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