#ifndef __UI_SHARED_H #define __UI_SHARED_H #define MAX_TOKENLENGTH 1024 #define MAX_OPEN_MENUS 16 #define MAX_TEXTSCROLL_LINES 256 #define MAX_EDITFIELD 256 #ifndef TT_STRING //token types #define TT_STRING 1 // string #define TT_LITERAL 2 // literal #define TT_NUMBER 3 // number #define TT_NAME 4 // name #define TT_PUNCTUATION 5 // punctuation #endif #define SLIDER_WIDTH 128.0 #define SLIDER_HEIGHT 16.0 #define SLIDER_THUMB_WIDTH 12.0 #define SLIDER_THUMB_HEIGHT 16.0 #define SCROLLBAR_SIZE 16.0 typedef struct pc_token_s { int type; int subtype; int intvalue; float floatvalue; char string[MAX_TOKENLENGTH]; } pc_token_t; // 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 typedef struct columnInfo_s { int pos; int width; int maxChars; } columnInfo_t; typedef struct listBoxDef_s { int startPos; int endPos; int drawPadding; int cursorPos; float elementWidth; float elementHeight; int elementStyle; int numColumns; columnInfo_t columnInfo[MAX_LB_COLUMNS]; const char *doubleClick; qboolean notselectable; //JLF MPMOVED qboolean scrollhidden; } listBoxDef_t; typedef struct editFieldDef_s { float minVal; // edit field limits float maxVal; // float defVal; // float range; // int maxChars; // for edit fields int maxPaintChars; // for edit fields int paintOffset; // } editFieldDef_t; #define MAX_MULTI_CVARS 64//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; #define CVAR_ENABLE 0x00000001 #define CVAR_DISABLE 0x00000002 #define CVAR_SHOW 0x00000004 #define CVAR_HIDE 0x00000008 #define CVAR_SUBSTRING 0x00000010 //when using enable or disable, just check for strstr instead of == #ifdef _XBOX // Super small - doesn't need to be bigger yet, helps us get into 64 MB //#define STRING_POOL_SIZE 16*1024 #define STRING_POOL_SIZE 64*1024 #else #ifdef CGAME #define STRING_POOL_SIZE 128*1024 #else #define STRING_POOL_SIZE 384*1024 #endif #endif #define NUM_CROSSHAIRS 9 typedef struct { qhandle_t qhMediumFont; qhandle_t cursor; qhandle_t gradientBar; qhandle_t scrollBarArrowUp; qhandle_t scrollBarArrowDown; qhandle_t scrollBarArrowLeft; qhandle_t scrollBarArrowRight; qhandle_t scrollBar; qhandle_t scrollBarThumb; qhandle_t buttonMiddle; qhandle_t buttonInside; qhandle_t solidBox; qhandle_t sliderBar; qhandle_t sliderThumb; sfxHandle_t menuEnterSound; sfxHandle_t menuExitSound; sfxHandle_t menuBuzzSound; sfxHandle_t itemFocusSound; sfxHandle_t forceChosenSound; sfxHandle_t forceUnchosenSound; sfxHandle_t datapadmoveRollSound; sfxHandle_t datapadmoveJumpSound; sfxHandle_t datapadmoveSaberSound1; sfxHandle_t datapadmoveSaberSound2; sfxHandle_t datapadmoveSaberSound3; sfxHandle_t datapadmoveSaberSound4; sfxHandle_t datapadmoveSaberSound5; sfxHandle_t datapadmoveSaberSound6; sfxHandle_t nullSound; #ifdef _IMMERSION ffHandle_t menuEnterForce; ffHandle_t menuExitForce; ffHandle_t menuBuzzForce; ffHandle_t itemFocusForce; #endif // _IMMERSION float fadeClamp; int fadeCycle; float fadeAmount; float shadowX; float shadowY; vec4_t shadowColor; float shadowFadeClamp; qboolean fontRegistered; // player settings // qhandle_t fxBasePic; // qhandle_t fxPic[7]; qhandle_t crosshairShader[NUM_CROSSHAIRS]; } cachedAssets_t; struct itemDef_s; typedef struct { void (*addRefEntityToScene) (const refEntity_t *re ); void (*clearScene) (); void (*drawHandlePic) (float x, float y, float w, float h, qhandle_t asset); 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 (*drawText) (float x, float y, float scale, vec4_t color, const char *text, int iMaxPixelWidth, int style, int iFontIndex ); void (*drawTextWithCursor)(float x, float y, float scale, vec4_t color, const char *text, int cursorPos, char cursor, int iMaxPixelWidth, int style, int iFontIndex); void (*drawTopBottom) (float x, float y, float w, float h, float size); void (*executeText)(int exec_when, const char *text ); int (*feederCount)(float feederID); void (*feederSelection)(float feederID, int index, struct itemDef_s *item); void (*fillRect) ( float x, float y, float w, float h, const vec4_t color); void (*getBindingBuf)( int keynum, char *buf, int buflen ); void (*getCVarString)(const char *cvar, char *buffer, int bufsize); float (*getCVarValue)(const char *cvar); qboolean (*getOverstrikeMode)(); float (*getValue) (int ownerDraw); void (*keynumToStringBuf)( int keynum, char *buf, int buflen ); void (*modelBounds) (qhandle_t model, vec3_t min, vec3_t max); qboolean (*ownerDrawHandleKey)(int ownerDraw, int flags, float *special, int key); void (*ownerDrawItem) (float x, float y, float w, float h, float text_x, float text_y, int ownerDraw, int ownerDrawFlags, int align, float special, float scale, vec4_t color, qhandle_t shader, int textStyle, int iFontIndex); qboolean (*ownerDrawVisible) (int flags); int (*ownerDrawWidth)(int ownerDraw, float scale); void (*Pause)(qboolean b); void (*Print)(const char *msg, ...); int (*registerFont) (const char *pFontname); qhandle_t (*registerModel) (const char *p); qhandle_t (*registerShaderNoMip) (const char *p); sfxHandle_t (*registerSound)(const char *name, qboolean compressed); void (*renderScene) ( const refdef_t *fd ); qboolean (*runScript)(const char **p); qboolean (*deferScript)(const char **p); void (*setBinding)( int keynum, const char *binding ); void (*setColor) (const vec4_t v); void (*setCVar)(const char *cvar, const char *value); void (*setOverstrikeMode)(qboolean b); void (*startLocalSound)( sfxHandle_t sfx, int channelNum ); void (*stopCinematic)(int handle); int (*textHeight) (const char *text, float scale, int iFontIndex); int (*textWidth) (const char *text, float scale, int iFontIndex); qhandle_t (*feederItemImage) (float feederID, int index); const char *(*feederItemText) (float feederID, int index, int column, qhandle_t *handle); qhandle_t (*registerSkin)( const char *name ); //rww - ghoul2 stuff. Add whatever you need here, remember to set it in _UI_Init or it will crash when you try to use it. #ifdef _XBOX // No default arguments on function pointers qboolean g2_SetSkin(CGhoul2Info *ghlInfo, qhandle_t customSkin, qhandle_t renderSkin = 0) { return G2API_SetSkin(ghlInfo, customSkin, renderSkin); } qboolean g2_SetBoneAnim(CGhoul2Info *ghlInfo, const char *boneName, const int startFrame, const int endFrame, const int flags, const float animSpeed, const int currentTime, const float setFrame = -1, const int blendTime = -1) { return G2API_SetBoneAnim(ghlInfo, boneName, startFrame, endFrame, flags, animSpeed, currentTime, setFrame, blendTime); } #else qboolean (*g2_SetSkin)(CGhoul2Info *ghlInfo, qhandle_t customSkin, qhandle_t renderSkin = 0); qboolean (*g2_SetBoneAnim)(CGhoul2Info *ghlInfo, const char *boneName, const int startFrame, const int endFrame, const int flags, const float animSpeed, const int currentTime, const float setFrame = -1, const int blendTime = -1); #endif qboolean (*g2_RemoveGhoul2Model)(CGhoul2Info_v &ghlInfo, const int modelIndex); int (*g2_InitGhoul2Model)(CGhoul2Info_v &ghoul2, const char *fileName, int, qhandle_t customSkin, qhandle_t customShader, int modelFlags, int lodBias); void (*g2_CleanGhoul2Models)(CGhoul2Info_v &ghoul2); int (*g2_AddBolt)(CGhoul2Info *ghlInfo, const char *boneName); qboolean (*g2_GetBoltMatrix)(CGhoul2Info_v &ghoul2, const int modelIndex, const int boltIndex, mdxaBone_t *matrix, const vec3_t angles, const vec3_t position, const int frameNum, qhandle_t *modelList, const vec3_t scale); void (*g2_GiveMeVectorFromMatrix)(mdxaBone_t &boltMatrix, Eorientations flags, vec3_t &vec); //Utility functions that don't immediately redirect to ghoul2 functions int (*g2hilev_SetAnim)(CGhoul2Info *ghlInfo, const char *boneName, int animNum, const qboolean freeze); #ifdef _IMMERSION ffHandle_t (*registerForce)(const char *name, int channel=FF_CHANNEL_MENU); void (*startForce)(ffHandle_t ff); #endif // _IMMERSION float yscale; float xscale; float bias; int realTime; int frameTime; qboolean cursorShow; int cursorx; int cursory; qboolean debug; cachedAssets_t Assets; glconfig_t glconfig; qhandle_t whiteShader; qhandle_t gradientImage; float FPS; } displayContextDef_t; void UI_InitMemory( void ); #define MAX_COLOR_RANGES 10 #define MAX_MENUITEMS 150 #define MAX_MENUS 64 #define WINDOW_MOUSEOVER 0x00000001 // mouse is over it, non exclusive #define WINDOW_HASFOCUS 0x00000002 // has cursor focus, exclusive #define WINDOW_VISIBLE 0x00000004 // is visible #define WINDOW_INACTIVE 0x00000008 // is visible but grey ( non-active ) #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_MOUSEOVERTEXT 0x00000080 // mouse is over it, non exclusive #define WINDOW_INTRANSITION 0x00000100 // window is in transition #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_AUTOWRAPPED 0x00080000 // auto wrap text #define WINDOW_FORCED 0x00100000 // forced open #define WINDOW_POPUP 0x00200000 // popup #define WINDOW_BACKCOLORSET 0x00400000 // backcolor was explicitly set #define WINDOW_TIMEDVISIBLE 0x00800000 // visibility timing ( NOT implemented ) #define WINDOW_PLAYERCOLOR 0x01000000 // hack the forecolor to match ui_char_color_* #define WINDOW_SCRIPTWAITING 0x02000000 // delayed script waiting to run //JLF MPMOVED #define WINDOW_INTRANSITIONMODEL 0x04000000 // delayed script waiting to run #define WINDOW_IGNORE_ESCAPE 0x08000000 // ignore normal closeall menus escape functionality typedef struct { float x; // horiz position float y; // vert position float w; // width float h; // height; } rectDef_t; typedef rectDef_t UIRectangle; // FIXME: do something to separate text vs window stuff typedef struct { UIRectangle rect; // client coord rectangle UIRectangle rectClient; // screen coord rectangle char *name; // char *group; // if it belongs to a group const char *cinematicName; // cinematic name int cinematic; // cinematic handle int style; // int border; // int ownerDraw; // ownerDraw style int ownerDrawFlags; // show flags for ownerdraw items float borderSize; // int flags; // visible, focus, mouseover, cursor UIRectangle rectEffects; // for various effects UIRectangle rectEffects2; // for various effects int offsetTime; // time based value for various effects int nextTime; // time next effect should cycle int delayTime; // time when delay expires char *delayedScript; // points into another script's text while delaying vec4_t foreColor; // text color vec4_t backColor; // border color vec4_t borderColor; // border color vec4_t outlineColor; // border color qhandle_t background; // background asset } windowDef_t; typedef windowDef_t Window; typedef struct { vec4_t color; // float low; // float high; // } colorRangeDef_t; typedef struct modelDef_s { int angle; vec3_t origin; float fov_x; float fov_y; int rotationSpeed; vec3_t g2mins; //required vec3_t g2maxs; //required int g2skin; //optional int g2anim; //optional //JLF MPMOVED //Transition extras vec3_t g2mins2, g2maxs2, g2minsEffect, g2maxsEffect; float fov_x2, fov_y2, fov_Effectx, fov_Effecty; } modelDef_t; #define ITF_G2VALID 0x0001 // indicates whether or not g2 instance is valid. #define ITF_ISCHARACTER 0x0002 // a character item, uses customRGBA #define ITF_ISSABER 0x0004 // first saber item, draws blade #define ITF_ISSABER2 0x0008 // second saber item, draws blade #define ITF_ISANYSABER (ITF_ISSABER|ITF_ISSABER2) //either saber typedef struct itemDef_s { Window window; // common positional, border, style, layout info UIRectangle textRect; // rectangle the text ( if any ) consumes int type; // text, button, radiobutton, checkbox, textfield, listbox, combo int alignment; // left center right int textalignment; // ( optional ) alignment for text within rect based on text width float textalignx; // ( optional ) text alignment x coord float textaligny; // ( optional ) text alignment y coord float text2alignx; // ( optional ) text2 alignment x coord float text2aligny; // ( optional ) text2 alignment y coord float textscale; // scale percentage from 72pts int textStyle; // ( optional ) style, normal and shadowed are it for now char *text; // display text char *text2; // display text2 char *descText; // Description text void *parent; // menu owner qhandle_t asset; // handle to asset CGhoul2Info_v ghoul2; // ghoul2 instance if available instead of a model. int