//----------------------------------------------------------------------------- // // $Id$ // //----------------------------------------------------------------------------- // // $Log: ui_shared.h,v $ // Revision 1.22 2006/04/14 18:02:06 makro // no message // // Revision 1.21 2005/09/07 20:24:33 makro // Vector support for most item types // // Revision 1.20 2005/02/15 16:33:39 makro // Tons of updates (entity tree attachment system, UI vectors) // // Revision 1.19 2003/04/06 21:46:56 makro // no message // // Revision 1.18 2003/04/06 18:31:22 makro // SSG crosshairs // // Revision 1.17 2003/03/31 00:23:18 makro // Replacements and stuff // // Revision 1.16 2003/02/26 18:22:05 makro // Added an option to change crosshair size in assetGlobalDef's // // Revision 1.15 2003/02/13 21:19:51 makro // no message // // Revision 1.14 2002/06/22 19:20:57 makro // Changed number of custom SSG crosshairs to 6 // // Revision 1.13 2002/06/16 20:06:15 jbravo // Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap" // // Revision 1.12 2002/06/12 11:15:31 makro // Support for changing the SSG crosshair. Some other stuff // // Revision 1.11 2002/04/11 20:57:19 makro // Tweaked onShow script handling; added onFirstShow script // // Revision 1.10 2002/03/24 21:26:14 makro // no message // // Revision 1.9 2002/03/14 21:52:08 makro // no message // // Revision 1.8 2002/03/10 22:10:10 makro // no message // // Revision 1.7 2002/03/03 21:22:58 makro // no message // // Revision 1.5 2002/02/24 00:54:12 makro // Even more fixes to the shortcut keys code. // Added more info to the header, too :) // // Revision 1.4 2002/02/23 15:02:22 makro // Improved the code that checks for shortcut keys, it runs a lot faster now // // Revision 1.3 2002/02/21 20:10:16 jbravo // Converted files back from M$ format and added cvs headers again. // // Revision 1.2 makro // Added support for shortcut keys, 3d model rotation, model origin offset, // new command to bring up the weapon menu and a cvar to be used in the // player options menu. Also improved the remapShader command. // // //----------------------------------------------------------------------------- #ifndef __UI_SHARED_H #define __UI_SHARED_H #include "../qcommon/q_shared.h" #include "../renderercommon/tr_types.h" #include "keycodes.h" #include "menudef.h" #define MAX_MENUNAME 32 #define MAX_ITEMTEXT 64 #define MAX_ITEMACTION 64 #define MAX_MENUDEFFILE 4096 #define MAX_MENUFILE 32768 #define MAX_MENUS 64 //Makro - changed max item count from 96 to 100 //Makro - changed to 192 #define MAX_MENUITEMS 192 #define MAX_COLOR_RANGES 10 #define MAX_OPEN_MENUS 32 #define WINDOW_MOUSEOVER 0x00000001 // mouse is over it, non exclusive #define WINDOW_HASFOCUS 0x00000002 // has cursor focus, exclusive #define WINDOW_VISIBLE 0x00000004 // is visible #define WINDOW_GREY 0x00000008 // is visible but grey ( non-active ) #define WINDOW_DECORATION 0x00000010 // for decoration only, no mouse, keyboard, etc.. #define WINDOW_FADINGOUT 0x00000020 // fading out, non-active #define WINDOW_FADINGIN 0x00000040 // fading in #define WINDOW_MOUSEOVERTEXT 0x00000080 // mouse is over it, non exclusive #define WINDOW_INTRANSITION 0x00000100 // window is in transition #define WINDOW_FORECOLORSET 0x00000200 // forecolor was explicitly set ( used to color alpha images or not ) #define WINDOW_HORIZONTAL 0x00000400 // for list boxes and sliders, vertical is default this is set of horizontal #define WINDOW_LB_LEFTARROW 0x00000800 // mouse is over left/up arrow #define WINDOW_LB_RIGHTARROW 0x00001000 // mouse is over right/down arrow #define WINDOW_LB_THUMB 0x00002000 // mouse is over thumb #define WINDOW_LB_PGUP 0x00004000 // mouse is over page up #define WINDOW_LB_PGDN 0x00008000 // mouse is over page down #define WINDOW_ORBITING 0x00010000 // item is in orbit #define WINDOW_OOB_CLICK 0x00020000 // close on out of bounds click #define WINDOW_WRAPPED 0x00040000 // manually wrap text #define WINDOW_AUTOWRAPPED 0x00080000 // auto wrap text #define WINDOW_FORCED 