jedi-academy/code/ui/ui_shared.h

538 lines
20 KiB
C

#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.
#if defined(_XBOX) || defined(__GNUC__) // No default arguments on function pointers
qboolean (*_g2_SetSkin)(CGhoul2Info *ghlInfo, qhandle_t customSkin, qhandle_t);
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, const int);
int (*_g2_InitGhoul2Model)(CGhoul2Info_v &ghoul2, const char *fileName, int, qhandle_t customSkin, qhandle_t customShader, int modelFlags, int);
qboolean g2_SetSkin(CGhoul2Info *ghlInfo, qhandle_t customSkin, qhandle_t renderSkin = 0)
{
return (*_g2_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 (*_g2_SetBoneAnim)(ghlInfo, boneName, startFrame, endFrame, flags, animSpeed, currentTime, setFrame, blendTime);
}
int g2_InitGhoul2Model(CGhoul2Info_v &ghoul2, const char *fileName, int modelIndex, qhandle_t customSkin = NULL, qhandle_t customShader = NULL, int modelFlags = 0, int lodBias = 0)
{
return (*_g2_InitGhoul2Model)(ghoul2, fileName, modelIndex, customSkin, customShader, modelFlags, lodBias);
}
#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);
int (*g2_InitGhoul2Model)(CGhoul2Info_v &ghoul2, const char *fileName, int, qhandle_t customSkin = NULL, qhandle_t customShader = NULL, int modelFlags = 0, int lodBias = 0);
#endif
qboolean (*g2_RemoveGhoul2Model)(CGhoul2Info_v &ghlInfo, const int modelIndex);
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