mirror of
https://github.com/DrBeef/ioq3quest.git
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450 lines
17 KiB
C
450 lines
17 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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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 "../game/q_shared.h"
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#include "../cgame/tr_types.h"
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#include "keycodes.h"
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#include "../../ui/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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#define MAX_MENUITEMS 96
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#define MAX_COLOR_RANGES 10
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#define MAX_OPEN_MENUS 16
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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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// 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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#define ASSET_GRADIENTBAR "ui/assets/gradientbar2.tga"
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#define ASSET_SCROLLBAR "ui/assets/scrollbar.tga"
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#define ASSET_SCROLLBAR_ARROWDOWN "ui/assets/scrollbar_arrow_dwn_a.tga"
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#define ASSET_SCROLLBAR_ARROWUP "ui/assets/scrollbar_arrow_up_a.tga"
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#define ASSET_SCROLLBAR_ARROWLEFT "ui/assets/scrollbar_arrow_left.tga"
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#define ASSET_SCROLLBAR_ARROWRIGHT "ui/assets/scrollbar_arrow_right.tga"
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#define ASSET_SCROLL_THUMB "ui/assets/scrollbar_thumb.tga"
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#define ASSET_SLIDER_BAR "ui/assets/slider2.tga"
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#define ASSET_SLIDER_THUMB "ui/assets/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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#define NUM_CROSSHAIRS 10
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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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} rectDef_t;
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typedef rectDef_t Rectangle;
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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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const char *group; // if it belongs to a group
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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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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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int angle;
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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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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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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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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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} 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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const char *soundName; // background loop sound for menu
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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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} 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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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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qhandle_t scrollBar;
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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 sliderBar;
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qhandle_t sliderThumb;
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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
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qhandle_t fxBasePic;
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qhandle_t fxPic[7];
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qhandle_t crosshairShader[NUM_CROSSHAIRS];
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} cachedAssets_t;
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typedef struct {
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const char *name;
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void (*handler) (itemDef_t *item, char** args);
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} commandDef_t;
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typedef struct {
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qhandle_t (*registerShaderNoMip) (const char *p);
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void (*setColor) (const vec4_t v);
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void (*drawHandlePic) (float x, float y, float w, float h, qhandle_t asset);
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void (*drawStretchPic) (float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader );
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void (*drawText) (float x, float y, float scale, vec4_t color, const char *text, float adjust, int limit, int style );
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int (*textWidth) (const char *text, float scale, int limit);
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int (*textHeight) (const char *text, float scale, int limit);
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qhandle_t (*registerModel) (const char *p);
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void (*modelBounds) (qhandle_t model, vec3_t min, vec3_t max);
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void (*fillRect) ( float x, float y, float w, float h, const vec4_t color);
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void (*drawRect) ( float x, float y, float w, float h, float size, const vec4_t color);
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void (*drawSides) (float x, float y, float w, float h, float size);
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void (*drawTopBottom) (float x, float y, float w, float h, float size);
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void (*clearScene) ( void );
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void (*addRefEntityToScene) (const refEntity_t *re );
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void (*renderScene) ( const refdef_t *fd );
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void (*registerFont) (const char *pFontname, int pointSize, fontInfo_t *font);
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void (*ownerDrawItem) (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);
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float (*getValue) (int ownerDraw);
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qboolean (*ownerDrawVisible) (int flags);
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void (*runScript)(char **p);
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void (*getTeamColor)(vec4_t *color);
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void (*getCVarString)(const char *cvar, char *buffer, int bufsize);
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float (*getCVarValue)(const char *cvar);
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void (*setCVar)(const char *cvar, const char *value);
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void (*drawTextWithCursor)(float x, float y, float scale, vec4_t color, const char *text, int cursorPos, char cursor, int limit, int style);
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void (*setOverstrikeMode)(qboolean b);
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qboolean (*getOverstrikeMode)( void );
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void (*startLocalSound)( sfxHandle_t sfx, int channelNum );
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qboolean (*ownerDrawHandleKey)(int ownerDraw, int flags, float *special, int key);
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int (*feederCount)(float feederID);
