#ifndef __UI_PUBLIC_H__ #define __UI_PUBLIC_H__ #include "../client/keycodes.h" #define UI_API_VERSION 2 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 int (*R_Font_StrLenPixels)(const char *text, const int setIndex, const float scale = 1.0f); int (*R_Font_StrLenChars)(const char *text); 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); qboolean (*Language_IsAsian) (void); unsigned int (*AnyLanguage_ReadCharFromString)( const char **ppsText, 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... void (*PrecacheScreenshot)( void ); //========= 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); // =========== 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 ); qboolean (*SP_Register)( const char *Package, unsigned char Registration ); const char *(*SP_GetStringText)(unsigned short ID); const char *(*SP_GetStringTextString)(const char *Reference); 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