mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-22 20:11:44 +00:00
d561772bb0
merged engine menus, native menus, game menus, plugin menus into a single layered menu interface, simplifying all the special-case input. engine confirmation prompts can now show regardless of underlaying menus, including above the console. skeletal formats can now provide their own way to build bones, for variable per-bone keyframes/interpolation methods/etc (used by gltf2). updated various plugins for the new api. removed qvm makefiles/scripts. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5530 fc73d0e0-1445-4013-8a0c-d673dee63da5
240 lines
6.1 KiB
C
240 lines
6.1 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//these structures are shared with the exe.
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#define UIMAX_SCOREBOARDNAME 16
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#define UIMAX_INFO_STRING EXTENDED_INFO_STRING
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typedef struct {
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int userid;
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char name[UIMAX_SCOREBOARDNAME]; //for faster reading.
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float starttime;
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int frags;
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int ping;
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int pl;
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int topcolour;
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int bottomcolour;
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char userinfo[UIMAX_INFO_STRING]; //should this size be enforced?
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//you can get all sorts of stuff like names.
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} vmuiclientinfo_t;
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//useful for it's width/height. The others are a little pointless to be honest.
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typedef struct {
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unsigned int width;
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unsigned int height;
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unsigned int bpp;
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unsigned int refreshrate; //quakeworld normally only draws 30 frames per second dontcha know?
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qboolean fullscreen; //oposite of windowed.
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char renderername[256]; //Human readable
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int vidbugs; //flags for the buggy implementations of opengl or whatever.
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} vidinfo_t;
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//is there any point to these?
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enum {
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VB_NOSCALE = 1<<0, //software rendering, incapable of scaling.
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VB_NOCOLOUR = 1<<1, //software rendering that doesn't allow belnding colours. (8 bit paletted)
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VB_NOCOLOURINTERP = 1<<2, //software rendering that supports a blending of colours, but not per vertex.
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VB_NOINTERPOLATEALPHA = 1<<3, //riva128
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VB_NOMODULATEALPHA = 1<<4, //ragepro
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VB_NOSRCTIMESDST = 1<<5, //permedia
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};
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typedef enum {
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SID_Q2STATUSBAR = -4,
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SID_Q2LAYOUT = -3,
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SID_CENTERPRINTTEXT = -2,
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SID_SERVERNAME = -1,
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//q2's config strings come here.
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} stringid_e;
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typedef enum {
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Q3CA_UNINITIALIZED,
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Q3CA_DISCONNECTED, // not talking to a server
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Q3CA_AUTHORIZING, // not used any more, was checking cd key
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Q3CA_CONNECTING, // sending request packets to the server
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Q3CA_CHALLENGING, // sending challenge packets to the server
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Q3CA_CONNECTED, // netchan_t established, getting gamestate
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Q3CA_LOADING, // only during cgame initialization, never during main loop
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Q3CA_PRIMED, // got gamestate, waiting for first frame
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Q3CA_ACTIVE, // game views should be displayed
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Q3CA_CINEMATIC // playing a cinematic or a static pic, not connected to a server
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} q3connstate_t;
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typedef struct {
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q3connstate_t connState;
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int connectPacketCount;
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int clientNum;
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char servername[MAX_STRING_CHARS];
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char updateInfoString[MAX_STRING_CHARS];
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char messageString[MAX_STRING_CHARS];
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} uiClientState_t;
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typedef enum {
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UI_GETAPIVERSION = 0, // system reserved
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UI_INIT,
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// void UI_Init( void );
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UI_SHUTDOWN,
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// void UI_Shutdown( void );
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UI_KEY_EVENT,
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// void UI_KeyEvent( int key );
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UI_MOUSE_EVENT,
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// void UI_MouseEvent( int dx, int dy );
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UI_REFRESH,
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// void UI_Refresh( int time );
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UI_IS_FULLSCREEN,
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// qboolean UI_IsFullscreen( void );
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UI_SET_ACTIVE_MENU,
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// void UI_SetActiveMenu( uiMenuCommand_t menu );
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UI_CONSOLE_COMMAND,
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// qboolean UI_ConsoleCommand( int realTime );
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UI_DRAW_CONNECT_SCREEN,
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// void UI_DrawConnectScreen( qboolean overlay );
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UI_HASUNIQUECDKEY,
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// if !overlay, the background will be drawn, otherwise it will be
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// overlayed over whatever the cgame has drawn.
