jediacademy/code/ui/ui_public.h

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2013-04-04 22:35:38 +00:00
#ifndef __UI_PUBLIC_H__
#define __UI_PUBLIC_H__
#include "../client/keycodes.h"
#define UI_API_VERSION 3
typedef struct {
//============== general Quake services ==================
// print message on the local console
void (*Printf)( const char *fmt, ... );
// abort the game
void (*Error)( int level, const char *fmt, ... );
// console variable interaction
void (*Cvar_Set)( const char *name, const char *value );
float (*Cvar_VariableValue)( const char *var_name );
void (*Cvar_VariableStringBuffer)( const char *var_name, char *buffer, int bufsize );
void (*Cvar_SetValue)( const char *var_name, float value );
void (*Cvar_Reset)( const char *name );
void (*Cvar_Create)( const char *var_name, const char *var_value, int flags );
void (*Cvar_InfoStringBuffer)( int bit, char *buffer, int bufsize );
// console command interaction
int (*Argc)( void );
void (*Argv)( int n, char *buffer, int bufferLength );
void (*Cmd_ExecuteText)( int exec_when, const char *text );
void (*Cmd_TokenizeString)( const char *text );
// filesystem access
int (*FS_FOpenFile)( const char *qpath, fileHandle_t *file, fsMode_t mode );
int (*FS_Read)( void *buffer, int len, fileHandle_t f );
int (*FS_Write)( const void *buffer, int len, fileHandle_t f );
void (*FS_FCloseFile)( fileHandle_t f );
int (*FS_GetFileList)( const char *path, const char *extension, char *listbuf, int bufsize );
int (*FS_ReadFile)( const char *name, void **buf );
void (*FS_FreeFile)( void *buf );
// =========== renderer function calls ================
qhandle_t (*R_RegisterModel)( const char *name ); // returns rgb axis if not found
qhandle_t (*R_RegisterSkin)( const char *name ); // returns all white if not found
qhandle_t (*R_RegisterShader)( const char *name ); // returns white if not found
qhandle_t (*R_RegisterShaderNoMip)( const char *name ); // returns white if not found
qhandle_t (*R_RegisterFont)( const char *name ); // returns 0 for bad font
#ifdef _XBOX // No default arguments on function pointers
int R_Font_StrLenPixels(const char *text, const int setIndex, const float scale = 1.0f)
{
return RE_Font_StrLenPixels(text, setIndex, scale);
}
int R_Font_HeightPixels(const int setIndex, const float scale = 1.0f)
{
return RE_Font_HeightPixels(setIndex, scale);
}
void R_Font_DrawString(int ox, int oy, const char *text, const float *rgba, const int setIndex, int iMaxPixelWidth, const float scale = 1.0f)
{
RE_Font_DrawString(ox, oy, text, rgba, setIndex, iMaxPixelWidth, scale);
}
#else
int (*R_Font_StrLenPixels)(const char *text, const int setIndex, const float scale = 1.0f);
int (*R_Font_HeightPixels)(const int setIndex, const float scale = 1.0f);
void (*R_Font_DrawString)(int ox, int oy, const char *text, const float *rgba, const int setIndex, int iMaxPixelWidth, const float scale = 1.0f);
#endif
int (*R_Font_StrLenChars)(const char *text);
qboolean (*Language_IsAsian) (void);
qboolean (*Language_UsesSpaces) (void);
unsigned int (*AnyLanguage_ReadCharFromString)( const char *psText, int *piAdvanceCount, qboolean *pbIsTrailingPunctuation /* = NULL */);
// a scene is built up by calls to R_ClearScene and the various R_Add functions.
// Nothing is drawn until R_RenderScene is called.
void (*R_ClearScene)( void );
void (*R_AddRefEntityToScene)( const refEntity_t *re );
void (*R_AddPolyToScene)( qhandle_t hShader , int numVerts, const polyVert_t *verts );
void (*R_AddLightToScene)( const vec3_t org, float intensity, float r, float g, float b );
void (*R_RenderScene)( const refdef_t *fd );
void (*R_ModelBounds)( qhandle_t handle, vec3_t mins, vec3_t maxs );
void (*R_SetColor)( const float *rgba ); // NULL = 1,1,1,1
void (*R_DrawStretchPic) ( float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader ); // 0 = white
void (*R_ScissorPic) ( float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader ); // 0 = white
// force a screen update, only used during gamestate load
void (*UpdateScreen)( void );
// stuff for savegame screenshots...
