jedioutcast/code/ui/ui_local.h

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#ifndef __UI_LOCAL_H__
#define __UI_LOCAL_H__
#include <string.h>
#include <limits.h>
#include "../game/q_shared.h"
#include "../renderer/tr_types.h"
#include "../qcommon/qcommon.h"
#include "ui_public.h"
#include "ui_shared.h"
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#define MAX_DEMOS 256
#define MAX_DEFERRED_SCRIPT 1024
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//
// ui_qmenu.c
//
#define MAX_EDIT_LINE 256
typedef struct {
int cursor;
int scroll;
int widthInChars;
char buffer[MAX_EDIT_LINE];
int maxchars;
int style;
int textEnum; // Label
int textcolor; // Normal color
int textcolor2; // Highlight color
} uifield_t;
extern void Menu_Cache( void );
//
// ui_field.c
//
extern void Field_Clear( uifield_t *edit );
extern void Field_CharEvent( uifield_t *edit, int ch );
extern void Field_Draw( uifield_t *edit, int x, int y, int width, int size,int color,int color2, qboolean showCursor );
//
// ui_menu.c
//
extern void UI_MainMenu(void);
extern void UI_InGameMenu(const char*holoFlag);
extern void AssetCache(void);
extern void UI_DataPadMenu(void);
//
// ui_connect.c
//
extern void UI_DrawConnect( const char *servername, const char * updateInfoString );
extern void UI_DrawConnectText( const char *servername, const char * updateInfoString );
extern void UI_UpdateConnectionString( char *string );
extern void UI_UpdateConnectionMessageString( char *string );
//
// ui_atoms.c
//
#define UI_FADEOUT 0
#define UI_FADEIN 1
typedef struct {
int frametime;
int realtime;
int cursorx;
int cursory;
glconfig_t glconfig;
qboolean debugMode;
qhandle_t whiteShader;
qhandle_t menuBackShader;
qhandle_t cursor;
float scalex;
float scaley;
//float bias;
qboolean firstdraw;
} uiStatic_t;
extern void UI_FillRect( float x, float y, float width, float height, const float *color );
extern void UI_DrawString( int x, int y, const char* str, int style, vec4_t color );
extern void UI_DrawHandlePic( float x, float y, float w, float h, qhandle_t hShader );
extern void UI_UpdateScreen( void );
extern int UI_RegisterFont(const char *fontName);
extern void UI_SetColor( const float *rgba );
extern char *UI_Cvar_VariableString( const char *var_name );
extern uiStatic_t uis;
extern uiimport_t ui;
#define MAX_MOVIES 256
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#define MAX_MODS 64
typedef struct {
const char *modName;
const char *modDescr;
} modInfo_t;
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typedef struct {
displayContextDef_t uiDC;
qboolean demoAvailable;
const char *demoList[MAX_DEMOS];
int demoCount;
int demoIndex;
int effectsColor;
int currentCrosshair;
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modInfo_t modList[MAX_MODS];
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int modIndex;
qboolean teamLeader;
const char *movieList[MAX_MOVIES];
int movieIndex;
int previewMovie;
int modCount;
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char deferredScript [ MAX_DEFERRED_SCRIPT ];
itemDef_t* deferredScriptItem;
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} uiInfo_t;
extern uiInfo_t uiInfo;
//
// ui_main.c
//
void _UI_Init( qboolean inGameLoad );
void _UI_DrawRect( float x, float y, float width, float height, float size, const float *color );
void _UI_MouseEvent( int dx, int dy );
void _UI_KeyEvent( int key, qboolean down );
void UI_Report(void);
extern char GoToMenu[];
//
// ui_syscalls.c
//
int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits, const char *psAudioFile /* = NULL */);
int trap_CIN_StopCinematic(int handle);
void trap_Cvar_Set( const char *var_name, const char *value );
float trap_Cvar_VariableValue( const char *var_name );
void trap_GetGlconfig( glconfig_t *glconfig );
void trap_Key_ClearStates( void );
int trap_Key_GetCatcher( void );
qboolean trap_Key_GetOverstrikeMode( void );
void trap_Key_SetBinding( int keynum, const char *binding );
void trap_Key_SetCatcher( int catcher );
void trap_Key_SetOverstrikeMode( qboolean state );
void trap_R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader );
void trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs );
void trap_R_SetColor( const float *rgba );
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void trap_R_ClearScene( void );
void trap_R_AddRefEntityToScene( const refEntity_t *re );
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void trap_R_RenderScene( const refdef_t *fd );
sfxHandle_t trap_S_RegisterSound( const char *sample, qboolean compressed );
void trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum );
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#ifdef _IMMERSION
ffHandle_t trap_FF_Register( const char *name, int channel = FF_CHANNEL_MENU );
void trap_FF_Start( ffHandle_t ff );
#endif // _IMMERSION
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int PASSFLOAT( float x );
void _UI_Refresh( int realtime );
#endif