0x00100000 // forced open #define WINDOW_POPUP 0x00200000 // popup #define WINDOW_BACKCOLORSET 0x00400000 // backcolor was explicitly set #define WINDOW_TIMEDVISIBLE 0x00800000 // visibility timing ( NOT implemented ) //Makro - ugliest hack ever... by far #define WINDOW_RENDERPOINT 0x01000000 //Makro - forced text color #define WINDOW_FORCE_TEXT_COLOR 0x02000000 //Makro - randomizes texture co-ordinates (useful for simulating screen static) #define WINDOW_RANDOM_TCGEN 0x04000000 //Makro - parent is moved around when this item is clicked #define WINDOW_MENU_ANCHOR 0x08000000 //Makro - window is fullscreen #define WINDOW_FULLSCREEN 0x10000000 // CGAME cursor type bits #define CURSOR_NONE 0x00000001 #define CURSOR_ARROW 0x00000002 #define CURSOR_SIZER 0x00000004 #ifdef CGAME #define STRING_POOL_SIZE 128*1024 #else #define STRING_POOL_SIZE 384*1024 #endif #define MAX_STRING_HANDLES 4096 #define MAX_SCRIPT_ARGS 12 #define MAX_EDITFIELD 256 #define ART_FX_BASE "menu/art/fx_base" #define ART_FX_BLUE "menu/art/fx_blue" #define ART_FX_CYAN "menu/art/fx_cyan" #define ART_FX_GREEN "menu/art/fx_grn" #define ART_FX_RED "menu/art/fx_red" #define ART_FX_TEAL "menu/art/fx_teal" #define ART_FX_WHITE "menu/art/fx_white" #define ART_FX_YELLOW "menu/art/fx_yel" //Makro - removed "ui/assets" from these defines #define ASSET_GRADIENTBAR "gradientbar2.tga" #define ASSET_SCROLLBAR_V "scrollbar_vert.tga" //Makro - horizontal scrollbar #define ASSET_SCROLLBAR_H "scrollbar_horz.tga" #define ASSET_SCROLLBAR_ARROWDOWN "scrollbar_arrow_dwn_a.tga" #define ASSET_SCROLLBAR_ARROWUP "scrollbar_arrow_up_a.tga" #define ASSET_SCROLLBAR_ARROWLEFT "scrollbar_arrow_left_a.tga" #define ASSET_SCROLLBAR_ARROWRIGHT "scrollbar_arrow_right_a.tga" //Makro - displayed when clicked #define ASSET_SCROLLBAR_ARROWDOWN2 "scrollbar_arrow_dwn_b.tga" #define ASSET_SCROLLBAR_ARROWUP2 "scrollbar_arrow_up_b.tga" #define ASSET_SCROLLBAR_ARROWLEFT2 "scrollbar_arrow_left_b.tga" #define ASSET_SCROLLBAR_ARROWRIGHT2 "scrollbar_arrow_right_b.tga" #define ASSET_SCROLL_THUMB "scrollbar_thumb.tga" #define ASSET_SLIDER_BAR0 "slider2_0.tga" #define ASSET_SLIDER_BAR1 "slider2_1.tga" #define ASSET_SLIDER_THUMB "sliderbutt_1.tga" #define SCROLLBAR_SIZE 16.0 #define SLIDER_WIDTH 96.0 #define SLIDER_HEIGHT 16.0 #define SLIDER_THUMB_WIDTH 12.0 #define SLIDER_THUMB_HEIGHT 20.0 //note - duplicated in bg_public.h #define NUM_CROSSHAIRS 10 //Makro - moved to bg_public.h ////Makro - for the SSG crosshair preview //#define NUM_SSGCROSSHAIRS 6 typedef struct { const char *command; const char *args[MAX_SCRIPT_ARGS]; } scriptDef_t; typedef struct { float x; // horiz position float y; // vert position float w; // width float h; // height; qboolean hasVectors; float u[2], v[2]; } rectDef_t; typedef rectDef_t Rectangle; //Makro - point typedef struct { float x; float y; } pointDef_t; typedef pointDef_t Point; typedef enum { BACKCOLOR, FORECOLOR, BORDERCOLOR } colorType_t; //Makro - for the new fading method typedef struct { vec4_t color1; vec4_t color2; qboolean active; colorType_t colorType; int startTime, endTime; } timeFade_t; #define MAX_SHORTCUT_KEYS 8 //----------------------------------------------- // FIXME: do something to separate text vs window stuff typedef struct { Rectangle rect; // client coord rectangle Rectangle rectClient; // screen coord rectangle const char *name; // //Makro - adding support for shortcut keys //const char *shortcutKey; int shortcutKey[MAX_SHORTCUT_KEYS]; //Makro - drop shadow effect int shadowStyle; const char *group; // if it belongs to a group //Makro - added const char *subgroup; // if it belongs to a subgroup const char *cinematicName; // cinematic name int cinematic; // cinematic handle int style; // int border; // int ownerDraw; // ownerDraw style int ownerDrawFlags; // show flags for ownerdraw items float borderSize; // int flags; // visible, focus, mouseover, cursor Rectangle rectEffects; // for various effects Rectangle rectEffects2; // for various effects int offsetTime; // time based