mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-14 17:00:42 +00:00
721 lines
24 KiB
C
721 lines
24 KiB
C
//-----------------------------------------------------------------------------
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//
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// $Id$
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//
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//-----------------------------------------------------------------------------
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//
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// $Log: ui_shared.h,v $
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// Revision 1.22 2006/04/14 18:02:06 makro
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// no message
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//
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// Revision 1.21 2005/09/07 20:24:33 makro
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// Vector support for most item types
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//
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// Revision 1.20 2005/02/15 16:33:39 makro
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// Tons of updates (entity tree attachment system, UI vectors)
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//
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// Revision 1.19 2003/04/06 21:46:56 makro
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// no message
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//
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// Revision 1.18 2003/04/06 18:31:22 makro
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// SSG crosshairs
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//
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// Revision 1.17 2003/03/31 00:23:18 makro
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// Replacements and stuff
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//
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// Revision 1.16 2003/02/26 18:22:05 makro
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// Added an option to change crosshair size in assetGlobalDef's
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//
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// Revision 1.15 2003/02/13 21:19:51 makro
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// no message
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//
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// Revision 1.14 2002/06/22 19:20:57 makro
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// Changed number of custom SSG crosshairs to 6
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//
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// Revision 1.13 2002/06/16 20:06:15 jbravo
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// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
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//
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// Revision 1.12 2002/06/12 11:15:31 makro
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// Support for changing the SSG crosshair. Some other stuff
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//
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// Revision 1.11 2002/04/11 20:57:19 makro
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// Tweaked onShow script handling; added onFirstShow script
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//
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// Revision 1.10 2002/03/24 21:26:14 makro
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// no message
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//
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// Revision 1.9 2002/03/14 21:52:08 makro
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// no message
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//
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// Revision 1.8 2002/03/10 22:10:10 makro
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// no message
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//
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// Revision 1.7 2002/03/03 21:22:58 makro
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// no message
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//
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// Revision 1.5 2002/02/24 00:54:12 makro
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// Even more fixes to the shortcut keys code.
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// Added more info to the header, too :)
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//
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// Revision 1.4 2002/02/23 15:02:22 makro
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// Improved the code that checks for shortcut keys, it runs a lot faster now
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//
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// Revision 1.3 2002/02/21 20:10:16 jbravo
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// Converted files back from M$ format and added cvs headers again.
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//
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// Revision 1.2 makro
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// Added support for shortcut keys, 3d model rotation, model origin offset,
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// new command to bring up the weapon menu and a cvar to be used in the
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// player options menu. Also improved the remapShader command.
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//
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//
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//-----------------------------------------------------------------------------
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#ifndef __UI_SHARED_H
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#define __UI_SHARED_H
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#include "../qcommon/q_shared.h"
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#include "../renderercommon/tr_types.h"
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#include "keycodes.h"
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#include "menudef.h"
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#define MAX_MENUNAME 32
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#define MAX_ITEMTEXT 64
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#define MAX_ITEMACTION 64
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#define MAX_MENUDEFFILE 4096
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#define MAX_MENUFILE 32768
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#define MAX_MENUS 64
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//Makro - changed max item count from 96 to 100
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//Makro - changed to 192
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#define MAX_MENUITEMS 192
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#define MAX_COLOR_RANGES 10
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#define MAX_OPEN_MENUS 32
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#define WINDOW_MOUSEOVER 0x00000001 // mouse is over it, non exclusive
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#define WINDOW_HASFOCUS 0x00000002 // has cursor focus, exclusive
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#define WINDOW_VISIBLE 0x00000004 // is visible
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#define WINDOW_GREY 0x00000008 // is visible but grey ( non-active )
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#define WINDOW_DECORATION 0x00000010 // for decoration only, no mouse, keyboard, etc..
