jedioutcast/code/ui/ui_syscalls.cpp

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// 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"
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#ifdef _IMMERSION
#include "../ff/ff.h"
#endif // _IMMERSION
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// this file is only included when building a dll
// syscalls.asm is included instead when building a qvm
int (*syscall)( int arg, ... ) = (int (*)( int, ...))-1;
void dllEntry( int (*syscallptr)( int arg,... ) ) {
syscall = syscallptr;
// CG_PreInit();
}
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);
}
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void trap_R_ClearScene( void )
{
ui.R_ClearScene();
}
void trap_R_AddRefEntityToScene( const refEntity_t *re )
{
ui.R_AddRefEntityToScene(re);
}
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void trap_R_RenderScene( const refdef_t *fd )
{
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// syscall( UI_R_RENDERSCENE, fd );
ui.R_RenderScene(fd);
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}
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 )
{
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// syscall( UI_R_MODELBOUNDS, model, mins, maxs );
ui.R_ModelBounds(model, mins, maxs);
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}
void trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum )
{
// syscall( UI_S_STARTLOCALSOUND, sfx, channelNum );
S_StartLocalSound( sfx, channelNum );
}
sfxHandle_t trap_S_RegisterSound( const char *sample, qboolean compressed )
{
return S_RegisterSound(sample);
}
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#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
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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 );
}
// 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);
}
// 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);
}
int PASSFLOAT( float x )
{
float floatTemp;
floatTemp = x;
return *(int *)&floatTemp;
}