value for various effects int nextTime; // time next effect should cycle //Makro - for the new fading method timeFade_t timeFade; vec4_t foreColor; // text color vec4_t backColor; // border color vec4_t borderColor; // border color vec4_t outlineColor; // border color qhandle_t background; // background asset } windowDef_t; typedef windowDef_t Window; typedef struct { vec4_t color; float low; float high; } colorRangeDef_t; // FIXME: combine flags into bitfields to save space // FIXME: consolidate all of the common stuff in one structure for menus and items // THINKABOUTME: is there any compelling reason not to have items contain items // and do away with a menu per say.. major issue is not being able to dynamically allocate // and destroy stuff.. Another point to consider is adding an alloc free call for vm's and have // the engine just allocate the pool for it based on a cvar // many of the vars are re-used for different item types, as such they are not always named appropriately // the benefits of c++ in DOOM will greatly help crap like this // FIXME: need to put a type ptr that points to specific type info per type // #define MAX_LB_COLUMNS 16 typedef struct columnInfo_s { int pos; int width; int maxChars; } columnInfo_t; typedef struct listBoxDef_s { int startPos; int endPos; int drawPadding; int cursorPos; float elementWidth; float elementHeight; int elementStyle; int numColumns; columnInfo_t columnInfo[MAX_LB_COLUMNS]; const char *doubleClick; qboolean notselectable; } listBoxDef_t; typedef struct editFieldDef_s { float minVal; // edit field limits float maxVal; // float defVal; // float range; // int maxChars; // for edit fields int maxPaintChars; // for edit fields int paintOffset; // } editFieldDef_t; #define MAX_MULTI_CVARS 32 typedef struct multiDef_s { const char *cvarList[MAX_MULTI_CVARS]; const char *cvarStr[MAX_MULTI_CVARS]; float cvarValue[MAX_MULTI_CVARS]; int count; qboolean strDef; } multiDef_t; typedef struct modelDef_s { //Makro - adding full rotation //int angle; vec3_t angles; vec3_t origin; float fov_x; float fov_y; int rotationSpeed; } modelDef_t; #define CVAR_ENABLE 0x00000001 #define CVAR_DISABLE 0x00000002 #define CVAR_SHOW 0x00000004 #define CVAR_HIDE 0x00000008 //Makro - added for YES/NO items #define YESNO_TEXT 0 #define YESNO_ICON_LEFT 1 #define YESNO_ICON_RIGHT 2 typedef struct yesnoDef_s { int groupIndex; float activeCvarVal; char activeCvarStr[128]; int kind; //text / icon_left / icon_right qboolean strDef; qboolean wasActive; int lastChangeTime; } yesnoDef_t; // typedef struct itemDef_s { Window window; // common positional, border, style, layout info Rectangle textRect; // rectangle the text ( if any ) consumes int type; // text, button, radiobutton, checkbox, textfield, listbox, combo int alignment; // left center right int textalignment; // ( optional ) alignment for text within rect based on text width float textalignx; // ( optional ) text alignment x coord float textaligny; // ( optional ) text alignment x coord float textscale; // scale percentage from 72pts //Makro - fixed height for autowrapped text float textHeight; int textStyle; // ( optional ) style, normal and shadowed are it for now const char *text; // display text void *parent; // menu owner qhandle_t asset; // handle to asset const char *mouseEnterText; // mouse enter script const char *mouseExitText; // mouse exit script const char *mouseEnter; // mouse enter script const char *mouseExit; // mouse exit script const char *action; // select script const char *onFocus; // select script const char *leaveFocus; // select script //Makro - action executed when the timer shows/hides this item const char *onTimerShow, *onTimerHide; const char *cvar; // associated cvar const char *cvarTest; // associated cvar for enable actions const char *enableCvar; // enable, disable, show, or hide based on value, this can contain a list int cvarFlags; // what type of action to take on cvarenables sfxHandle_t focusSound; int numColors; // number of color ranges