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https://github.com/ioquake/jedi-academy.git
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250 lines
8.2 KiB
C
250 lines
8.2 KiB
C
#ifndef __UI_PUBLIC_H__
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#define __UI_PUBLIC_H__
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#include "../client/keycodes.h"
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#define UI_API_VERSION 3
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typedef struct {
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//============== general Quake services ==================
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// print message on the local console
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void (*Printf)( const char *fmt, ... );
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// abort the game
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void (*Error)( int level, const char *fmt, ... );
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// console variable interaction
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void (*Cvar_Set)( const char *name, const char *value );
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float (*Cvar_VariableValue)( const char *var_name );
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void (*Cvar_VariableStringBuffer)( const char *var_name, char *buffer, int bufsize );
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void (*Cvar_SetValue)( const char *var_name, float value );
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void (*Cvar_Reset)( const char *name );
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void (*Cvar_Create)( const char *var_name, const char *var_value, int flags );
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void (*Cvar_InfoStringBuffer)( int bit, char *buffer, int bufsize );
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// console command interaction
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int (*Argc)( void );
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void (*Argv)( int n, char *buffer, int bufferLength );
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void (*Cmd_ExecuteText)( int exec_when, const char *text );
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void (*Cmd_TokenizeString)( const char *text );
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// filesystem access
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int (*FS_FOpenFile)( const char *qpath, fileHandle_t *file, fsMode_t mode );
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int (*FS_Read)( void *buffer, int len, fileHandle_t f );
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int (*FS_Write)( const void *buffer, int len, fileHandle_t f );
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void (*FS_FCloseFile)( fileHandle_t f );
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int (*FS_GetFileList)( const char *path, const char *extension, char *listbuf, int bufsize );
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int (*FS_ReadFile)( const char *name, void **buf );
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void (*FS_FreeFile)( void *buf );
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// =========== renderer function calls ================
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qhandle_t (*R_RegisterModel)( const char *name ); // returns rgb axis if not found
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qhandle_t (*R_RegisterSkin)( const char *name ); // returns all white if not found
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qhandle_t (*R_RegisterShader)( const char *name ); // returns white if not found
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qhandle_t (*R_RegisterShaderNoMip)( const char *name ); // returns white if not found
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qhandle_t (*R_RegisterFont)( const char *name ); // returns 0 for bad font
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#ifdef _XBOX // No default arguments on function pointers
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int R_Font_StrLenPixels(const char *text, const int setIndex, const float scale = 1.0f)
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{
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return RE_Font_StrLenPixels(text, setIndex, scale);
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}
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int R_Font_HeightPixels(const int setIndex, const float scale = 1.0f)
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{
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return RE_Font_HeightPixels(setIndex, scale);
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}
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void R_Font_DrawString(int ox, int oy, const char *text, const float *rgba, const int setIndex, int iMaxPixelWidth, const float scale = 1.0f)
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{
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RE_Font_DrawString(ox, oy, text, rgba, setIndex, iMaxPixelWidth, scale);
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}
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#else
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int (*R_Font_StrLenPixels)(const char *text, const int setIndex, const float scale = 1.0f);
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int (*R_Font_HeightPixels)(const int setIndex, const float scale = 1.0f);
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void (*R_Font_DrawString)(int ox, int oy, const char *text, const float *rgba, const int setIndex, int iMaxPixelWidth, const float scale = 1.0f);
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#endif
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int (*R_Font_StrLenChars)(const char *text);
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qboolean (*Language_IsAsian) (void);
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qboolean (*Language_UsesSpaces) (void);
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unsigned int (*AnyLanguage_ReadCharFromString)( const char *psText, int *piAdvanceCount, qboolean *pbIsTrailingPunctuation /* = NULL */);
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// a scene is built up by calls to R_ClearScene and the various R_Add functions.
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// Nothing is drawn until R_RenderScene is called.
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void (*R_ClearScene)( void );
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void (*R_AddRefEntityToScene)( const refEntity_t *re );
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void (*R_AddPolyToScene)( qhandle_t hShader , int numVerts, const polyVert_t *verts );
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void (*R_AddLightToScene)( const vec3_t org, float intensity, float r, float g, float b );
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void (*R_RenderScene)( const refdef_t *fd );
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void (*R_ModelBounds)( qhandle_t handle, vec3_t mins, vec3_t maxs );
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void (*R_SetColor)( const float *rgba ); // NULL = 1,1,1,1
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void (*R_DrawStretchPic) ( float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader ); // 0 = white
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void (*R_ScissorPic) ( float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader ); // 0 = white
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// force a screen update, only used during gamestate load
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void (*UpdateScreen)( void );
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// stuff for savegame screenshots...
