stvoy-sp-sdk/ui/ui_public.h

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2002-11-22 00:00:00 +00:00
#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
// 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_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, float fLightValue);
qboolean(*SG_GetSaveImage)( const char *psPathlessBaseName, void *pvAddress );
void *(*SG_GetSaveGameComment)(const char *psPathlessBaseName);
qboolean (*SG_ValidateForLoadSaveScreen)(const char *psPathlessBaseName);
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 );
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 );
} uiimport_t;
typedef struct {
void (*UI_Init)( int apiVersion, uiimport_t *uiimport );
void (*UI_Shutdown)( void );
void (*UI_KeyEvent)( int key );
void (*UI_MouseEvent)( int dx, int dy );
void (*UI_Refresh)( int time );
void (*UI_GetActiveMenu)( char **menuname, qboolean *fullscreen );
void (*UI_SetActiveMenu)( const char* menuname, const char *menuID);
qboolean (*UI_ConsoleCommand)( void );
void (*UI_DrawConnect)( const char *servername, const char * updateInfoString );
void (*UI_DrawConnectText)( const char *servername, const char * updateInfoString );
void (*UI_UpdateConnectionString)( char *string );
void (*UI_UpdateConnectionMessageString)( char *string );
} uiexport_t;
uiexport_t *GetUIAPI( void );
#endif