mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-22 20:11:44 +00:00
a339c727d0
r4175 | acceptthis | 2013-01-26 18:23:37 +0000 (Sat, 26 Jan 2013) | 8 lines improved replacementdeltas+nq a little, still needs work. embrace the menuqc! pr_dumpplatform now includes MENU defs+builtins. swapped search ordering of paks+dirs, so progs.dat will be used instead of pak0.pak/progs.dat. fteqcc slightly more sensible with if statements and void+vector types. fteqcc shows the first line where models are precached/used instead of showing no line at all. fix missing explosions when running qw gamecode. accept channels between 8 and 255. support for sending fitzquake's increased stat limits. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4173 fc73d0e0-1445-4013-8a0c-d673dee63da5
65 lines
2.6 KiB
Text
65 lines
2.6 KiB
Text
simple media decoding plugin that decodes web pages instead of videos...
|
|
See installation instructions at the end of this file.
|
|
|
|
|
|
This means you can do: playfilm berkelium:http://google.com
|
|
And you'll get google.com displayed as if it were a cinematic or so.
|
|
The engine will pass mouse+keyboard events to such cinematics so you can interact with it.
|
|
|
|
|
|
You can also use the 'videomap' term within a shader, if you want to put some youtube video on a wall or something. Here's an example of such a shader:
|
|
muh_bad
|
|
{
|
|
{
|
|
map $lightmap
|
|
}
|
|
{
|
|
videomap berkelium:http://google.com
|
|
blendfunc filter
|
|
}
|
|
}
|
|
|
|
|
|
CSQC is able to interact with videos by:
|
|
1: find the name of the shader
|
|
string texname = getsurfacetexture(trace_ent, getsurfacenearpoint(trace_ent, trace_endpos));
|
|
2: send a key event
|
|
gecko_keyevent(texname, keycode, keydown);
|
|
3: move the mouse cursor
|
|
gecko_mousemove(texname, x, y);
|
|
note that the x and y values should be between 0 and 1. Surface resolution is not relevent here.
|
|
4: resize the image
|
|
gecko_resize(texname, 1024, 1024);
|
|
if you're using it in 2d, make sure it matches the pixel width of the screen where it'll be displayed. it'll get fuzzy otherwise.
|
|
Size matters. Beware of sites that do not resize images for different resolutions (ie: most of them).
|
|
5: you can query the image with:
|
|
vector v = gecko_get_texture_extent(texname);
|
|
6: you can purge resources with:
|
|
gecko_destroy(texname);
|
|
this will 'end' the video. when the shader is next displayed it'll reset from the original url.
|
|
7: you can change the url with:
|
|
gecko_navigate(texname, "http://fteqw.com");
|
|
8: you can send it these navigation commands (in the place of a url). You'll likely want a focus command.
|
|
cmd:refresh
|
|
cmd:transparent
|
|
cmd:focus
|
|
cmd:unfocus
|
|
cmd:opaque
|
|
cmd:stop
|
|
cmd:back
|
|
cmd:forward
|
|
cmd:cut
|
|
cmd:copy
|
|
cmd:paste
|
|
cmd:del
|
|
cmd:selectall
|
|
|
|
|
|
Compiling the plugin for Windows:
|
|
In the berkelium 7z file that you should have already downloaded, there'll be an includes and a lib directory. Stick the contents of both of those in the empty doubled berkelium directory on the fte svn.
|
|
The msvc project file should now be usable. You will likely want to change the linker target path to get picked up by the engine automatically.
|
|
|
|
Windows Installation instructions:
|
|
Download Berkelium from here: http://berkelium.org/ (http://github.com/sirikata/berkelium/downloads)
|
|
You should get a 7z file that contains a bin directory. Copy the contents of that bin directory to your quake directory.
|
|
The FTE-specific plugin 'berkeliumx86.dll' should be placed as 'quake/fte/plugins/berkeliumx86.dll'.
|