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const char *(*feederItemText)(float feederID, int index, int column, qhandle_t *handle);
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qhandle_t (*feederItemImage)(float feederID, int index);
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void (*feederSelection)(float feederID, int index);
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void (*keynumToStringBuf)( int keynum, char *buf, int buflen );
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void (*getBindingBuf)( int keynum, char *buf, int buflen );
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void (*setBinding)( int keynum, const char *binding );
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void (*executeText)(int exec_when, const char *text );
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void (*Error)(int level, const char *error, ...);
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void (*Print)(const char *msg, ...);
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void (*Pause)(qboolean b);
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int (*ownerDrawWidth)(int ownerDraw, float scale);
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sfxHandle_t (*registerSound)(const char *name, qboolean compressed);
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void (*startBackgroundTrack)( const char *intro, const char *loop);
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void (*stopBackgroundTrack)( void );
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int (*playCinematic)(const char *name, float x, float y, float w, float h);
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void (*stopCinematic)(int handle);
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void (*drawCinematic)(int handle, float x, float y, float w, float h);
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void (*runCinematicFrame)(int handle);
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float yscale;
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float xscale;
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float bias;
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int realTime;
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int frameTime;
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int cursorx;
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int cursory;
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qboolean debug;
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cachedAssets_t Assets;
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glconfig_t glconfig;
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qhandle_t whiteShader;
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qhandle_t gradientImage;
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qhandle_t cursor;
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float FPS;
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} displayContextDef_t;
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const char *String_Alloc(const char *p);
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void String_Init( void );
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void String_Report( void );
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void Init_Display(displayContextDef_t *dc);
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void Display_ExpandMacros(char * buff);
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void Menu_Init(menuDef_t *menu);
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void Item_Init(itemDef_t *item);
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void Menu_PostParse(menuDef_t *menu);
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menuDef_t *Menu_GetFocused( void );
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void Menu_HandleKey(menuDef_t *menu, int key, qboolean down);
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void Menu_HandleMouseMove(menuDef_t *menu, float x, float y);
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void Menu_ScrollFeeder(menuDef_t *menu, int feeder, qboolean down);
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qboolean Float_Parse(char **p, float *f);
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qboolean Color_Parse(char **p, vec4_t *c);
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qboolean Int_Parse(char **p, int *i);
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qboolean Rect_Parse(char **p, rectDef_t *r);
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qboolean String_Parse(char **p, const char **out);
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qboolean Script_Parse(char **p, const char **out);
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qboolean PC_Float_Parse(int handle, float *f);
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qboolean PC_Color_Parse(int handle, vec4_t *c);
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qboolean PC_Int_Parse(int handle, int *i);
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qboolean PC_Rect_Parse(int handle, rectDef_t *r);
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qboolean PC_String_Parse(int handle, const char **out);
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qboolean PC_Script_Parse(int handle, const char **out);
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int Menu_Count( void );
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void Menu_New(int handle);
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void Menu_PaintAll( void );
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menuDef_t *Menus_ActivateByName(const char *p);
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void Menu_Reset( void );
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qboolean Menus_AnyFullScreenVisible( void );
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void Menus_Activate(menuDef_t *menu);
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displayContextDef_t *Display_GetContext( void );
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void *Display_CaptureItem(int x, int y);
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qboolean Display_MouseMove(void *p, int x, int y);
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int Display_CursorType(int x, int y);
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qboolean Display_KeyBindPending( void );
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void Menus_OpenByName(const char *p);
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menuDef_t *Menus_FindByName(const char *p);
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void Menus_ShowByName(const char *p);
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void Menus_CloseByName(const char *p);
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void Display_HandleKey(int key, qboolean down, int x, int y);
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void LerpColor(vec4_t a, vec4_t b, vec4_t c, float t);
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void Menus_CloseAll( void );
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void Menu_Paint(menuDef_t *menu, qboolean forcePaint);
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void Menu_SetFeederSelection(menuDef_t *menu, int feeder, int index, const char *name);
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void Display_CacheAll( void );
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void *UI_Alloc( int size );
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void UI_InitMemory( void );
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qboolean UI_OutOfMemory( void );
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void Controls_GetConfig( void );
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void Controls_SetConfig(qboolean restart);
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void Controls_SetDefaults( void );
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int trap_PC_AddGlobalDefine( char *define );
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int trap_PC_LoadSource( const char *filename );
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int trap_PC_FreeSource( int handle );
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int trap_PC_ReadToken( int handle, pc_token_t *pc_token );
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int trap_PC_SourceFileAndLine( int handle, char *filename, int *line );
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#endif
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