/********************************************************************** UI_ATOMS.C User interface building blocks and support functions. **********************************************************************/ // leave this at the top of all UI_xxxx files for PCH reasons... // #include "../server/exe_headers.h" #include "ui_local.h" #include "gameinfo.h" #include "../qcommon/stv_version.h" uiimport_t ui; uiStatic_t uis; //externs static void UI_LoadMenu_f( void ); static void UI_SaveMenu_f( void ); //locals /* ================= UI_ForceMenuOff ================= */ void UI_ForceMenuOff (void) { ui.Key_SetCatcher( ui.Key_GetCatcher() & ~KEYCATCH_UI ); ui.Key_ClearStates(); ui.Cvar_Set( "cl_paused", "0" ); } /* ================= UI_SetActiveMenu - this should be the ONLY way the menu system is brought up ================= */ void UI_SetActiveMenu( const char* menuname,const char *menuID ) { // this should be the ONLY way the menu system is brought up (besides the UI_ConsoleCommand below) if (!ui.SG_GameAllowedToSaveHere(qtrue)) //don't check full sytem, only if incamera { return; } if ( !menuname ) { UI_ForceMenuOff(); return; } //make sure force-speed and slowmodeath doesn't slow down menus - NOTE: they should reset the timescale when the game un-pauses Cvar_SetValue( "timescale", 1.0f ); UI_Cursor_Show(qtrue); // enusure minumum menu data is cached Menu_Cache(); if ( Q_stricmp (menuname, "mainMenu") == 0 ) { UI_MainMenu(); return; } if ( Q_stricmp (menuname, "ingame") == 0 ) { ui.Cvar_Set( "cl_paused", "1" ); UI_InGameMenu(menuID); return; } if ( Q_stricmp (menuname, "datapad") == 0 ) { ui.Cvar_Set( "cl_paused", "1" ); UI_DataPadMenu(); return; } } /* ================= UI_Argv ================= */ static char *UI_Argv( int arg ) { static char buffer[MAX_STRING_CHARS]; ui.Argv( arg, buffer, sizeof( buffer ) ); return buffer; } /* ================= UI_Cvar_VariableString ================= */ char *UI_Cvar_VariableString( const char *var_name ) { static char buffer[MAX_STRING_CHARS]; ui.Cvar_VariableStringBuffer( var_name, buffer, sizeof( buffer ) ); return buffer; } /* ================= UI_Cache ================= */ static void UI_Cache_f( void ) { Menu_Cache(); } /* ================= UI_ConsoleCommand ================= */ qboolean UI_ConsoleCommand( void ) { char *cmd; if (!ui.SG_GameAllowedToSaveHere(qtrue)) //only check if incamera { return qfalse; } cmd = UI_Argv( 0 ); // ensure minimum menu data is available Menu_Cache(); if ( Q_stricmp (cmd, "ui_cache") == 0 ) { UI_Cache_f(); return qtrue; } if ( Q_stricmp (cmd, "levelselect") == 0 ) { UI_LoadMenu_f(); return qtrue; } if ( Q_stricmp (cmd, "ui_teamOrders") == 0 ) { UI_SaveMenu_f(); return qtrue; } if ( Q_stricmp (cmd, "ui_report") == 0 ) { UI_Report(); return qtrue; } return qfalse; } /* ================= UI_Init ================= */ void UI_Init( int apiVersion, uiimport_t *uiimport ) { gameinfo_import_t gameinfo_import; ui = *uiimport; if ( apiVersion != UI_API_VERSION ) { ui.Error( ERR_FATAL, "Bad UI_API_VERSION: expected %i, got %i\n", UI_API_VERSION, apiVersion ); } _UI_Init(qfalse); // get static data (glconfig, media) ui.GetGlconfig( &uis.glconfig ); uis.scaley = uis.glconfig.vidHeight * (1.0/480.0); uis.scalex = uis.glconfig.vidWidth * (1.0/640.0); gameinfo_import.FS_FOpenFile = ui.FS_FOpenFile; gameinfo_import.FS_Read = ui.FS_Read; gameinfo_import.FS_ReadFile = ui.FS_ReadFile; gameinfo_import.FS_FreeFile = ui.FS_FreeFile; gameinfo_import.FS_FCloseFile = ui.FS_FCloseFile; gameinfo_import.Cvar_Set = ui.Cvar_Set; gameinfo_import.Cvar_VariableStringBuffer = ui.Cvar_VariableStringBuffer; gameinfo_import.Cvar_Create = ui.Cvar_Create; gameinfo_import.Printf = ui.Printf; // GI_Init( &gameinfo_import ); Menu_Cache( ); ui.Cvar_Create( "cg_drawCrosshair", "1", CVAR_ARCHIVE ); ui.Cvar_Create( "cg_marks", "1", CVAR_ARCHIVE ); ui.Cvar_Create ("s_language", "english", CVAR_ARCHIVE | CVAR_NORESTART); ui.Cvar_Create ("k_language", "", CVAR_ARCHIVE | CVAR_NORESTART); } // these are only here so the functions in q_shared.c can link #ifndef UI_HARD_LINKED /* ================ Com_Error ================= */ /* void Com_Error( int level, const char *error, ... ) { va_list argptr; char text[1024]; va_start (argptr, error); vsprintf (text, error, argptr); va_end (argptr); ui.Error( level, "%s", text); } */ /* ================ Com_Printf ================= */ /* void Com_Printf( const char *msg, ... ) { va_list argptr; char text[1024]; va_start (argptr, msg); vsprintf (text, msg, argptr); va_end (argptr); ui.Printf( "%s", text); } */ #endif /* ================ UI_DrawNamedPic ================= */ void UI_DrawNamedPic( float x, float y, float width, float height, const char *picname ) { qhandle_t hShader; hShader = ui.R_RegisterShaderNoMip( picname ); ui.R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader ); } /* ================ UI_DrawHandlePic ================= */ void UI_DrawHandlePic( float x, float y, float w, float h, qhandle_t hShader ) { float s0; float s1; float t0; float t1; if( w < 0 ) { // flip about horizontal w = -w; s0 = 1; s1 = 0; } else { s0 = 0; s1 = 1; } if( h < 0 ) { // flip about vertical h = -h; t0 = 1; t1 = 0; } else { t0 = 0; t1 = 1; } ui.R_DrawStretchPic( x, y, w, h, s0, t0, s1, t1, hShader ); } /* ================ UI_FillRect Coordinates are 640*480 virtual values ================= */ void UI_FillRect( float x, float y, float width, float height, const float *color ) { ui.R_SetColor( color ); ui.R_DrawStretchPic( x, y, width, height, 0, 0, 0, 0, uis.whiteShader ); ui.R_SetColor( NULL ); } /* ================= UI_UpdateScreen ================= */ void UI_UpdateScreen( void ) { ui.UpdateScreen(); } static float fadePercent = 0.0; /* =============== UI_LoadMenu_f =============== */ static void UI_LoadMenu_f( void ) { trap_Key_SetCatcher( KEYCATCH_UI ); Menus_ActivateByName("ingameloadMenu"); } /* =============== UI_SaveMenu_f =============== */ static void UI_SaveMenu_f( void ) { ui.PrecacheScreenshot(); trap_Key_SetCatcher( KEYCATCH_UI ); Menus_ActivateByName("ingamesaveMenu"); } //-------------------------------------------- /* ================= UI_SetColor ================= */ void UI_SetColor( const float *rgba ) { trap_R_SetColor( rgba ); } /*int registeredFontCount = 0; #define MAX_FONTS 6 static fontInfo_t registeredFont[MAX_FONTS]; */ /* ================= UI_RegisterFont ================= */ int UI_RegisterFont(const char *fontName) { int iFontIndex = ui.R_RegisterFont(fontName); if (iFontIndex == 0) { iFontIndex = ui.R_RegisterFont("ergoec"); // fall back } return iFontIndex; }