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#define WINDOW_FADINGOUT 0x00000020 // fading out, non-active
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#define WINDOW_FADINGIN 0x00000040 // fading in
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#define WINDOW_MOUSEOVERTEXT 0x00000080 // mouse is over it, non exclusive
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#define WINDOW_INTRANSITION 0x00000100 // window is in transition
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#define WINDOW_FORECOLORSET 0x00000200 // forecolor was explicitly set ( used to color alpha images or not )
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#define WINDOW_HORIZONTAL 0x00000400 // for list boxes and sliders, vertical is default this is set of horizontal
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#define WINDOW_LB_LEFTARROW 0x00000800 // mouse is over left/up arrow
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#define WINDOW_LB_RIGHTARROW 0x00001000 // mouse is over right/down arrow
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#define WINDOW_LB_THUMB 0x00002000 // mouse is over thumb
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#define WINDOW_LB_PGUP 0x00004000 // mouse is over page up
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#define WINDOW_LB_PGDN 0x00008000 // mouse is over page down
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#define WINDOW_ORBITING 0x00010000 // item is in orbit
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#define WINDOW_OOB_CLICK 0x00020000 // close on out of bounds click
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#define WINDOW_WRAPPED 0x00040000 // manually wrap text
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#define WINDOW_AUTOWRAPPED 0x00080000 // auto wrap text
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#define WINDOW_FORCED 0x00100000 // forced open
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#define WINDOW_POPUP 0x00200000 // popup
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#define WINDOW_BACKCOLORSET 0x00400000 // backcolor was explicitly set
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#define WINDOW_TIMEDVISIBLE 0x00800000 // visibility timing ( NOT implemented )
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//Makro - ugliest hack ever... by far
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#define WINDOW_RENDERPOINT 0x01000000
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//Makro - forced text color
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#define WINDOW_FORCE_TEXT_COLOR 0x02000000
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//Makro - randomizes texture co-ordinates (useful for simulating screen static)
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#define WINDOW_RANDOM_TCGEN 0x04000000
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//Makro - parent is moved around when this item is clicked
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#define WINDOW_MENU_ANCHOR 0x08000000
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//Makro - window is fullscreen
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#define WINDOW_FULLSCREEN 0x10000000
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// CGAME cursor type bits
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#define CURSOR_NONE 0x00000001
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#define CURSOR_ARROW 0x00000002
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#define CURSOR_SIZER 0x00000004
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#ifdef CGAME
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#define STRING_POOL_SIZE 128*1024
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#else
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#define STRING_POOL_SIZE 384*1024
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#endif
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#define MAX_STRING_HANDLES 4096
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#define MAX_SCRIPT_ARGS 12
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#define MAX_EDITFIELD 256
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#define ART_FX_BASE "menu/art/fx_base"
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#define ART_FX_BLUE "menu/art/fx_blue"
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#define ART_FX_CYAN "menu/art/fx_cyan"
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#define ART_FX_GREEN "menu/art/fx_grn"
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#define ART_FX_RED "menu/art/fx_red"
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#define ART_FX_TEAL "menu/art/fx_teal"
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#define ART_FX_WHITE "menu/art/fx_white"
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#define ART_FX_YELLOW "menu/art/fx_yel"
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//Makro - removed "ui/assets" from these defines
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#define ASSET_GRADIENTBAR "gradientbar2.tga"
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#define ASSET_SCROLLBAR_V "scrollbar_vert.tga"
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//Makro - horizontal scrollbar
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#define ASSET_SCROLLBAR_H "scrollbar_horz.tga"
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#define ASSET_SCROLLBAR_ARROWDOWN "scrollbar_arrow_dwn_a.tga"
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#define ASSET_SCROLLBAR_ARROWUP "scrollbar_arrow_up_a.tga"
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#define ASSET_SCROLLBAR_ARROWLEFT "scrollbar_arrow_left_a.tga"
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#define ASSET_SCROLLBAR_ARROWRIGHT "scrollbar_arrow_right_a.tga"
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//Makro - displayed when clicked
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#define ASSET_SCROLLBAR_ARROWDOWN2 "scrollbar_arrow_dwn_b.tga"
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#define ASSET_SCROLLBAR_ARROWUP2 "scrollbar_arrow_up_b.tga"
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#define ASSET_SCROLLBAR_ARROWLEFT2 "scrollbar_arrow_left_b.tga"
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#define ASSET_SCROLLBAR_ARROWRIGHT2 "scrollbar_arrow_right_b.tga"
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#define ASSET_SCROLL_THUMB "scrollbar_thumb.tga"
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#define ASSET_SLIDER_BAR0 "slider2_0.tga"
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#define ASSET_SLIDER_BAR1 "slider2_1.tga"
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#define ASSET_SLIDER_THUMB "sliderbutt_1.tga"
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#define SCROLLBAR_SIZE 16.0
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#define SLIDER_WIDTH 96.0
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#define SLIDER_HEIGHT 16.0
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#define SLIDER_THUMB_WIDTH 12.0
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#define SLIDER_THUMB_HEIGHT 20.0
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//note - duplicated in bg_public.h
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#define NUM_CROSSHAIRS 10
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//Makro - moved to bg_public.h
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////Makro - for the SSG crosshair preview
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//#define NUM_SSGCROSSHAIRS 6
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typedef struct {
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const char *command;
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const char *args[MAX_SCRIPT_ARGS];
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} scriptDef_t;
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typedef struct {
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float x; // horiz position
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float y; // vert position
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float w; // width
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float h; // height;
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qboolean hasVectors;
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float u[2], v[2];
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} rectDef_t;
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typedef rectDef_t Rectangle;
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//Makro - point
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typedef struct {
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float x;
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float y;
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} pointDef_t;
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typedef pointDef_t Point;
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typedef enum
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{
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BACKCOLOR,
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FORECOLOR,
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BORDERCOLOR
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} colorType_t;
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//Makro - for the new fading method
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typedef struct {
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vec4_t color1;
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vec4_t color2;
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qboolean active;
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colorType_t colorType;
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int startTime, endTime;
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} timeFade_t;