colorRangeDef_t colorRanges[MAX_COLOR_RANGES]; float special; // used for feeder id's etc.. diff per type int cursorPos; // cursor position in characters void *typeData; // type specific data ptr's //Makro - color to fade when } itemDef_t; typedef struct { Window window; const char *font; // font qboolean fullScreen; // covers entire screen int itemCount; // number of items; int fontIndex; // int cursorItem; // which item as the cursor int fadeCycle; // float fadeClamp; // float fadeAmount; // const char *onOpen; // run when the menu is first opened const char *onClose; // run when the menu is closed const char *onESC; // run when the menu is closed //Makro - executed when all the items in a timed sequence have been shown const char *onFinishTimer; //Makro - extra action to be executed on shown/hidden timer items const char *onTimerShow, *onTimerHide; //Makro - executed when the menu is shown const char *onShow; const char *onFirstShow; //Makro - executed when the user clicks outside the active area const char *onOOBClick; //Makro - special script to be executed when the menu is opened with "openspecial" const char *onOpenSpecial; qboolean shown; int showCount; const char *soundName; // background loop sound for menu //Makro - music intro const char *soundIntro; vec4_t focusColor; // focus color for items vec4_t disableColor; // focus color for items itemDef_t *items[MAX_MENUITEMS]; // items this menu contains //Makro - timer is on/off qboolean timerEnabled; int nextTimer, timerInterval, timedItems, timerPos, timerMaxDisplay; } menuDef_t; typedef struct { const char *fontStr; const char *cursorStr; const char *gradientStr; //Makro - this allows us to have more than one UI dir const char *assetsPath; fontInfo_t textFont; fontInfo_t smallFont; fontInfo_t bigFont; qhandle_t cursor; qhandle_t gradientBar; qhandle_t scrollBarArrowUp; qhandle_t scrollBarArrowDown; qhandle_t scrollBarArrowLeft; qhandle_t scrollBarArrowRight; //Makro - shown when clicked qhandle_t scrollBarArrowUp2; qhandle_t scrollBarArrowDown2; qhandle_t scrollBarArrowLeft2; qhandle_t scrollBarArrowRight2; //Makro - two separate backgrounds qhandle_t scrollBarH; qhandle_t scrollBarV; qhandle_t scrollBarThumb; qhandle_t buttonMiddle; qhandle_t buttonInside; qhandle_t solidBox; qhandle_t sliderBar0, sliderBar1; qhandle_t sliderThumb; // Makro - precache this instead of loading it per frame qhandle_t defaultLevelshot; sfxHandle_t menuEnterSound; sfxHandle_t menuExitSound; sfxHandle_t menuBuzzSound; sfxHandle_t itemFocusSound; float fadeClamp; int fadeCycle; float fadeAmount; float shadowX; float shadowY; vec4_t shadowColor; float shadowFadeClamp; qboolean fontRegistered; // player settings qhandle_t fxBasePic; qhandle_t fxPic[7]; qhandle_t crosshairShader[NUM_CROSSHAIRS]; //Makro - for the SSG crosshair preview qhandle_t SSGcrosshairShader; //Makro - for drop shadow effects qhandle_t dropShadowCorners[4]; qhandle_t dropShadowRight, dropShadowBottom; //Makro - for grouped checkboxes qhandle_t checkBox0, checkBox1; } cachedAssets_t; typedef struct { const char *name; void (*handler) (itemDef_t * item, char **args); } commandDef_t; //Makro - added for packing bits #define GETBIT(intvec, pos) ( ( ((intvec)[(pos)>>5]) & (1<<((pos) & 31)) ) != 0 ) #define SETBIT(intvec, pos, bit) if (bit)\ (intvec)[(pos)>>5] |= (1 << ((pos) & 31));\ else\ (intvec)[(pos)>>5] &= ~(1 << ((pos) & 31))\ #define MAX_NUM_GL_EXTENSIONS 128 #define MAX_NUM_SUPPORTED_MODES 256 typedef struct { unsigned int width; unsigned int height; } resolution_t; typedef struct { qhandle_t(*registerShaderNoMip) (const char *p); void (*setColor) (const vec4_t v); void (*drawHandlePic) (float x, float y, float w, float h, qhandle_t asset); //Makro - added "adjust" void (*drawStretchPic) (float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader, qboolean adjust); //Makro - angled pictures void (*drawAngledPic) (float x, float y, float w, float h, const float *u, const float *v, const float *color, float s1, float t1, float