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// a GetClientState syscall will be made to get the current strings
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} uiExport_t;
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typedef enum {
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UI_ERROR,
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UI_PRINT,
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UI_MILLISECONDS,
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UI_CVAR_SET,
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UI_CVAR_VARIABLEVALUE,
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UI_CVAR_VARIABLESTRINGBUFFER,
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UI_CVAR_SETVALUE,
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UI_CVAR_RESET,
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UI_CVAR_CREATE,
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UI_CVAR_INFOSTRINGBUFFER,
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UI_ARGC,//10
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UI_ARGV,
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UI_CMD_EXECUTETEXT,
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UI_FS_FOPENFILE,
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UI_FS_READ,
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UI_FS_WRITE,
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UI_FS_FCLOSEFILE,
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UI_FS_GETFILELIST,
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UI_R_REGISTERMODEL,
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UI_R_REGISTERSKIN,
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UI_R_REGISTERSHADERNOMIP,//20
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UI_R_CLEARSCENE,
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UI_R_ADDREFENTITYTOSCENE,
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UI_R_ADDPOLYTOSCENE,
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UI_R_ADDLIGHTTOSCENE,
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UI_R_RENDERSCENE,
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UI_R_SETCOLOR,
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UI_R_DRAWSTRETCHPIC,
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UI_UPDATESCREEN,
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UI_CM_LERPTAG,
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UI_CM_LOADMODEL,//30
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UI_S_REGISTERSOUND,
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UI_S_STARTLOCALSOUND,
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UI_KEY_KEYNUMTOSTRINGBUF,
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UI_KEY_GETBINDINGBUF,
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UI_KEY_SETBINDING,
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UI_KEY_ISDOWN,
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UI_KEY_GETOVERSTRIKEMODE,
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UI_KEY_SETOVERSTRIKEMODE,
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UI_KEY_CLEARSTATES,
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UI_KEY_GETCATCHER,//40
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UI_KEY_SETCATCHER,
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UI_GETCLIPBOARDDATA,
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UI_GETGLCONFIG,
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UI_GETCLIENTSTATE,
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UI_GETCONFIGSTRING,
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UI_LAN_GETPINGQUEUECOUNT,
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UI_LAN_CLEARPING,
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UI_LAN_GETPING,
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UI_LAN_GETPINGINFO,
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UI_CVAR_REGISTER,//50
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UI_CVAR_UPDATE,
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UI_MEMORY_REMAINING,
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UI_GET_CDKEY,
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UI_SET_CDKEY,
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UI_R_REGISTERFONT,
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UI_R_MODELBOUNDS,
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UI_PC_ADD_GLOBAL_DEFINE,
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UI_PC_LOAD_SOURCE,
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UI_PC_FREE_SOURCE,
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UI_PC_READ_TOKEN,//60
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UI_PC_SOURCE_FILE_AND_LINE,
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UI_S_STOPBACKGROUNDTRACK,
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UI_S_STARTBACKGROUNDTRACK,
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UI_REAL_TIME,
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UI_LAN_GETSERVERCOUNT,
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UI_LAN_GETSERVERADDRESSSTRING,
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UI_LAN_GETSERVERINFO,
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UI_LAN_MARKSERVERVISIBLE,
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UI_LAN_UPDATEVISIBLEPINGS,
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UI_LAN_RESETPINGS,//70
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UI_LAN_LOADCACHEDSERVERS,
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UI_LAN_SAVECACHEDSERVERS,
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UI_LAN_ADDSERVER,
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UI_LAN_REMOVESERVER,
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UI_CIN_PLAYCINEMATIC,
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UI_CIN_STOPCINEMATIC,
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UI_CIN_RUNCINEMATIC,
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UI_CIN_DRAWCINEMATIC,
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UI_CIN_SETEXTENTS,
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UI_R_REMAP_SHADER,//80
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UI_VERIFY_CDKEY,
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UI_LAN_SERVERSTATUS,
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UI_LAN_GETSERVERPING,
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UI_LAN_SERVERISVISIBLE,
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UI_LAN_COMPARESERVERS,
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// 1.32
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UI_FS_SEEK,
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UI_SET_PBCLSTATUS,//87
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UI_MEMSET = 100,
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UI_MEMCPY,
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UI_STRNCPY,
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UI_SIN,
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UI_COS,
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UI_ATAN2,
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UI_SQRT,
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UI_FLOOR,
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UI_CEIL,
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/*
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UI_CACHE_PIC = 500,
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UI_PICFROMWAD = 501,
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UI_GETPLAYERINFO = 502,
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UI_GETSTAT = 503,
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UI_GETVIDINFO = 504,
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UI_GET_STRING = 510,
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*/
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} uiImport_t;
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