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https://github.com/ioquake/jedi-academy.git
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221 lines
5.9 KiB
C
221 lines
5.9 KiB
C
#ifndef __UI_LOCAL_H__
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#define __UI_LOCAL_H__
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#include <string.h>
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#include <limits.h>
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#include "../game/q_shared.h"
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#include "../renderer/tr_types.h"
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#include "../qcommon/qcommon.h"
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#include "ui_public.h"
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#include "ui_shared.h"
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#define MAX_PLAYERMODELS 32
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#define MAX_DEFERRED_SCRIPT 1024
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//
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// ui_qmenu.c
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//
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#define MAX_EDIT_LINE 256
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typedef struct {
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int cursor;
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int scroll;
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int widthInChars;
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char buffer[MAX_EDIT_LINE];
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int maxchars;
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int style;
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int textEnum; // Label
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int textcolor; // Normal color
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int textcolor2; // Highlight color
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} uifield_t;
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extern void Menu_Cache( void );
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//
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// ui_field.c
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//
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extern void Field_Clear( uifield_t *edit );
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extern void Field_CharEvent( uifield_t *edit, int ch );
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extern void Field_Draw( uifield_t *edit, int x, int y, int width, int size,int color,int color2, qboolean showCursor );
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//
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// ui_menu.c
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//
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extern void UI_MainMenu(void);
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extern void UI_InGameMenu(const char*holoFlag);
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extern void AssetCache(void);
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extern void UI_DataPadMenu(void);
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//
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// ui_connect.c
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//
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extern void UI_DrawConnect( const char *servername, const char * updateInfoString );
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extern void UI_UpdateConnectionString( char *string );
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extern void UI_UpdateConnectionMessageString( char *string );
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//
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// ui_atoms.c
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//
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#define UI_FADEOUT 0
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#define UI_FADEIN 1
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typedef struct {
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int frametime;
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int realtime;
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int cursorx;
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int cursory;
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glconfig_t glconfig;
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qboolean debugMode;
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qhandle_t whiteShader;
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qhandle_t menuBackShader;
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qhandle_t cursor;
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float scalex;
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float scaley;
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//float bias;
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qboolean firstdraw;
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} uiStatic_t;
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extern void UI_FillRect( float x, float y, float width, float height, const float *color );
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extern void UI_DrawString( int x, int y, const char* str, int style, vec4_t color );
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extern void UI_DrawHandlePic( float x, float y, float w, float h, qhandle_t hShader );
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extern void UI_UpdateScreen( void );
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extern int UI_RegisterFont(const char *fontName);
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extern void UI_SetColor( const float *rgba );
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extern char *UI_Cvar_VariableString( const char *var_name );
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extern uiStatic_t uis;
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extern uiimport_t ui;
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#define MAX_MOVIES 256
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#define MAX_MODS 64
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typedef struct {
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const char *modName;
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const char *modDescr;
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} modInfo_t;
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typedef struct {
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char Name[64];
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int SkinHeadCount;
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// qhandle_t SkinHeadIcons[MAX_PLAYERMODELS];
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char SkinHeadNames[MAX_PLAYERMODELS][16];
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int SkinTorsoCount;
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// qhandle_t SkinTorsoIcons[MAX_PLAYERMODELS];
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char SkinTorsoNames[MAX_PLAYERMODELS][16];
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int SkinLegCount;
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// qhandle_t SkinLegIcons[MAX_PLAYERMODELS];
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char SkinLegNames[MAX_PLAYERMODELS][16];
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char ColorShader[MAX_PLAYERMODELS][64];
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int ColorCount;
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char ColorActionText[MAX_PLAYERMODELS][128];
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} playerSpeciesInfo_t;
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typedef struct {
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displayContextDef_t uiDC;
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int effectsColor;
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int currentCrosshair;
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modInfo_t modList[MAX_MODS];
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int modIndex;
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int modCount;
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int playerSpeciesCount;
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playerSpeciesInfo_t playerSpecies[MAX_PLAYERMODELS];
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int playerSpeciesIndex;
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char deferredScript [ MAX_DEFERRED_SCRIPT ];
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itemDef_t* deferredScriptItem;
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itemDef_t* runScriptItem;
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qboolean inGameLoad;
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// Used by Force Power allocation screen
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short forcePowerUpdated; // Enum of which power had the point allocated
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// Used by Weapon allocation screen
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short selectedWeapon1; // 1st weapon chosen
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char selectedWeapon1ItemName[64]; // Item name of weapon chosen
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int selectedWeapon1AmmoIndex; // Holds index to ammo
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short selectedWeapon2; // 2nd weapon chosen
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char selectedWeapon2ItemName[64]; // Item name of weapon chosen
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int selectedWeapon2AmmoIndex; // Holds index to ammo
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short selectedThrowWeapon; // throwable weapon chosen
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char selectedThrowWeaponItemName[64]; // Item name of weapon chosen
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int selectedThrowWeaponAmmoIndex; // Holds index to ammo
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itemDef_t *weapon1ItemButton;
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qhandle_t litWeapon1Icon;
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qhandle_t unlitWeapon1Icon;
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itemDef_t *weapon2ItemButton;
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qhandle_t litWeapon2Icon;
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qhandle_t unlitWeapon2Icon;
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itemDef_t *weaponThrowButton;
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qhandle_t litThrowableIcon;
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qhandle_t unlitThrowableIcon;
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short movesTitleIndex;
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char *movesBaseAnim;
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int moveAnimTime;
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int languageCount;
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int languageCountIndex;
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int forcePowerLevel[NUM_FORCE_POWERS];
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} uiInfo_t;
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extern uiInfo_t uiInfo;
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//
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// ui_main.c
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//
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void _UI_Init( qboolean inGameLoad );
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void _UI_DrawRect( float x, float y, float width, float height, float size, const float *color );
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void _UI_MouseEvent( int dx, int dy );
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void _UI_KeyEvent( int key, qboolean down );
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void UI_Report(void);
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extern char GoToMenu[];
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//
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// ui_syscalls.c
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//
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int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits, const char *psAudioFile /* = NULL */);
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int trap_CIN_StopCinematic(int handle);
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void trap_Cvar_Set( const char *var_name, const char *value );
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float trap_Cvar_VariableValue( const char *var_name );
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void trap_GetGlconfig( glconfig_t *glconfig );
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void trap_Key_ClearStates( void );
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int trap_Key_GetCatcher( void );
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qboolean trap_Key_GetOverstrikeMode( void );
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void trap_Key_SetBinding( int keynum, const char *binding );
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void trap_Key_SetCatcher( int catcher );
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void trap_Key_SetOverstrikeMode( qboolean state );
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void trap_R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader );
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void trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs );
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void trap_R_SetColor( const float *rgba );
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void trap_R_ClearScene( void );
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void trap_R_AddRefEntityToScene( const refEntity_t *re );
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void trap_R_RenderScene( const refdef_t *fd );
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void trap_S_StopSounds( void );
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sfxHandle_t trap_S_RegisterSound( const char *sample, qboolean compressed );
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void trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum );
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#ifdef _IMMERSION
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ffHandle_t trap_FF_Register( const char *name, int channel = FF_CHANNEL_MENU );
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void trap_FF_Start( ffHandle_t ff );
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#endif // _IMMERSION
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#ifndef _XBOX
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int PASSFLOAT( float x );
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#endif
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void _UI_Refresh( int realtime );
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#endif
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