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#ifdef _XBOX
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void (*PrecacheScreenshot)( void );
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#endif
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//========= model collision ===============
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// R_LerpTag is only valid for md3 models
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void (*R_LerpTag)( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame,
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float frac, const char *tagName );
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// =========== sound function calls ===============
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void (*S_StartLocalSound)( sfxHandle_t sfxHandle, int channelNum );
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sfxHandle_t (*S_RegisterSound)( const char* name);
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void (*S_StartLocalLoopingSound)( sfxHandle_t sfxHandle);
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void (*S_StopSounds)( void );
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// =========== getting save game picture ===============
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void (*DrawStretchRaw) (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty);
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//qboolean(*SG_GetSaveImage)( const char *psPathlessBaseName, void *pvAddress );
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int (*SG_GetSaveGameComment)(const char *psPathlessBaseName, char *sComment, char *sMapName);
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qboolean (*SG_GameAllowedToSaveHere)(qboolean inCamera);
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void (*SG_StoreSaveGameComment)(const char *sComment);
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//byte *(*SCR_GetScreenshot)(qboolean *);
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// =========== data shared with the client system =============
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// keyboard and key binding interaction
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void (*Key_KeynumToStringBuf)( int keynum, char *buf, int buflen );
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void (*Key_GetBindingBuf)( int keynum, char *buf, int buflen );
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void (*Key_SetBinding)( int keynum, const char *binding );
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qboolean (*Key_IsDown)( int keynum );
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qboolean (*Key_GetOverstrikeMode)( void );
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void (*Key_SetOverstrikeMode)( qboolean state );
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void (*Key_ClearStates)( void );
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int (*Key_GetCatcher)( void );
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void (*Key_SetCatcher)( int catcher );
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void (*GetClipboardData)( char *buf, int bufsize );
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void (*GetGlconfig)( glconfig_t *config );
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connstate_t (*GetClientState)( void );
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void (*GetConfigString)( int index, char* buff, int buffsize );
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int (*Milliseconds)( void );
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void (*Draw_DataPad)(int HUDType);
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} uiimport_t;
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typedef enum {
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DP_HUD=0,
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DP_OBJECTIVES,
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DP_WEAPONS,
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DP_INVENTORY,
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DP_FORCEPOWERS
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}dpTypes_t;
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typedef enum {
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UI_ERROR,
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UI_PRINT,
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UI_MILLISECONDS,
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UI_CVAR_SET,
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UI_CVAR_VARIABLEVALUE,
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UI_CVAR_VARIABLESTRINGBUFFER,
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UI_CVAR_SETVALUE,
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UI_CVAR_RESET,
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UI_CVAR_CREATE,
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UI_CVAR_INFOSTRINGBUFFER,
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UI_ARGC, // 10
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UI_ARGV,
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UI_CMD_EXECUTETEXT,
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UI_FS_FOPENFILE,
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UI_FS_READ,
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UI_FS_WRITE,
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UI_FS_FCLOSEFILE,
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UI_FS_GETFILELIST,
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UI_R_REGISTERMODEL,
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UI_R_REGISTERSKIN,
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UI_R_REGISTERSHADERNOMIP, // 20
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UI_R_CLEARSCENE,
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UI_R_ADDREFENTITYTOSCENE,
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UI_R_ADDPOLYTOSCENE,
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UI_R_ADDLIGHTTOSCENE,
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UI_R_RENDERSCENE,
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UI_R_SETCOLOR,
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UI_R_DRAWSTRETCHPIC,
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UI_UPDATESCREEN,
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UI_CM_LERPTAG,
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UI_CM_LOADMODEL, // 30
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UI_S_REGISTERSOUND,
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UI_S_STARTLOCALSOUND,
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UI_KEY_KEYNUMTOSTRINGBUF,
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UI_KEY_GETBINDINGBUF,
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UI_KEY_SETBINDING,
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UI_KEY_ISDOWN,
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UI_KEY_GETOVERSTRIKEMODE,
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UI_KEY_SETOVERSTRIKEMODE,
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UI_KEY_CLEARSTATES,
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UI_KEY_GETCATCHER, // 40
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UI_KEY_SETCATCHER,
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UI_GETCLIPBOARDDATA,
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UI_GETGLCONFIG,
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UI_GETCLIENTSTATE,
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UI_GETCONFIGSTRING,
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UI_LAN_GETPINGQUEUECOUNT,
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UI_LAN_CLEARPING,
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UI_LAN_GETPING,
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UI_LAN_GETPINGINFO,
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UI_CVAR_REGISTER, // 50
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UI_CVAR_UPDATE,
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UI_MEMORY_REMAINING,
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UI_GET_CDKEY,
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UI_SET_CDKEY,
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UI_R_REGISTERFONT,
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UI_R_MODELBOUNDS,
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UI_PC_ADD_GLOBAL_DEFINE,
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UI_PC_LOAD_SOURCE,
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UI_PC_FREE_SOURCE,
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UI_PC_READ_TOKEN, // 60
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UI_PC_SOURCE_FILE_AND_LINE,
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UI_S_STOPBACKGROUNDTRACK,
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UI_S_STARTBACKGROUNDTRACK,
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UI_REAL_TIME,
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UI_LAN_GETSERVERCOUNT,
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UI_LAN_GETSERVERADDRESSSTRING,
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UI_LAN_GETSERVERINFO,
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UI_LAN_MARKSERVERVISIBLE,
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UI_LAN_UPDATEVISIBLEPINGS,
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UI_LAN_RESETPINGS, // 70
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UI_LAN_LOADCACHEDSERVERS,
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UI_LAN_SAVECACHEDSERVERS,
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UI_LAN_ADDSERVER,
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UI_LAN_REMOVESERVER,
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UI_CIN_PLAYCINEMATIC,
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UI_CIN_STOPCINEMATIC,
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UI_CIN_RUNCINEMATIC,
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UI_CIN_DRAWCINEMATIC,
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UI_CIN_SETEXTENTS,
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UI_R_REMAP_SHADER, // 80
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UI_VERIFY_CDKEY,
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UI_LAN_SERVERSTATUS,
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UI_LAN_GETSERVERPING,
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UI_LAN_SERVERISVISIBLE,
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UI_LAN_COMPARESERVERS,
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UI_MEMSET = 100,
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UI_MEMCPY,
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UI_STRNCPY,
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UI_SIN,
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UI_COS,
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UI_ATAN2,
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UI_SQRT,
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UI_FLOOR,
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UI_CEIL
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} uiImport_t;
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#endif
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