jkxr/Projects/Android/jni/OpenJK/code/ui/ui_local.h

251 lines
6.7 KiB
C
Raw Normal View History

/*
===========================================================================
Copyright (C) 1999 - 2005, Id Software, Inc.
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
#ifndef __UI_LOCAL_H__
#define __UI_LOCAL_H__
#include <string.h>
#include <limits.h>
#include "../qcommon/q_shared.h"
#include "../rd-common/tr_types.h"
#include "../qcommon/qcommon.h"
#include "ui_public.h"
#include "ui_shared.h"
#define MAX_DEFERRED_SCRIPT 1024
//
// ui_qmenu.c
//
#define MAX_EDIT_LINE 256
typedef struct {
int cursor;
int scroll;
int widthInChars;
char buffer[MAX_EDIT_LINE];
int maxchars;
int style;
int textEnum; // Label
int textcolor; // Normal color
int textcolor2; // Highlight color
} uifield_t;
extern void Menu_Cache( void );
//
// ui_field.c
//
extern void Field_Clear( uifield_t *edit );
extern void Field_CharEvent( uifield_t *edit, int ch );
extern void Field_Draw( uifield_t *edit, int x, int y, int width, int size,int color,int color2, qboolean showCursor );
//
// ui_menu.c
//
extern void UI_MainMenu(void);
extern void UI_InGameMenu(const char*holoFlag);
extern void AssetCache(void);
extern void UI_DataPadMenu(void);
//
// ui_connect.c
//
extern void UI_DrawConnect( const char *servername, const char * updateInfoString );
extern void UI_UpdateConnectionString( const char *string );
extern void UI_UpdateConnectionMessageString( char *string );
//
// ui_atoms.c
//
#define UI_FADEOUT 0
#define UI_FADEIN 1
typedef struct {
int frametime;
int realtime;
int cursorx;
int cursory;
glconfig_t glconfig;
qboolean debugMode;
qhandle_t whiteShader;
qhandle_t menuBackShader;
qhandle_t cursor;
float scalex;
float scaley;
//float bias;
qboolean firstdraw;
} uiStatic_t;
extern void UI_FillRect( float x, float y, float width, float height, const float *color );
extern void UI_DrawString( int x, int y, const char* str, int style, vec4_t color );
extern void UI_DrawHandlePic( float x, float y, float w, float h, qhandle_t hShader );
extern void UI_UpdateScreen( void );
extern int UI_RegisterFont(const char *fontName);
extern void UI_SetColor( const float *rgba );
extern char *UI_Cvar_VariableString( const char *var_name );
extern uiStatic_t uis;
extern uiimport_t ui;
#define MAX_MOVIES 256
#define MAX_MODS 64
typedef struct {
const char *modName;
const char *modDescr;
} modInfo_t;
#define SKIN_LENGTH 16
#define ACTION_BUFFER_SIZE 128
typedef struct {
char name[SKIN_LENGTH];
} skinName_t;
typedef struct {
char shader[MAX_QPATH];
char actionText[ACTION_BUFFER_SIZE];
} playerColor_t;
typedef struct {
char Name[64];
int SkinHeadCount;
int SkinHeadMax;
skinName_t *SkinHead;
int SkinTorsoCount;
int SkinTorsoMax;
skinName_t *SkinTorso;
int SkinLegCount;
int SkinLegMax;
skinName_t *SkinLeg;
int ColorMax;
int ColorCount;
playerColor_t *Color;
} playerSpeciesInfo_t;
typedef struct {
displayContextDef_t uiDC;
int effectsColor;
int currentCrosshair;
modInfo_t modList[MAX_MODS];
int modIndex;
int modCount;
int playerSpeciesMax;
int playerSpeciesCount;
playerSpeciesInfo_t *playerSpecies;
int playerSpeciesIndex;
char deferredScript [ MAX_DEFERRED_SCRIPT ];
itemDef_t* deferredScriptItem;
itemDef_t* runScriptItem;
qboolean inGameLoad;
// Used by Force Power allocation screen
short forcePowerUpdated; // Enum of which power had the point allocated
// Used by Weapon allocation screen
short selectedWeapon1; // 1st weapon chosen
char selectedWeapon1ItemName[64]; // Item name of weapon chosen
int selectedWeapon1AmmoIndex; // Holds index to ammo
short selectedWeapon2; // 2nd weapon chosen
char selectedWeapon2ItemName[64]; // Item name of weapon chosen
int selectedWeapon2AmmoIndex; // Holds index to ammo
short selectedThrowWeapon; // throwable weapon chosen
char selectedThrowWeaponItemName[64]; // Item name of weapon chosen
int selectedThrowWeaponAmmoIndex; // Holds index to ammo
itemDef_t *weapon1ItemButton;
qhandle_t litWeapon1Icon;
qhandle_t unlitWeapon1Icon;
itemDef_t *weapon2ItemButton;
qhandle_t litWeapon2Icon;
qhandle_t unlitWeapon2Icon;
itemDef_t *weaponThrowButton;
qhandle_t litThrowableIcon;
qhandle_t unlitThrowableIcon;
short movesTitleIndex;
const char *movesBaseAnim;
int moveAnimTime;
int languageCount;
int languageCountIndex;
int forcePowerLevel[NUM_FORCE_POWERS];
} uiInfo_t;
extern uiInfo_t uiInfo;
//
// ui_main.c
//
void _UI_Init( qboolean inGameLoad );
void _UI_DrawRect( float x, float y, float width, float height, float size, const float *color );
void _UI_MouseEvent( int dx, int dy );
void _UI_MouseEventAbs( int x, int y );
void _UI_KeyEvent( int key, qboolean down );
void UI_Report(void);
extern char GoToMenu[];
//
// ui_syscalls.c
//
int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits, const char *psAudioFile /* = NULL */);
int trap_CIN_StopCinematic(int handle);
void trap_Cvar_Set( const char *var_name, const char *value );
float trap_Cvar_VariableValue( const char *var_name );
void trap_GetGlconfig( glconfig_t *glconfig );
void trap_Key_ClearStates( void );
int trap_Key_GetCatcher( void );
qboolean trap_Key_GetOverstrikeMode( void );
void trap_Key_SetBinding( int keynum, const char *binding );
void trap_Key_SetCatcher( int catcher );
void trap_Key_SetOverstrikeMode( qboolean state );
void trap_R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader );
void trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs );
void trap_R_SetColor( const float *rgba );
void trap_R_ClearScene( void );
void trap_R_AddRefEntityToScene( const refEntity_t *re );
void trap_R_RenderScene( const refdef_t *fd );
void trap_S_StopSounds( void );
sfxHandle_t trap_S_RegisterSound( const char *sample, qboolean compressed );
void trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum );
void _UI_Refresh( int realtime );
#endif