//----------------------------------------------------------------------------- // // $Id$ // //----------------------------------------------------------------------------- // // $Log$ // Revision 1.8 2003/04/19 17:41:26 jbravo // Applied changes that where in 1.29h -> 1.32b gamecode. // // Revision 1.7 2002/08/26 00:41:52 makro // Presets menu + editor // // Revision 1.6 2002/06/16 20:06:15 jbravo // Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap" // // Revision 1.5 2002/04/30 11:56:54 makro // Stuff // // Revision 1.4 2002/03/03 21:22:58 makro // no message // // Revision 1.3 2002/02/21 20:10:16 jbravo // Converted files back from M$ format and added cvs headers again. // // //----------------------------------------------------------------------------- // Copyright (C) 1999-2000 Id Software, Inc. // #ifndef __UI_PUBLIC_H__ #define __UI_PUBLIC_H__ #define UI_API_VERSION 6 typedef struct { connstate_t connState; int connectPacketCount; int clientNum; char servername[MAX_STRING_CHARS]; char updateInfoString[MAX_STRING_CHARS]; char messageString[MAX_STRING_CHARS]; } uiClientState_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, 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, 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, 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, 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, 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, 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, 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, UI_VERIFY_CDKEY, UI_LAN_SERVERSTATUS, UI_LAN_GETSERVERPING, UI_LAN_SERVERISVISIBLE, UI_LAN_COMPARESERVERS, // 1.32 UI_FS_SEEK, UI_SET_PBCLSTATUS, UI_MEMSET = 100, UI_MEMCPY, UI_STRNCPY, UI_SIN, UI_COS, UI_ATAN2, UI_SQRT, UI_FLOOR, UI_CEIL } uiImport_t; typedef enum { UIMENU_NONE, UIMENU_MAIN, UIMENU_INGAME, UIMENU_NEED_CD, UIMENU_BAD_CD_KEY, UIMENU_TEAM, UIMENU_POSTGAME, // Makro - added weapon menu UIMENU_RQ3_WEAPON, // Makro - added join menu UIMENU_RQ3_JOIN, // Makro - tkok yes/no menu UIMENU_RQ3_TKOK, // Makro - radio presets menu UIMENU_RQ3_PRESETS, // Makro - post-vid_restart menu UIMENU_RQ3_POST_VID_RESTART, } uiMenuCommand_t; #define SORT_HOST 0 #define SORT_MAP 1 #define SORT_CLIENTS 2 #define SORT_GAME 3 #define SORT_PING 4 #define SORT_PUNKBUSTER 5 typedef enum { UI_GETAPIVERSION = 0, // system reserved UI_INIT, // void UI_Init( void ); UI_SHUTDOWN, // void UI_Shutdown( void ); UI_KEY_EVENT, // void UI_KeyEvent( int key ); UI_MOUSE_EVENT, // void UI_MouseEvent( int dx, int dy ); UI_REFRESH, // void UI_Refresh( int time ); UI_IS_FULLSCREEN, // qboolean UI_IsFullscreen( void ); UI_SET_ACTIVE_MENU, // void UI_SetActiveMenu( uiMenuCommand_t menu ); UI_CONSOLE_COMMAND, // qboolean UI_ConsoleCommand( int realTime ); UI_DRAW_CONNECT_SCREEN, // void UI_DrawConnectScreen( qboolean overlay ); UI_HASUNIQUECDKEY // if !overlay, the background will be drawn, otherwise it will be // overlayed over whatever the cgame has drawn. // a GetClientState syscall will be made to get the current strings } uiExport_t; #endif