#ifndef __UI_SHARED_H #define __UI_SHARED_H #include "../game/q_shared.h" #include "../cgame/tr_types.h" #include "keycodes.h" #include "../../ui/menudef.h" #define MAX_MENUNAME 32 #define MAX_ITEMTEXT 64 #define MAX_ITEMACTION 64 #define MAX_MENUDEFFILE 4096 #define MAX_MENUFILE 32768 #define MAX_MENUS 64 #define MAX_MENUITEMS 256 #define MAX_COLOR_RANGES 10 #define MAX_OPEN_MENUS 16 #define MAX_TEXTSCROLL_LINES 256 #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_* //JLF #define WINDOW_INTRANSITIONMODEL 0x04000000 // delayed script waiting to run // CGAME cursor type bits #define CURSOR_NONE 0x00000001 #define CURSOR_ARROW 0x00000002 #define CURSOR_SIZER 0x00000004 #ifdef _XBOX #ifdef CGAME #define STRING_POOL_SIZE 32*1024 #else #define STRING_POOL_SIZE 128*1024 #endif #else #ifdef CGAME #define STRING_POOL_SIZE 128*1024 #else #define STRING_POOL_SIZE 384*1024 #endif #endif #define MAX_STRING_HANDLES 4096 #define MAX_SCRIPT_ARGS 12 #define MAX_EDITFIELD 256 #define ART_FX_BASE "menu/art/fx_base" #define ART_FX_BLUE "menu/art/fx_blue" #define ART_FX_CYAN "menu/art/fx_cyan" #define ART_FX_GREEN "menu/art/fx_grn" #define ART_FX_RED "menu/art/fx_red" #define ART_FX_TEAL "menu/art/fx_teal" #define ART_FX_WHITE "menu/art/fx_white" #define ART_FX_YELLOW "menu/art/fx_yel" #define ART_FX_ORANGE "menu/art/fx_orange" #define ART_FX_PURPLE "menu/art/fx_purple" #define ASSET_GRADIENTBAR "ui/assets/gradientbar2.tga" #define ASSET_SCROLLBAR "gfx/menus/scrollbar.tga" #define ASSET_SCROLLBAR_ARROWDOWN "gfx/menus/scrollbar_arrow_dwn_a.tga" #define ASSET_SCROLLBAR_ARROWUP "gfx/menus/scrollbar_arrow_up_a.tga" #define ASSET_SCROLLBAR_ARROWLEFT "gfx/menus/scrollbar_arrow_left.tga" #define ASSET_SCROLLBAR_ARROWRIGHT "gfx/menus/scrollbar_arrow_right.tga" #define ASSET_SCROLL_THUMB "gfx/menus/scrollbar_thumb.tga" #define ASSET_SLIDER_BAR "menu/new/slider" #define ASSET_SLIDER_THUMB "menu/new/sliderthumb" #define SCROLLBAR_SIZE 16.0 #define SLIDER_WIDTH 96.0 #define SLIDER_HEIGHT 16.0 #define SLIDER_THUMB_WIDTH 12.0 #define SLIDER_THUMB_HEIGHT 20.0 #define NUM_CROSSHAIRS 9 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 border; // int ownerDraw; // ownerDraw style int ownerDrawFlags; // show flags for ownerdraw items float borderSize; // int flags; // visible, focus, mouseover, cursor Rectangle rectEffects; // for various effects Rectangle rectEffects2; // for various effects int offsetTime; // time based value for various effects int nextTime; // time next effect should cycle 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; // 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 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; vec3_t g2mins; //required vec3_t g2maxs; //required vec3_t g2scale; //optional int g2skin; //optional int g2anim; //optional //JLF //Transition extras vec3_t g2mins2, g2maxs2, g2minsEffect, g2maxsEffect; float fov_x2, fov_y2, fov_Effectx, fov_Effecty; } modelDef_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; #define ITEM_ALIGN_LEFT 0 // left alignment #define ITEM_ALIGN_CENTER 1 // center alignment #define ITEM_ALIGN_RIGHT 2 // right alignment #define CVAR_ENABLE 0x00000001 #define CVAR_DISABLE 0x00000002 #define CVAR_SHOW 0x00000004 #define CVAR_HIDE 0x00000008 #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 Rectangle 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 x coord float textscale; // scale percentage from 72pts int textStyle; // ( optional ) style, normal and shadowed are it for now const char *text; // display text const char *text2; // display text, 2nd line float text2alignx; // ( optional ) text2 alignment x coord float text2aligny; // ( optional ) text2 alignment y coord void *parent; // menu owner qhandle_t asset; // handle to asset void *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 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; 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 const char *descText; // Description text int appearanceSlot; // order of appearance int iMenuFont; // FONT_SMALL,FONT_MEDIUM,FONT_LARGE // changed from 'font' so I could see what didn't compile, and differentiate between font handles returned from RegisterFont -ste qboolean disabled; // Does this item ignore mouse and keyboard focus 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 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 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 float appearanceTime; // when next item should appear int appearanceCnt; // current item displayed float appearanceIncrement; // } menuDef_t; typedef struct { const char *fontStr; const char *cursorStr; const char *gradientStr; qhandle_t qhSmallFont; qhandle_t qhSmall2Font; qhandle_t qhMediumFont; qhandle_t qhBigFont; 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; float fadeClamp; int fadeCycle; float fadeAmount; float shadowX; float shadowY; vec4_t shadowColor; float shadowFadeClamp; qboolean fontRegistered; qhandle_t needPass; qhandle_t noForce; qhandle_t forceRestrict; qhandle_t saberOnly; qhandle_t trueJedi; sfxHandle_t moveRollSound; sfxHandle_t moveJumpSound; sfxHandle_t datapadmoveSaberSound1; sfxHandle_t datapadmoveSaberSound2; sfxHandle_t datapadmoveSaberSound3; sfxHandle_t datapadmoveSaberSound4; sfxHandle_t datapadmoveSaberSound5; sfxHandle_t datapadmoveSaberSound6; // player settings qhandle_t fxBasePic; qhandle_t fxPic[7]; qhandle_t crosshairShader[NUM_CROSSHAIRS]; } cachedAssets_t; typedef struct { const char *name; qboolean (*handler) (itemDef_t *item, 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 ); void (*drawText) (float x, float y, float scale, vec4_t color, const char *text, float adjust, int limit, int style, int iMenuFont); int (*textWidth) (const char *text, float scale, int iMenuFont); int (*textHeight) (const char *text, float scale, int iMenuFont); 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); 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 *fontName ); int (*Font_StrLenPixels) (const char *text, const int iFontIndex, const float scale); int (*Font_StrLenChars) (const char *text); int (*Font_HeightPixels)(const int iFontIndex, const float scale); void (*Font_DrawString)(int ox, int oy, const char *text, const float *rgba, const int setIndex, int iCharLimit, const float scale); qboolean (*Language_IsAsian)(void); qboolean (*Language_UsesSpaces)(void); unsigned int (*AnyLanguage_ReadCharFromString)( const char *psText, int *piAdvanceCount, qboolean *pbIsTrailingPunctuation/* = NULL*/ ); 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 iMenuFont); float (*getValue) (int ownerDraw); qboolean (*ownerDrawVisible) (int flags); void (*runScript)(char **p); qboolean (*deferScript)(char **p); void (*getTeamColor)(vec4_t *color); void (*getCVarString)(const char *cvar, char *buffer, int bufsize); float (*getCVarValue)(const char *cvar); void (*setCVar)(const char *cvar, const char *value); void (*drawTextWithCursor)(float x, float y, float scale, vec4_t color, const char *text, int cursorPos, char cursor, int limit, int style, int iFontIndex); void (*setOverstrikeMode)(qboolean b); qboolean (*getOverstrikeMode)(); void (*startLocalSound)( sfxHandle_t sfx, int channelNum ); qboolean (*ownerDrawHandleKey)(int ownerDraw, int flags, float *special, int key); int (*feederCount)(float feederID); const char *(*feederItemText)(float feederID, int index, int column, qhandle_t *handle1, qhandle_t *handle2, qhandle_t *handle3); qhandle_t (*feederItemImage)(float feederID, int index); qboolean (*feederSelection)(float