#ifdef _XBOX
void (*PrecacheScreenshot)( void );
#endif
//========= model collision ===============
// R_LerpTag is only valid for md3 models
void (*R_LerpTag)( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame,
float frac, const char *tagName );
// =========== sound function calls ===============
void (*S_StartLocalSound)( sfxHandle_t sfxHandle, int channelNum );
sfxHandle_t (*S_RegisterSound)( const char* name);
void (*S_StartLocalLoopingSound)( sfxHandle_t sfxHandle);
void (*S_StopSounds)( void );
// =========== getting save game picture ===============
void (*DrawStretchRaw) (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty);
//qboolean(*SG_GetSaveImage)( const char *psPathlessBaseName, void *pvAddress );
int (*SG_GetSaveGameComment)(const char *psPathlessBaseName, char *sComment, char *sMapName);
qboolean (*SG_GameAllowedToSaveHere)(qboolean inCamera);
void (*SG_StoreSaveGameComment)(const char *sComment);
//byte *(*SCR_GetScreenshot)(qboolean *);
// =========== data shared with the client system =============
// keyboard and key binding interaction
void (*Key_KeynumToStringBuf)( int keynum, char *buf, int buflen );
void (*Key_GetBindingBuf)( int keynum, char *buf, int buflen );
void (*Key_SetBinding)( int keynum, const char *binding );
qboolean (*Key_IsDown)( int keynum );
qboolean (*Key_GetOverstrikeMode)( void );
void (*Key_SetOverstrikeMode)( qboolean state );
void (*Key_ClearStates)( void );
int (*Key_GetCatcher)( void );
void (*Key_SetCatcher)( int catcher );
void (*GetClipboardData)( char *buf, int bufsize );
void (*GetGlconfig)( glconfig_t *config );
connstate_t (*GetClientState)( void );
void (*GetConfigString)( int index, char* buff, int buffsize );
int (*Milliseconds)( void );
void (*Draw_DataPad)(int HUDType);
} uiimport_t;
typedef enum {
DP_HUD=0,
DP_OBJECTIVES,
DP_WEAPONS,
DP_INVENTORY,
DP_FORCEPOWERS
}dpTypes_t;
typedef enum {
UI_ERROR,
UI_PRINT,
UI_MILLISECONDS,
UI_CVAR_SET,
UI_CVAR_VARIABLEVALUE,
UI_CVAR_VARIABLESTRINGBUFFER,
UI_CVAR_SETVALUE,
UI_CVAR_RESET,
UI_CVAR_CREATE,
UI_CVAR_INFOSTRINGBUFFER,
UI_ARGC, // 10
UI_ARGV,
UI_CMD_EXECUTETEXT,
UI_FS_FOPENFILE,
UI_FS_READ,
UI_FS_WRITE,
UI_FS_FCLOSEFILE,
UI_FS_GETFILELIST,
UI_R_REGISTERMODEL,
UI_R_REGISTERSKIN,
UI_R_REGISTERSHADERNOMIP, // 20
UI_R_CLEARSCENE,
UI_R_ADDREFENTITYTOSCENE,
UI_R_ADDPOLYTOSCENE,
UI_R_ADDLIGHTTOSCENE,
UI_R_RENDERSCENE,
UI_R_SETCOLOR,
UI_R_DRAWSTRETCHPIC,
UI_UPDATESCREEN,
UI_CM_LERPTAG,
UI_CM_LOADMODEL, // 30
UI_S_REGISTERSOUND,
UI_S_STARTLOCALSOUND,
UI_KEY_KEYNUMTOSTRINGBUF,
UI_KEY_GETBINDINGBUF,
UI_KEY_SETBINDING,
UI_KEY_ISDOWN,
UI_KEY_GETOVERSTRIKEMODE,
UI_KEY_SETOVERSTRIKEMODE,
UI_KEY_CLEARSTATES,
UI_KEY_GETCATCHER, // 40
UI_KEY_SETCATCHER,
UI_GETCLIPBOARDDATA,
UI_GETGLCONFIG,
UI_GETCLIENTSTATE,
UI_GETCONFIGSTRING,
UI_LAN_GETPINGQUEUECOUNT,
UI_LAN_CLEARPING,
UI_LAN_GETPING,
UI_LAN_GETPINGINFO,
UI_CVAR_REGISTER, // 50
UI_CVAR_UPDATE,
UI_MEMORY_REMAINING,
UI_GET_CDKEY,
UI_SET_CDKEY,
UI_R_REGISTERFONT,
UI_R_MODELBOUNDS,
UI_PC_ADD_GLOBAL_DEFINE,
UI_PC_LOAD_SOURCE,
UI_PC_FREE_SOURCE,
UI_PC_READ_TOKEN, // 60
UI_PC_SOURCE_FILE_AND_LINE,
UI_S_STOPBACKGROUNDTRACK,
UI_S_STARTBACKGROUNDTRACK,
UI_REAL_TIME,
UI_LAN_GETSERVERCOUNT,
UI_LAN_GETSERVERADDRESSSTRING,
UI_LAN_GETSERVERINFO,
UI_LAN_MARKSERVERVISIBLE,
UI_LAN_UPDATEVISIBLEPINGS,
UI_LAN_RESETPINGS, // 70
UI_LAN_LOADCACHEDSERVERS,
UI_LAN_SAVECACHEDSERVERS,
UI_LAN_ADDSERVER,
UI_LAN_REMOVESERVER,
UI_CIN_PLAYCINEMATIC,
UI_CIN_STOPCINEMATIC,
UI_CIN_RUNCINEMATIC,
UI_CIN_DRAWCINEMATIC,
UI_CIN_SETEXTENTS,
UI_R_REMAP_SHADER, // 80
UI_VERIFY_CDKEY,
UI_LAN_SERVERSTATUS,
UI_LAN_GETSERVERPING,
UI_LAN_SERVERISVISIBLE,
UI_LAN_COMPARESERVERS,
UI_MEMSET = 100,
UI_MEMCPY,
UI_STRNCPY,
UI_SIN,
UI_COS,
UI_ATAN2,
UI_SQRT,
UI_FLOOR,
UI_CEIL
} uiImport_t;
#endif