mirror of
https://github.com/ioquake/jedi-academy.git
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177 lines
3.8 KiB
C++
177 lines
3.8 KiB
C++
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// leave this at the top of all UI_xxxx files for PCH reasons...
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//
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#include "../server/exe_headers.h"
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#include "ui_local.h"
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#ifdef _IMMERSION
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#include "../ff/ff.h"
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#endif // _IMMERSION
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// this file is only included when building a dll
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// syscalls.asm is included instead when building a qvm
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static int (*qsyscall)( int arg, ... ) = (int (*)( int, ...))-1;
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void dllEntry( int (*syscallptr)( int arg,... ) ) {
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qsyscall = syscallptr;
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// CG_PreInit();
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}
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inline int PASSFLOAT( float x )
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{
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float floatTemp;
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floatTemp = x;
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return *(int *)&floatTemp;
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}
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int CL_UISystemCalls( int *args );
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int FloatAsInt( float f );
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float trap_Cvar_VariableValue( const char *var_name )
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{
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int temp;
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// temp = qsyscall( UI_CVAR_VARIABLEVALUE, var_name );
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temp = FloatAsInt( Cvar_VariableValue(var_name) );
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return (*(float*)&temp);
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}
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void trap_R_ClearScene( void )
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{
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ui.R_ClearScene();
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}
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void trap_R_AddRefEntityToScene( const refEntity_t *re )
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{
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ui.R_AddRefEntityToScene(re);
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}
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void trap_R_RenderScene( const refdef_t *fd )
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{
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// qsyscall( UI_R_RENDERSCENE, fd );
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ui.R_RenderScene(fd);
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}
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void trap_R_SetColor( const float *rgba )
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{
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// qsyscall( UI_R_SETCOLOR, rgba );
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// re.SetColor( rgba );
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ui.R_SetColor(rgba);
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}
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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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{
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// qsyscall( UI_R_DRAWSTRETCHPIC, PASSFLOAT(x), PASSFLOAT(y), PASSFLOAT(w), PASSFLOAT(h), PASSFLOAT(s1), PASSFLOAT(t1), PASSFLOAT(s2), PASSFLOAT(t2), hShader );
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// re.DrawStretchPic( x, y, w, h, s1, t1, s2, t2, hShader );
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ui.R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, hShader );
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}
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void trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs )
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{
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// qsyscall( UI_R_MODELBOUNDS, model, mins, maxs );
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ui.R_ModelBounds(model, mins, maxs);
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}
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void trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum )
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{
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// qsyscall( UI_S_STARTLOCALSOUND, sfx, channelNum );
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S_StartLocalSound( sfx, channelNum );
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}
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void trap_S_StopSounds( void )
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{
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S_StopSounds( );
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}
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sfxHandle_t trap_S_RegisterSound( const char *sample, qboolean compressed )
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{
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return S_RegisterSound(sample);
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}
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#ifdef _IMMERSION
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void trap_FF_Start( ffHandle_t ff )
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{
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FF_AddForce( ff );
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}
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ffHandle_t trap_FF_Register( const char *name, int channel )
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{
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return FF_Register( name, channel, qtrue );
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}
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#endif // _IMMERSION
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void trap_Key_SetBinding( int keynum, const char *binding )
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{
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Key_SetBinding( keynum, binding);
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}
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qboolean trap_Key_GetOverstrikeMode( void )
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{
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return Key_GetOverstrikeMode();
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}
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void trap_Key_SetOverstrikeMode( qboolean state )
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{
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Key_SetOverstrikeMode( state );
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}
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void trap_Key_ClearStates( void )
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{
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Key_ClearStates();
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}
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int Key_GetCatcher( void );
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int trap_Key_GetCatcher( void )
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{
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return Key_GetCatcher();
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}
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void Key_SetCatcher( int catcher );
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void trap_Key_SetCatcher( int catcher )
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{
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Key_SetCatcher( catcher );
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}
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/*
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void trap_GetClipboardData( char *buf, int bufsize ) {
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qsyscall( UI_GETCLIPBOARDDATA, buf, bufsize );
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}
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void trap_GetClientState( uiClientState_t *state ) {
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qsyscall( UI_GETCLIENTSTATE, state );
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}
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*/
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void CL_GetGlconfig( glconfig_t *glconfig );
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void trap_GetGlconfig( glconfig_t *glconfig )
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{
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// qsyscall( UI_GETGLCONFIG, glconfig );
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CL_GetGlconfig( glconfig );
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}
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#ifndef _XBOX
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// this returns a handle. arg0 is the name in the format "idlogo.roq", set arg1 to NULL, alteredstates to qfalse (do not alter gamestate)
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int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits, const char *psAudioFile) {
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return qsyscall(UI_CIN_PLAYCINEMATIC, arg0, xpos, ypos, width, height, bits, psAudioFile);
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}
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#endif
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// stops playing the cinematic and ends it. should always return FMV_EOF
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// cinematics must be stopped in reverse order of when they are started
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int trap_CIN_StopCinematic(int handle)
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{
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return qsyscall(UI_CIN_STOPCINEMATIC, handle);
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}
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