feederID, int index, itemDef_t *item); 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, ...); void (*Pause)(qboolean b); int (*ownerDrawWidth)(int ownerDraw, float scale); sfxHandle_t (*registerSound)(const char *name); void (*startBackgroundTrack)( const char *intro, const char *loop, qboolean bReturnWithoutStarting); 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); float yscale; float xscale; float bias; int realTime; int frameTime; int cursorx; int cursory; qboolean debug; cachedAssets_t Assets; glconfig_t glconfig; qhandle_t whiteShader; qhandle_t gradientImage; qhandle_t cursor; float FPS; } displayContextDef_t; #include "../namespace_begin.h" 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 Menu_PostParse(menuDef_t *menu); menuDef_t *Menu_GetFocused(); void Menu_HandleKey(menuDef_t *menu, int key, qboolean down); void Menu_HandleMouseMove(menuDef_t *menu, float x, float y); void Menu_ScrollFeeder(menuDef_t *menu, int feeder, qboolean down); qboolean Float_Parse(char **p, float *f); qboolean Color_Parse(char **p, vec4_t *c); qboolean Int_Parse(char **p, int *i); qboolean Rect_Parse(char **p, rectDef_t *r); qboolean String_Parse(char **p, const char **out); qboolean Script_Parse(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); void Menu_PaintAll(); menuDef_t *Menus_ActivateByName(const char *p); void Menu_Reset(); qboolean Menus_AnyFullScreenVisible(); void Menus_Activate(menuDef_t *menu); itemDef_t *Menu_FindItemByName(menuDef_t *menu, const char *p); displayContextDef_t *Display_GetContext(); void *Display_CaptureItem(int x, int y); qboolean Display_MouseMove(void *p, int x, int y); int Display_CursorType(int x, int y); qboolean Display_KeyBindPending(); void Menus_OpenByName(const char *p); menuDef_t *Menus_FindByName(const char *p); void Menus_ShowByName(const char *p); void Menus_CloseByName(const char *p); 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 Menu_SetFeederSelection(menuDef_t *menu, int feeder, int index, const char *name); void Display_CacheAll(); void Menu_SetItemBackground(const menuDef_t *menu,const char *itemName, const char *background); void *UI_Alloc( int size ); void UI_InitMemory( void ); qboolean UI_OutOfMemory(); void Controls_GetConfig( void ); void Controls_SetConfig(qboolean restart); 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 ); int trap_PC_LoadGlobalDefines ( const char* filename ); void trap_PC_RemoveAllGlobalDefines ( void ); int trap_R_Font_StrLenPixels(const char *text, const int iFontIndex, const float scale); int trap_R_Font_StrLenChars(const char *text); int trap_R_Font_HeightPixels(const int iFontIndex, const float scale); void trap_R_Font_DrawString(int ox, int oy, const char *text, const float *rgba, const int setIndex, int iCharLimit, const float scale); qboolean trap_Language_IsAsian(void); qboolean trap_Language_UsesSpaces(void); unsigned int trap_AnyLanguage_ReadCharFromString( const char *psText, int *piAdvanceCount, qboolean *pbIsTrailingPunctuation ); int trap_SP_GetStringTextString(const char *text, char *buffer, int bufferLength); int trap_SP_GetNumLanguages( void ); void trap_GetLanguageName( const int languageIndex, char *buffer ); //these traps must exist both on the cgame and ui /* Ghoul2 Insert Start */ // UI specific API access void trap_G2API_CollisionDetect ( CollisionRecord_t *collRecMap, void* ghoul2, const vec3_t angles, const vec3_t position,int frameNumber, int entNum, const vec3_t rayStart, const vec3_t rayEnd, const vec3_t scale, int traceFlags, int useLod, float fRadius ); void trap_G2API_CollisionDetectCache ( CollisionRecord_t *collRecMap, void* ghoul2, const vec3_t angles, const vec3_t position,int frameNumber, int entNum, const vec3_t rayStart, const vec3_t rayEnd, const vec3_t