdivy; // divider between text and ownertext textAlign_e textalignx; // horizontal text alignment textAlign_e textaligny; // vertical text alignment float textscale; // scale percentage from 72pts int textStyle; // ( optional ) style, normal and shadowed are it for now qhandle_t font; // text font, if null uses parent->font const char *text; // display text const char *tooltip; // tool tip text void *parent; // menu owner qhandle_t asset; // handle to asset qhandle_t assetShader; // custom shader for asset const char *mouseEnter; // mouse enter script const char *mouseExit; // mouse exit script const char *action; // select script keyAction_t onHotKey[MAX_KEY_ACTIONS]; // hotkey, can be invoked from any point in the GUI keyAction_t onFocusKey[MAX_KEY_ACTIONS]; // focus key, can only be invoked when the control has focus const char *onFocus; // select script const char *leaveFocus; // select script const char *cvar; // associated cvar const char *cvarTest; // associated cvar for enable actions const char *enableCvar; // enable, disable, show, or hide based on value, this can contain a list const char *showif; // show or hide based on an sql expression int cvarFlags; // what type of action to take on cvarenables int ownerText; int ownerAlpha; sfxHandle_t focusSound; int numColors; // number of color ranges int cursorPos; // cursor position in characters void *typeData; // type specific data ptr's int focusTime; // the time at which the focusItem changed struct itemDef_s * snapleft; struct itemDef_s * snapright; const char * values; // sql select statement, selection depends on item type } itemDef_t; typedef struct { Window window; int itemCount; // number of items; qhandle_t font; int fadeCycle; // float fadeClamp; // float fadeAmount; // const char *onOpen; // run when the menu is first opened const char *onClose; // run when the menu is closed const char *onFocus; keyAction_t onMenuKey[MAX_KEY_ACTIONS]; const char *soundName; // background loop sound for menu vec4_t focusColor; // focus color for items vec4_t disableColor; // focus color for items itemDef_t *items[MAX_MENUITEMS]; // items this menu contains itemDef_t *focusItem; int time; const char * showif; // debug const char * filename; } menuDef_t; typedef struct { menuDef_t* m[ MAX_OPEN_MENUS ]; int count; menuDef_t* openQueue[ 4 ]; // menu waits until others are faded out before activating int openQueueCount; int openTime; } menuStackDef_t; typedef struct { const char *cursorStr; const char *gradientStr; qhandle_t cursor; sfxHandle_t menuEnterSound; sfxHandle_t menuExitSound; sfxHandle_t menuBuzzSound; sfxHandle_t itemFocusSound; float fadeClamp; int fadeCycle; float fadeAmount; // player settings qhandle_t crosshairShader[NUM_CROSSHAIRS]; qhandle_t menu; qhandle_t menubar; qhandle_t sbThumb; //array this if we need short/med/tall qhandle_t shipModel; qhandle_t planetModel; qhandle_t orbit; qhandle_t orbitSel; qhandle_t font; qhandle_t sliderThumb; qhandle_t star; qhandle_t lineshadow; qhandle_t redbar; sfxHandle_t dings[4]; effectDef_t * effects[64]; int effectCount; qhandle_t radar_player; qhandle_t radar_bot; } cachedAssets_t; typedef struct { const char *name; void (*handler) (itemDef_t *item, const char** args); } commandDef_t; typedef struct { qhandle_t (*registerShaderNoMip) (const char *p); void (*setColor) (const vec4_t v); void (*drawHandlePic) (float x, float y, float w, float h, qhandle_t asset); void (*drawStretchPic) (float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader ); qhandle_t (*registerModel) (const char *p); void (*modelBounds) (qhandle_t model, vec3_t min, vec3_t max); void (*fillRect) ( float x, float y, float