s2, float t2, qhandle_t hShader); //Makro - added forceColor and maxwidth void (*drawText) (float x, float y, float scale, vec4_t color, const char *text, float adjust, int limit, float maxwidth, int style, qboolean forceColor); //Makro - angled text void (*drawAngledText) (float x, float y, const float *u, const float *v, float scale, vec4_t color, const char *text, float adjust, int limit, float maxwidth, int style, qboolean forceColor); int (*textWidth) (const char *text, float scale, int limit); int (*textHeight) (const char *text, float scale, int limit); qhandle_t(*registerModel) (const char *p); void (*modelBounds) (qhandle_t model, vec3_t min, vec3_t max); void (*fillRect) (float x, float y, float w, float h, const vec4_t color); //Makro - added shader parm void (*drawRect) (float x, float y, float w, float h, float size, const vec4_t color, qhandle_t shader); void (*drawSides) (float x, float y, float w, float h, float size, qhandle_t shader); void (*drawAngledRect) (float x, float y, float w, float h, const float *u, const float *v, float size, const float *color, unsigned char type, qhandle_t shader); void (*drawTopBottom) (float x, float y, float w, float h, float size, qhandle_t shader); void (*clearScene) ( void ); void (*addRefEntityToScene) (const refEntity_t * re); void (*renderScene) (const refdef_t * fd); void (*registerFont) (const char *pFontname, int pointSize, fontInfo_t * font); //Makro - aded item void (*ownerDrawItem) (itemDef_t *item, float x, float y, float w, float h, float text_x, float text_y, int ownerDraw, int ownerDrawFlags, int align, float special, float scale, vec4_t color, qhandle_t shader, int textStyle); float (*getValue) (int ownerDraw); qboolean(*ownerDrawVisible) (int flags); void (*runScript) (char **p); void (*getTeamColor) (vec4_t * color); void (*getCVarString) (const char *cvar, char *buffer, int bufsize); float (*getCVarValue) (const char *cvar); void (*setCVar) (const char *cvar, const char *value); void (*drawTextWithCursor) (float x, float y, float scale, vec4_t color, const char *text, int cursorPos, char cursor, int limit, int style); //Makro - vector items void (*drawAngledTextWithCursor) (float x, float y, const float *u, const float *v, float scale, vec4_t color, const char *text, int cursorPos, char cursor, int limit, int style); void (*setOverstrikeMode) (qboolean b); qboolean(*getOverstrikeMode) ( void ); void (*startLocalSound) (sfxHandle_t sfx, int channelNum); qboolean(*ownerDrawHandleKey) (int ownerDraw, int flags, float *special, int key); int (*feederCount) (float feederID); const char *(*feederItemText) (float feederID, int index, int column, qhandle_t * handle); qhandle_t(*feederItemImage) (float feederID, int index); void (*feederSelection) (float feederID, int index); void (*keynumToStringBuf) (int keynum, char *buf, int buflen); void (*getBindingBuf) (int keynum, char *buf, int buflen); void (*setBinding) (int keynum, const char *binding); void (*executeText) (int exec_when, const char *text); void (*Error)(int level, const char *error, ...) __attribute__ ((format (printf, 2, 3))); void (*Print)(const char *msg, ...) __attribute__ ((format (printf, 1, 2))); void (*Pause) (qboolean b); int (*ownerDrawWidth) (int ownerDraw, float scale); sfxHandle_t(*registerSound) (const char *name, qboolean compressed); void (*startBackgroundTrack) (const char *intro, const char *loop); void (*stopBackgroundTrack) ( void ); int (*playCinematic) (const char *name, float x, float y, float w, float h); void (*stopCinematic) (int handle); void (*drawCinematic) (int handle, float x, float y, float w, float h); void (*runCinematicFrame) (int handle); float yscale; float xscale; float bias; int realTime; int frameTime; int cursorx; int cursory; //Makro - added cursor size int cursorSize; //Makro - mouse down qboolean mouseDown[3]; int mouseDownPos[2]; //Makro - last time the cursor was moved int mouseMoveTime; qboolean debug; cachedAssets_t Assets; glconfig_t glconfig; qhandle_t whiteShader; qhandle_t