// leave this as first line for PCH reasons... // #include "../server/exe_headers.h" #include "client.h" #include "client_ui.h" #include "vmachine.h" int PC_ReadTokenHandle(int handle, struct pc_token_s *pc_token); intptr_t CL_UISystemCalls( intptr_t *args ); //prototypes extern qboolean SG_GetSaveImage( const char *psPathlessBaseName, void *pvAddress ); extern int SG_GetSaveGameComment(const char *psPathlessBaseName, char *sComment, char *sMapName); extern qboolean SG_GameAllowedToSaveHere(qboolean inCamera); extern void SG_StoreSaveGameComment(const char *sComment); extern byte *SCR_GetScreenshot(qboolean *qValid); /* ==================== Helper functions for User Interface ==================== */ /* ==================== GetClientState ==================== */ static connstate_t GetClientState( void ) { return cls.state; } /* ==================== CL_GetGlConfig ==================== */ static void UI_GetGlconfig( glconfig_t *config ) { *config = cls.glconfig; } /* ==================== GetClipboardData ==================== */ static void GetClipboardData( char *buf, int buflen ) { char *cbd; cbd = Sys_GetClipboardData(); if ( !cbd ) { *buf = 0; return; } Q_strncpyz( buf, cbd, buflen ); Z_Free( cbd ); } /* ==================== Key_KeynumToStringBuf ==================== */ // only ever called by binding-display code, therefore returns non-technical "friendly" names // in any language that don't necessarily match those in the config file... // void Key_KeynumToStringBuf( int keynum, char *buf, int buflen ) { const char *psKeyName = Key_KeynumToString( keynum/*, qtrue */); // see if there's a more friendly (or localised) name... // const char *psKeyNameFriendly = SP_GetStringTextString( va("KEYNAMES_KEYNAME_%s",psKeyName) ); Q_strncpyz( buf, (psKeyNameFriendly && psKeyNameFriendly[0]) ? psKeyNameFriendly : psKeyName, buflen ); } /* ==================== Key_GetBindingBuf ==================== */ void Key_GetBindingBuf( int keynum, char *buf, int buflen ) { char *value; value = Key_GetBinding( keynum ); if ( value ) { Q_strncpyz( buf, value, buflen ); } else { *buf = 0; } } /* ==================== Key_GetCatcher ==================== */ int Key_GetCatcher( void ) { return cls.keyCatchers; } /* ==================== Key_GetCatcher ==================== */ void Key_SetCatcher( int catcher ) { cls.keyCatchers = catcher; } /* ==================== FloatAsInt ==================== */ int FloatAsInt( float f ) { floatint_t fi; fi.f = f; return fi.i; } static void UI_Cvar_Create( const char *var_name, const char *var_value, int flags ) { Cvar_Get( var_name, var_value, flags ); } static int GetConfigString(int index, char *buf, int size) { int offset; if (index < 0 || index >= MAX_CONFIGSTRINGS) return qfalse; offset = cl.gameState.stringOffsets[index]; if (!offset) return qfalse; Q_strncpyz( buf, cl.gameState.stringData+offset, size); return qtrue; } /* ==================== CL_ShutdownUI ==================== */ void CL_ShutdownUI( void ) { cls.keyCatchers &= ~KEYCATCH_UI; cls.uiStarted = qfalse; } void CL_DrawDatapad(int HUDType) { switch(HUDType) { case DP_HUD: VM_Call( CG_DRAW_DATAPAD_HUD ); break; case DP_OBJECTIVES: VM_Call( CG_DRAW_DATAPAD_OBJECTIVES ); break; case DP_WEAPONS: VM_Call( CG_DRAW_DATAPAD_WEAPONS ); break; case DP_INVENTORY: VM_Call( CG_DRAW_DATAPAD_INVENTORY ); break; case DP_FORCEPOWERS: VM_Call( CG_DRAW_DATAPAD_FORCEPOWERS ); break; default: break; } } void UI_Init( int apiVersion, uiimport_t *uiimport ); /* ==================== CL_InitUI ==================== */ void