w, float h, const vec4_t color, qhandle_t shader ); void (*drawRect) ( float x, float y, float w, float h, float size, const vec4_t color); void (*drawSides) (float x, float y, float w, float h, float size); void (*drawTopBottom) (float x, float y, float w, float h, float size); void (*clearScene) (); void (*addRefEntityToScene) (const refEntity_t *re ); void (*renderScene) ( const refdef_t *fd ); qhandle_t (*registerFont) (const char *pFontname ); void (*ownerDrawItem)( itemDef_t * item, vec4_t color ); void (*runScript)(const char **p); void (*getCVarString)(const char *cvar, char *buffer, int bufsize); float (*getCVarValue)(const char *cvar); void (*setCVar)(const char *cvar, const char *value); void (*setOverstrikeMode)(qboolean b); qboolean (*getOverstrikeMode)(); void (*startLocalSound)( sfxHandle_t sfx, int channelNum ); qboolean (*ownerDrawHandleKey)(int ownerDraw, int flags, int key); qboolean (*ownerDrawHandleMouseMove)( itemDef_t * item, float x, float y ); void (*keynumToStringBuf)( int keynum, char *buf, int buflen ); void (*getBindingBuf)( int keynum, char *buf, int buflen ); void (*setBinding)( int keynum, const char *binding ); void (*executeText)(int exec_when, const char *text ); void (*Error)(int level, const char *error, ...); void (*Print)(const char *msg, ...); sfxHandle_t (*registerSound)(const char *name, qboolean compressed); void (*startBackgroundTrack)( const char *intro, const char *loop); void (*stopBackgroundTrack)(); int (*playCinematic)(const char *name, float x, float y, float w, float h); void (*stopCinematic)(int handle); void (*drawCinematic)(int handle, float x, float y, float w, float h); void (*runCinematicFrame)(int handle); int (*getClientNum)(void); void (*toolTip)( itemDef_t * item ); const char* (*getOwnerText)( int id ); int realTime; int frameTime; int cursorx; int cursory; rectDef_t tooltip; qboolean debug; cachedAssets_t Assets; vidConfig_t glconfig; qhandle_t whiteShader; qhandle_t cursor; float FPS; } displayContextDef_t; extern displayContextDef_t *DC; const char *String_Alloc(const char *p); void String_Init(); void String_Report(); void Init_Display(displayContextDef_t *dc); void Display_ExpandMacros(char * buff); void Menu_Init(menuDef_t *menu); void Item_Init(itemDef_t *item); void Item_PaintModel( qhandle_t model, qhandle_t shader, float fovx, float fovy, float angle, const rectDef_t *rc ); void Item_Action(itemDef_t *item); void Item_TextRect( itemDef_t * item, rectDef_t * r ); void Item_TableCell_Rect( itemDef_t * item, int x, int y, qboolean scrollBar, rectDef_t * r ); void Item_TableCellText_Paint( itemDef_t * item, rectDef_t * cell, int column, const char * text ); void Item_TableCellText_PaintColor( itemDef_t * item, rectDef_t * cell, int column, const char * text, vec4_t color, float scale ); void Item_ListBox_AutoScroll( itemDef_t * item, int n ); void Menu_PostParse(menuDef_t *menu); menuDef_t *Menu_GetFocused(); itemDef_t *Menu_GetFocusedItem(menuDef_t *menu); qboolean Menu_HandleKeyDown(menuDef_t *menu, int key ); void Menu_HandleMouseMove(menuDef_t *menu, float x, float y); qboolean Float_Parse(const char **p, float *f); qboolean Color_Parse(const char **p, vec4_t *c); qboolean Int_Parse(const char **p, int *i); qboolean Rect_Parse(const char **p, rectDef_t *r); qboolean String_Parse(const char **p, const char **out); qboolean Script_Parse(const char **p, const char **out); qboolean PC_Float_Parse(int handle, float *f); qboolean PC_Color_Parse(int handle, vec4_t *c); qboolean PC_Int_Parse(int handle, int *i); qboolean PC_Rect_Parse(int handle, rectDef_t *r); qboolean PC_String_Parse(int handle, const char **out); qboolean