jedi-academy/codemp/ui/ui_shared.h
2013-04-23 15:21:39 +10:00

624 lines
25 KiB
C

#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