scale, int traceFlags, int useLod, float fRadius ); void trap_G2_ListModelSurfaces(void *ghlInfo); void trap_G2_ListModelBones(void *ghlInfo, int frame); void trap_G2_SetGhoul2ModelIndexes(void *ghoul2, qhandle_t *modelList, qhandle_t *skinList); qboolean trap_G2_HaveWeGhoul2Models(void *ghoul2); qboolean trap_G2API_GetBoltMatrix(void *ghoul2, const int modelIndex, const int boltIndex, mdxaBone_t *matrix, const vec3_t angles, const vec3_t position, const int frameNum, qhandle_t *modelList, vec3_t scale); qboolean trap_G2API_GetBoltMatrix_NoReconstruct(void *ghoul2, const int modelIndex, const int boltIndex, mdxaBone_t *matrix, const vec3_t angles, const vec3_t position, const int frameNum, qhandle_t *modelList, vec3_t scale); qboolean trap_G2API_GetBoltMatrix_NoRecNoRot(void *ghoul2, const int modelIndex, const int boltIndex, mdxaBone_t *matrix, const vec3_t angles, const vec3_t position, const int frameNum, qhandle_t *modelList, vec3_t scale); int trap_G2API_InitGhoul2Model(void **ghoul2Ptr, const char *fileName, int modelIndex, qhandle_t customSkin, qhandle_t customShader, int modelFlags, int lodBias); qboolean trap_G2API_SetSkin(void *ghoul2, int modelIndex, qhandle_t customSkin, qhandle_t renderSkin); qboolean trap_G2API_AttachG2Model(void *ghoul2From, int modelIndexFrom, void *ghoul2To, int toBoltIndex, int toModel); int trap_G2API_CopyGhoul2Instance(void *g2From, void *g2To, int modelIndex); void trap_G2API_CopySpecificGhoul2Model(void *g2From, int modelFrom, void *g2To, int modelTo); void trap_G2API_DuplicateGhoul2Instance(void *g2From, void **g2To); qboolean trap_G2API_HasGhoul2ModelOnIndex(void *ghlInfo, int modelIndex); qboolean trap_G2API_RemoveGhoul2Model(void *ghlInfo, int modelIndex); int trap_G2API_AddBolt(void *ghoul2, int modelIndex, const char *boneName); //qboolean trap_G2API_RemoveBolt(void *ghoul2, int index); void trap_G2API_SetBoltInfo(void *ghoul2, int modelIndex, int boltInfo); void trap_G2API_CleanGhoul2Models(void **ghoul2Ptr); qboolean trap_G2API_SetBoneAngles(void *ghoul2, int modelIndex, const char *boneName, const vec3_t angles, const int flags, const int up, const int right, const int forward, qhandle_t *modelList, int blendTime , int currentTime ); void trap_G2API_GetGLAName(void *ghoul2, int modelIndex, char *fillBuf); qboolean trap_G2API_SetBoneAnim(void *ghoul2, const int modelIndex, const char *boneName, const int startFrame, const int endFrame, const int flags, const float animSpeed, const int currentTime, const float setFrame , const int blendTime ); qboolean trap_G2API_GetBoneAnim(void *ghoul2, const char *boneName, const int currentTime, float *currentFrame, int *startFrame, int *endFrame, int *flags, float *animSpeed, int *modelList, const int modelIndex); qboolean trap_G2API_GetBoneFrame(void *ghoul2, const char *boneName, const int currentTime, float *currentFrame, int *modelList, const int modelIndex); qboolean trap_G2API_SetRootSurface(void *ghoul2, const int modelIndex, const char *surfaceName); qboolean trap_G2API_SetSurfaceOnOff(void *ghoul2, const char *surfaceName, const int flags); qboolean trap_G2API_SetNewOrigin(void *ghoul2, const int boltIndex); int trap_G2API_GetTime(void); void trap_G2API_SetTime(int time, int clock); void trap_G2API_SetRagDoll(void *ghoul2, sharedRagDollParams_t *params); void trap_G2API_AnimateG2Models(void *ghoul2, int time, sharedRagDollUpdateParams_t *params); qboolean trap_G2API_SetBoneIKState(void *ghoul2, int time, const char *boneName, int ikState, sharedSetBoneIKStateParams_t *params); qboolean trap_G2API_IKMove(void *ghoul2, int time, sharedIKMoveParams_t *params); void trap_G2API_GetSurfaceName(void *ghoul2, int surfNumber, int modelIndex, char *fillBuf); #include "../namespace_end.h" /* Ghoul2 Insert End */ #endif