PC_Script_Parse(int handle, const char **out); int Menu_Count(); void Menu_New(int handle, const char * filename ); void Menu_PaintAll(); void Menus_ActivateByName(const char *p); void Menu_Reset(); qboolean Menus_AnyFullScreenVisible(); void Menus_Activate(menuDef_t *menu); qboolean Effect_Parse(int handle, effectDef_t * effect ); displayContextDef_t *Display_GetContext(); void *Display_CaptureItem(int x, int y); int Display_MouseMove(int x, int y); int Display_CursorType(int x, int y); qboolean Display_KeyBindPending(); void Menus_OpenByName(const char *p); void Menus_FadeAllOutAndFadeIn( const char * p ); menuDef_t *Menus_FindByName(const char *p); void Menus_ShowByName(const char *p); void Menus_CloseByName(const char *p); void Menus_Close( menuDef_t *menu ); void Display_HandleKey(int key, qboolean down, int x, int y); void LerpColor(vec4_t a, vec4_t b, vec4_t c, float t); void Menus_CloseAll(); void Menu_Paint(menuDef_t *menu, qboolean forcePaint); void Display_CacheAll(); void Item_RunScript( itemDef_t *item, const char *s ); qboolean Rect_ContainsPoint(const rectDef_t *rect, float x, float y); #ifdef DEVELOPER void UI_Editor_Init(); void UI_Editor_UpdateItem(); #endif itemDef_t* Menu_FindItemByName( menuDef_t *menu, const char *p ); void UI_SetMenuStack( menuStackDef_t *stack ); void *UI_Alloc( int size ); void UI_InitMemory( void ); qboolean UI_OutOfMemory(); void Controls_GetConfig( void ); void Controls_SetConfig(qboolean restart); void Controls_SetDefaults( void ); int trap_PC_AddGlobalDefine( char *define ); int trap_PC_LoadSource( const char *filename ); int trap_PC_FreeSource( int handle ); int trap_PC_ReadToken( int handle, pc_token_t *pc_token ); int trap_PC_SourceFileAndLine( int handle, char *filename, int *line ); void trap_Cmd_ExecuteText( int exec_when, const char *text ); // don't use EXEC_NOW! #define trap_R_RenderText(rect,scale,rgba,text,limit,horiz,vert,style,font,cursor,textRect) trap_R_DrawText(rect,scale,rgba,text,limit,((horiz)<<16)+(vert),style,cursor,font,textRect) void trap_R_DrawText( Rectangle* rect, // render within this rectangle float scale, // scale the text const float* rgba, const char* text, int limit, // don't draw more than this many characters int align, int style, // shadow etc int cursor, // >= 0 draws a flashing cusor at text location qhandle_t font, const rectDef_t*textRect // return the rectangle that fits tight around the text ); int trap_R_FlowText( fontInfo_t * font, float fontScale, const float startColor[4], const float baseColor[4], const char * text, int limit, int align, float width, lineInfo_t * lines, int max ); void trap_R_GetFont( qhandle_t font, float scale, fontInfo_t * buffer ); void trap_R_RenderRoundRect( float x, float y, float w, float h, const float * rgba, qhandle_t shader ); // // SQL interface // void trap_SQL_LoadDB( const char * filename, const char * filter ); void trap_SQL_Exec( const char* statement ); qhandle_t trap_SQL_Prepare( const char* statement ); void trap_SQL_BindText( int i, const char* text ); void trap_SQL_BindInt( int i, int v ); void trap_SQL_BindArgs(); qboolean trap_SQL_Step(); int trap_SQL_ColumnCount(); void trap_SQL_ColumnAsText( char * buffer, int size, int i ); int trap_SQL_ColumnAsInt( int i ); void trap_SQL_ColumnName( char * buffer, int size, int i ); int trap_SQL_Done(); int trap_SQL_Compile ( const char * src ); void trap_SQL_Run ( char * buffer, int size, int index, int p1, int p2, int p3 ); typedef union { int integer; char * string; } cell_t; int trap_SQL_Select( const char * statement, char * buffer, int size ); int trap_SQL_SelectFromServer( const char * statement, char * buffer, int size ); #endif