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#define MAX_SHORTCUT_KEYS 8
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//-----------------------------------------------
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// FIXME: do something to separate text vs window stuff
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typedef struct {
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Rectangle rect; // client coord rectangle
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Rectangle rectClient; // screen coord rectangle
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const char *name; //
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//Makro - adding support for shortcut keys
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//const char *shortcutKey;
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int shortcutKey[MAX_SHORTCUT_KEYS];
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//Makro - drop shadow effect
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int shadowStyle;
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const char *group; // if it belongs to a group
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//Makro - added
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const char *subgroup; // if it belongs to a subgroup
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const char *cinematicName; // cinematic name
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int cinematic; // cinematic handle
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int style; //
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int border; //
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int ownerDraw; // ownerDraw style
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int ownerDrawFlags; // show flags for ownerdraw items
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float borderSize; //
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int flags; // visible, focus, mouseover, cursor
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Rectangle rectEffects; // for various effects
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Rectangle rectEffects2; // for various effects
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int offsetTime; // time based value for various effects
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int nextTime; // time next effect should cycle
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//Makro - for the new fading method
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timeFade_t timeFade;
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vec4_t foreColor; // text color
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vec4_t backColor; // border color
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vec4_t borderColor; // border color
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vec4_t outlineColor; // border color
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qhandle_t background; // background asset
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} windowDef_t;
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typedef windowDef_t Window;
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typedef struct {
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vec4_t color;
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float low;
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float high;
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} colorRangeDef_t;
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// FIXME: combine flags into bitfields to save space
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// FIXME: consolidate all of the common stuff in one structure for menus and items
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// THINKABOUTME: is there any compelling reason not to have items contain items
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// and do away with a menu per say.. major issue is not being able to dynamically allocate
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// and destroy stuff.. Another point to consider is adding an alloc free call for vm's and have
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// the engine just allocate the pool for it based on a cvar
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// many of the vars are re-used for different item types, as such they are not always named appropriately
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// the benefits of c++ in DOOM will greatly help crap like this
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// FIXME: need to put a type ptr that points to specific type info per type
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//
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#define MAX_LB_COLUMNS 16
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typedef struct columnInfo_s {
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int pos;
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int width;
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int maxChars;
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} columnInfo_t;
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typedef struct listBoxDef_s {
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int startPos;
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int endPos;
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int drawPadding;
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int cursorPos;
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float elementWidth;
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float elementHeight;
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int elementStyle;
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int numColumns;
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columnInfo_t columnInfo[MAX_LB_COLUMNS];
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const char *doubleClick;
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qboolean notselectable;
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} listBoxDef_t;
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typedef struct editFieldDef_s {
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float minVal; // edit field limits
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float maxVal; //
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float defVal; //
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float range; //
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int maxChars; // for edit fields
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int maxPaintChars; // for edit fields
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int paintOffset; //
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} editFieldDef_t;
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#define MAX_MULTI_CVARS 32
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typedef struct multiDef_s {
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const char *cvarList[MAX_MULTI_CVARS];
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const char *cvarStr[MAX_MULTI_CVARS];
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float cvarValue[MAX_MULTI_CVARS];
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int count;
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qboolean strDef;
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} multiDef_t;
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typedef struct modelDef_s {
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//Makro - adding full rotation
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//int angle;
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vec3_t angles;
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vec3_t origin;
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float fov_x;
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float fov_y;
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int rotationSpeed;
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} modelDef_t;
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#define CVAR_ENABLE 0x00000001
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#define CVAR_DISABLE 0x00000002
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#define CVAR_SHOW 0x00000004
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#define CVAR_HIDE 0x00000008
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//Makro - added for YES/NO items
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#define YESNO_TEXT 0
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#define YESNO_ICON_LEFT 1
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#define YESNO_ICON_RIGHT 2
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typedef struct yesnoDef_s
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{
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int groupIndex;
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float activeCvarVal;
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char activeCvarStr[128];
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int kind; //text / icon_left / icon_right
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qboolean strDef;
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qboolean wasActive;
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int lastChangeTime;
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} yesnoDef_t;
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//
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typedef struct itemDef_s {
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Window window; // common positional, border, style, layout info
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Rectangle textRect; // rectangle the text ( if any ) consumes
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int type; // text, button, radiobutton, checkbox, textfield, listbox, combo