flags; // flags like g2valid, character, saber, saber2, etc. const char *mouseEnterText; // mouse enter script const char *mouseExitText; // mouse exit script const char *mouseEnter; // mouse enter script const char *mouseExit; // mouse exit script const char *action; // select script //JLFACCEPT MPMOVED const char *accept; //JLFDPADSCRIPT MPMOVED const char * selectionNext; const char * selectionPrev; 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 int cvarFlags; // what type of action to take on cvarenables sfxHandle_t focusSound; // #ifdef _IMMERSION ffHandle_t focusForce; #endif // _IMMERSION int numColors; // number of color ranges colorRangeDef_t colorRanges[MAX_COLOR_RANGES]; float special; // used for feeder id's etc.. diff per type int cursorPos; // cursor position in characters void *typeData; // type specific data ptr's int appearanceSlot; // order of appearance int value; // used by ITEM_TYPE_MULTI that aren't linked to a particular cvar. int font; // FONT_SMALL,FONT_MEDIUM,FONT_LARGE int invertYesNo; int xoffset; } itemDef_t; typedef struct { Window window; const char *font; // font qboolean fullScreen; // covers entire screen int itemCount; // number of items; int fontIndex; // int cursorItem; // which item as the cursor 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 //JLFACCEPT MPMOVED const char *onAccept; // run when menu is closed with acceptance const char *onESC; // run when the menu is closed 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 float appearanceTime; // when next item should appear int appearanceCnt; // current item displayed float appearanceIncrement; // int descX; // X position of description int descY; // X position of description vec4_t descColor; // description text color for items int descAlignment; // Description of alignment float descScale; // Description scale int descTextStyle; // ( optional ) style, normal and shadowed are it for now } menuDef_t; typedef struct textScrollDef_s { int startPos; int endPos; float lineHeight; int maxLineChars; int drawPadding; // changed spelling to make them fall out during compile while I made them asian-aware -Ste // int iLineCount; const char* pLines[MAX_TEXTSCROLL_LINES]; // can contain NULL ptrs that you should skip over during paint. } textScrollDef_t; typedef struct { const char *name; qboolean (*handler) (itemDef_t *item, const char** args); } commandDef_t; menuDef_t *Menu_GetFocused(void); void Controls_GetConfig( void ); void Controls_SetConfig(qboolean restart); qboolean Display_KeyBindPending(void); qboolean Display_MouseMove(void *p, int x, int y); int Display_VisibleMenuCount(void); qboolean Int_Parse(const char **p, int *i); void Init_Display(displayContextDef_t *dc); void Menus_Activate(menuDef_t *menu); menuDef_t *Menus_ActivateByName(const char *p); qboolean Menus_AnyFullScreenVisible(void); void Menus_CloseAll(void); int Menu_Count(void); itemDef_t *Menu_FindItemByName(menuDef_t *menu, const char *p); void Menu_HandleKey(menuDef_t *menu, int key, qboolean down); void Menu_New(char *buffer); void Menus_OpenByName(const char *p); void Menu_PaintAll(void); void Menu_Reset(void); void PC_EndParseSession(char *buffer); qboolean PC_Float_Parse(int handle, float *f); qboolean PC_ParseString(const char **tempStr); qboolean PC_ParseStringMem(const char **out); void PC_ParseWarning(const char *message); qboolean PC_String_Parse(int handle, const char **out); #ifdef _XBOX int PC_StartParseSession(const char *fileName,char **buffer, bool nested = false); #else int PC_StartParseSession(const char *fileName,char **buffer); #endif char *PC_ParseExt(void); qboolean PC_ParseInt(int *number); qboolean PC_ParseFloat(float *number); qboolean PC_ParseColor(vec4_t *c); const char *String_Alloc(const char *p); void String_Init(void); qboolean String_Parse(const char **p, const char **out); void String_Report(void); void UI_Cursor_Show(qboolean flag); itemDef_t *Menu_GetMatchingItemByNumber(menuDef_t *menu, int index, const char *name); extern displayContextDef_t *DC; #endif