CL_InitUI( void ) { uiimport_t uii; SP_Register("keynames", 0/*SP_REGISTER_REQUIRED*/); // reference is KEYNAMES memset( &uii, 0, sizeof( uii ) ); uii.Printf = Com_Printf; uii.Error = Com_Error; uii.Cvar_Set = Cvar_Set; uii.Cvar_VariableValue = Cvar_VariableValue; uii.Cvar_VariableStringBuffer = Cvar_VariableStringBuffer; uii.Cvar_SetValue = Cvar_SetValue; uii.Cvar_Reset = Cvar_Reset; uii.Cvar_Create = UI_Cvar_Create; uii.Cvar_InfoStringBuffer = Cvar_InfoStringBuffer; uii.Draw_DataPad = CL_DrawDatapad; uii.Argc = Cmd_Argc; uii.Argv = Cmd_ArgvBuffer; uii.Cmd_TokenizeString = Cmd_TokenizeString; uii.Cmd_ExecuteText = Cbuf_ExecuteText; uii.FS_FOpenFile = FS_FOpenFileByMode; uii.FS_Read = FS_Read; uii.FS_Write = FS_Write; uii.FS_FCloseFile = FS_FCloseFile; uii.FS_GetFileList = FS_GetFileList; uii.FS_ReadFile = FS_ReadFile; uii.FS_FreeFile = FS_FreeFile; uii.R_RegisterModel = re.RegisterModel; uii.R_RegisterSkin = re.RegisterSkin; uii.R_RegisterShader = re.RegisterShader; uii.R_RegisterShaderNoMip = re.RegisterShaderNoMip; uii.R_RegisterFont = re.RegisterFont; uii._R_Font_StrLenPixels = re._Font_StrLenPixels; uii.R_Font_StrLenChars = re.Font_StrLenChars; uii._R_Font_HeightPixels = re._Font_HeightPixels; uii._R_Font_DrawString = re._Font_DrawString; uii.Language_IsAsian = re.Language_IsAsian; uii.Language_UsesSpaces = re.Language_UsesSpaces; uii.AnyLanguage_ReadCharFromString = re.AnyLanguage_ReadCharFromString; uii.SG_GetSaveImage = SG_GetSaveImage; uii.SG_GetSaveGameComment = SG_GetSaveGameComment; uii.SG_StoreSaveGameComment = SG_StoreSaveGameComment; uii.SG_GameAllowedToSaveHere= SG_GameAllowedToSaveHere; uii.SCR_GetScreenshot = SCR_GetScreenshot; uii.DrawStretchRaw = re.DrawStretchRaw; uii.R_ClearScene = re.ClearScene; uii.R_AddRefEntityToScene = re.AddRefEntityToScene; uii.R_AddPolyToScene = re.AddPolyToScene; uii.R_AddLightToScene = re.AddLightToScene; uii.R_RenderScene = re.RenderScene; uii.R_ModelBounds = re.ModelBounds; uii.R_SetColor = re.SetColor; uii.R_DrawStretchPic = re.DrawStretchPic; uii.UpdateScreen = SCR_UpdateScreen; uii.PrecacheScreenshot = SCR_PrecacheScreenshot; uii.R_LerpTag = re.LerpTag; uii.S_StartLocalLoopingSound= S_StartLocalLoopingSound; uii.S_StartLocalSound = S_StartLocalSound; uii.S_RegisterSound = S_RegisterSound; uii.Key_KeynumToStringBuf = Key_KeynumToStringBuf; uii.Key_GetBindingBuf = Key_GetBindingBuf; uii.Key_SetBinding = Key_SetBinding; uii.Key_IsDown = Key_IsDown; uii.Key_GetOverstrikeMode = Key_GetOverstrikeMode; uii.Key_SetOverstrikeMode = Key_SetOverstrikeMode; uii.Key_ClearStates = Key_ClearStates; uii.Key_GetCatcher = Key_GetCatcher; uii.Key_SetCatcher = Key_SetCatcher; uii.SP_Register = SP_Register; uii.SP_GetStringText = SP_GetStringText; uii.SP_GetStringTextString = SP_GetStringTextString; uii.GetClipboardData = GetClipboardData; uii.GetClientState = GetClientState; uii.GetGlconfig = UI_GetGlconfig; uii.GetConfigString = (void (*)(int, char *, int))GetConfigString; uii.Milliseconds = Sys_Milliseconds; UI_Init(UI_API_VERSION, &uii); // uie->UI_Init( UI_API_VERSION, &uii ); } qboolean UI_GameCommand( void ) { if (!cls.uiStarted) { return qfalse; } return UI_ConsoleCommand(); } void CL_GenericMenu_f(void) { char *arg = Cmd_Argv( 1 ); if (cls.uiStarted) { UI_SetActiveMenu("ingame",arg); } } void CL_EndScreenDissolve_f(void) { re.InitDissolve(qtrue); // dissolve from cinematic to underlying ingame } void CL_DataPad_f(void) { if (cls.uiStarted && cls.cgameStarted && (cls.state == CA_ACTIVE) ) { UI_SetActiveMenu("datapad",NULL); } } /* ==================== CL_GetGlConfig ==================== */ static void CL_GetGlconfig( glconfig_t *config ) { *config = cls.glconfig; } /* int PC_ReadTokenHandle(int handle, pc_token_t *pc_token); int PC_SourceFileAndLine(int handle, char *filename, int *line); */ /* ==================== CL_UISystemCalls The ui module is making a system call ==================== */ vm_t uivm; #define VMA(x) ((void*)args[x]) //#define VMF(x) ((float *)args)[x] static inline float _vmf(intptr_t x) { floatint_t fi; fi.i = (int) x; return fi.f; } #define VMF(x) _vmf(args[x]) intptr_t CL_UISystemCalls( intptr_t *args ) { switch( args[0] ) { case UI_ERROR: Com_Error( ERR_DROP, "%s", VMA(1) ); return 0; case UI_CVAR_REGISTER: Cvar_Register( (vmCvar_t *)VMA(1),(const char *) VMA(2),(const char *) VMA(3), args[4] ); return 0; case UI_CVAR_SET: Cvar_Set( (const char *) VMA(1), (const char *) VMA(2) ); return 0; case UI_CVAR_SETVALUE: Cvar_SetValue( (const char *) VMA(1), VMF(2) ); return 0; case UI_CVAR_UPDATE: Cvar_Update( (vmCvar_t *) VMA(1) ); return 0; case UI_R_REGISTERMODEL: return re.RegisterModel((const char *) VMA(1) ); case UI_R_REGISTERSHADERNOMIP: return re.RegisterShaderNoMip((const char *) VMA(1) ); case UI_GETGLCONFIG: CL_GetGlconfig( ( glconfig_t *) VMA(1) ); return 0; case UI_CMD_EXECUTETEXT: Cbuf_ExecuteText( args[1], (const char *) VMA(2) ); return 0; case UI_CVAR_VARIABLEVALUE: return FloatAsInt( Cvar_VariableValue( (const char *) VMA(1) ) ); case UI_FS_GETFILELIST: return FS_GetFileList( (const char *) VMA(1), (const char *) VMA(2), (char *) VMA(3), args[4] ); case UI_KEY_SETCATCHER: Key_SetCatcher( args[1] ); return 0; case UI_KEY_CLEARSTATES: Key_ClearStates(); return 0; case UI_R_SETCOLOR: re.SetColor( (const float *) VMA(1) ); return 0; case UI_R_DRAWSTRETCHPIC: re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] ); return 0; case UI_CVAR_VARIABLESTRINGBUFFER: Cvar_VariableStringBuffer( (const char *) VMA(1), (char *) VMA(2), args[3] ); return 0; case UI_R_MODELBOUNDS: re.ModelBounds( args[1], (float *) VMA(2),(float *) VMA(3) ); return 0; case UI_R_CLEARSCENE: re.ClearScene(); return 0; // case UI_KEY_GETOVERSTRIKEMODE: // return Key_GetOverstrikeMode(); // return 0; // case UI_PC_READ_TOKEN: // return PC_ReadTokenHandle( args[1], VMA(2) ); // case UI_PC_SOURCE_FILE_AND_LINE: // return PC_SourceFileAndLine( args[1], VMA(2), VMA(3) ); case UI_KEY_GETCATCHER: return Key_GetCatcher(); case UI_MILLISECONDS: return Sys_Milliseconds(); case UI_S_REGISTERSOUND: return S_RegisterSound((const char *) VMA(1)); case UI_S_STARTLOCALSOUND: S_StartLocalSound( args[1], args[2] ); return 0; // case UI_R_REGISTERFONT: // re.RegisterFont( VMA(1), args[2], VMA(3)); // return 0; case UI_CIN_PLAYCINEMATIC: Com_DPrintf("UI_CIN_PlayCinematic\n"); return CIN_PlayCinematic((const char *)VMA(1), args[2], args[3], args[4], args[5], args[6], (const char *)VMA(7)); case UI_CIN_STOPCINEMATIC: return CIN_StopCinematic(args[1]); case UI_CIN_RUNCINEMATIC: return CIN_RunCinematic(args[1]); case UI_CIN_DRAWCINEMATIC: CIN_DrawCinematic(args[1]); return 0; case UI_KEY_SETBINDING: Key_SetBinding( args[1], (const char *) VMA(2) ); return 0; case UI_KEY_KEYNUMTOSTRINGBUF: Key_KeynumToStringBuf( args[1],(char *) VMA(2), args[3] ); return 0; case UI_CIN_SETEXTENTS: CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]); return 0; case UI_KEY_GETBINDINGBUF: Key_GetBindingBuf( args[1], (char *) VMA(2), args[3] ); return 0; default: Com_Error( ERR_DROP, "Bad UI system trap: %i", args[0] ); } return 0; }