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int alignment; // left center right
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int textalignment; // ( optional ) alignment for text within rect based on text width
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float textalignx; // ( optional ) text alignment x coord
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float textaligny; // ( optional ) text alignment x coord
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float textscale; // scale percentage from 72pts
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//Makro - fixed height for autowrapped text
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float textHeight;
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int textStyle; // ( optional ) style, normal and shadowed are it for now
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const char *text; // display text
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void *parent; // menu owner
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qhandle_t asset; // handle to asset
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const char *mouseEnterText; // mouse enter script
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const char *mouseExitText; // mouse exit script
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const char *mouseEnter; // mouse enter script
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const char *mouseExit; // mouse exit script
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const char *action; // select script
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const char *onFocus; // select script
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const char *leaveFocus; // select script
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//Makro - action executed when the timer shows/hides this item
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const char *onTimerShow, *onTimerHide;
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const char *cvar; // associated cvar
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const char *cvarTest; // associated cvar for enable actions
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const char *enableCvar; // enable, disable, show, or hide based on value, this can contain a list
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int cvarFlags; // what type of action to take on cvarenables
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sfxHandle_t focusSound;
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int numColors; // number of color ranges
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colorRangeDef_t colorRanges[MAX_COLOR_RANGES];
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float special; // used for feeder id's etc.. diff per type
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int cursorPos; // cursor position in characters
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void *typeData; // type specific data ptr's
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//Makro - color to fade when
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} itemDef_t;
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typedef struct {
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Window window;
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const char *font; // font
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qboolean fullScreen; // covers entire screen
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int itemCount; // number of items;
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int fontIndex; //
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int cursorItem; // which item as the cursor
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int fadeCycle; //
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float fadeClamp; //
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float fadeAmount; //
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const char *onOpen; // run when the menu is first opened
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const char *onClose; // run when the menu is closed
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const char *onESC; // run when the menu is closed
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//Makro - executed when all the items in a timed sequence have been shown
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const char *onFinishTimer;
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//Makro - extra action to be executed on shown/hidden timer items
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const char *onTimerShow, *onTimerHide;
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//Makro - executed when the menu is shown
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const char *onShow;
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const char *onFirstShow;
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//Makro - executed when the user clicks outside the active area
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const char *onOOBClick;
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//Makro - special script to be executed when the menu is opened with "openspecial"
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const char *onOpenSpecial;
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qboolean shown;
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int showCount;
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const char *soundName; // background loop sound for menu
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//Makro - music intro
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const char *soundIntro;
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vec4_t focusColor; // focus color for items
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vec4_t disableColor; // focus color for items
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itemDef_t *items[MAX_MENUITEMS]; // items this menu contains
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//Makro - timer is on/off
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qboolean timerEnabled;
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int nextTimer, timerInterval, timedItems, timerPos, timerMaxDisplay;
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} menuDef_t;
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typedef struct {
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const char *fontStr;
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const char *cursorStr;
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const char *gradientStr;
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//Makro - this allows us to have more than one UI dir
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const char *assetsPath;
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fontInfo_t textFont;
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fontInfo_t smallFont;
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fontInfo_t bigFont;
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qhandle_t cursor;
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qhandle_t gradientBar;
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qhandle_t scrollBarArrowUp;
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qhandle_t scrollBarArrowDown;
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qhandle_t scrollBarArrowLeft;
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qhandle_t scrollBarArrowRight;
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//Makro - shown when clicked
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qhandle_t scrollBarArrowUp2;
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qhandle_t scrollBarArrowDown2;
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qhandle_t scrollBarArrowLeft2;
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qhandle_t scrollBarArrowRight2;
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//Makro - two separate backgrounds
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qhandle_t scrollBarH;
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qhandle_t scrollBarV;
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qhandle_t scrollBarThumb;
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qhandle_t buttonMiddle;
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qhandle_t buttonInside;
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qhandle_t solidBox;
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qhandle_t sliderBar0, sliderBar1;
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qhandle_t sliderThumb;
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// Makro - precache this instead of loading it per frame
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qhandle_t defaultLevelshot;
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sfxHandle_t menuEnterSound;
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sfxHandle_t menuExitSound;
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sfxHandle_t menuBuzzSound;
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sfxHandle_t itemFocusSound;
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float fadeClamp;
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int fadeCycle;
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float fadeAmount;
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float shadowX;
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float shadowY;
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vec4_t shadowColor;
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float shadowFadeClamp;
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qboolean fontRegistered;
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// 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
|