gradientImage; qhandle_t cursor; //Makro - added; almost useless qhandle_t selectShader; float FPS; //Makro - added int smoothFPS; //Makro - vector items speed hack int pendingPolys; //and a z-order hack float polyZ; refdef_t scene2D; //Makro - fade in/out float overlayColor[4], overlayColor2[4]; int overlayFadeStart, overlayFadeEnd; //Makro - keep track of key presses int keysStatus[1024/(8*sizeof(int))]; //Makro - gl extensions const char *glExtensions[MAX_NUM_GL_EXTENSIONS]; int numGlExtensions; // Makro - total screen extents (which can go outside 0,0-640,480 for wide screens) float min[2]; float max[2]; // Makro - supported resolutions resolution_t supportedMode[MAX_NUM_SUPPORTED_MODES]; int numSupportedModes; int selectedMode; } displayContextDef_t; const char *String_Alloc(const char *p); void String_Init( void ); void String_Report( void ); void Init_Display(displayContextDef_t * dc); void Display_ExpandMacros(char *buff); void Menu_Init(menuDef_t * menu); void Item_Init(itemDef_t * item); void Menu_PostParse(menuDef_t * menu); menuDef_t *Menu_GetFocused( void ); void Menu_HandleKey(menuDef_t * menu, int key, qboolean down); void Menu_HandleMouseMove(menuDef_t * menu, float x, float y); void Menu_ScrollFeeder(menuDef_t * menu, int feeder, qboolean down); qboolean Float_Parse(char **p, float *f); qboolean Color_Parse(char **p, vec4_t * c); qboolean Int_Parse(char **p, int *i); qboolean Rect_Parse(char **p, rectDef_t * r); qboolean String_Parse(char **p, const char **out); qboolean Script_Parse(char **p, const char **out); qboolean PC_Float_Parse(int handle, float *f); qboolean PC_Color_Parse(int handle, vec4_t * c); qboolean PC_Int_Parse(int handle, int *i); qboolean PC_Rect_Parse(int handle, rectDef_t * r); qboolean PC_String_Parse(int handle, const char **out); qboolean PC_Script_Parse(int handle, const char **out); int Menu_Count( void ); void Menu_New(int handle); void Menu_PaintAll( void ); //Makro - added second parameter menuDef_t *Menus_ActivateByName(const char *p, qboolean special); void Menu_Reset( void ); qboolean Menus_AnyFullScreenVisible( void ); void Menus_Activate(menuDef_t * menu); //Makro - select the right player model icon void UI_RQ3_SelectPlayerIcon(menuDef_t *menu); //Makro - added int Text_maxPaintChars(char *text, float scale, float width); displayContextDef_t *Display_GetContext( void ); void *Display_CaptureItem(int x, int y); qboolean Display_MouseMove(void *p, int x, int y); int Display_CursorType(int x, int y); qboolean Display_KeyBindPending( void ); //Makro - added second parameter void Menus_OpenByName(const char *p, qboolean special); menuDef_t *Menus_FindByName(const char *p); void Menus_ShowByName(const char *p); void Menus_CloseByName(const char *p); void Display_HandleKey(int key, qboolean down, int x, int y); void LerpColor(vec4_t a, vec4_t b, vec4_t c, float t); void Menus_CloseAll( void ); void Menu_Paint(menuDef_t * menu, qboolean forcePaint); void Menu_SetFeederSelection(menuDef_t * menu, int feeder, int index, const char *name); void Display_CacheAll( void ); void *UI_Alloc(int size); void UI_InitMemory(void); qboolean UI_OutOfMemory( void ); void Controls_GetConfig(void); void Controls_SetConfig(qboolean restart); void Controls_SetDefaults(void); int trap_PC_AddGlobalDefine(char *define); int trap_PC_LoadSource(const char *filename); int trap_PC_FreeSource(int handle); int trap_PC_ReadToken(int handle, pc_token_t * pc_token); int trap_PC_SourceFileAndLine(int handle, char *filename, int *line); //Makro - new rendering stuff void UI_AddQuadToScene(qhandle_t hShader, const polyVert_t *verts); void UI_Render2DScene( void ); void Rect_ToInnerCoords(rectDef_t *rect, float x, float y, float *resx, float *resy); //#define UI_POLY_Z_OFFSET -0.00001f #define UI_POLY_Z_OFFSET 0.f //Makro - for all the lazy people #define IsBetween(a, min, max) ( (a) >= (min) && (a) <= (max) ) #define PRINT_RECT(r) (r).x, (r).y, (r).w, (r).h #define RECT_SIDES 1 #define RECT_TOPBOTTOM 2 #define RECT_FULL 3 #endif