/* =========================================================================== Copyright (C) 1999 - 2005, Id Software, Inc. Copyright (C) 2000 - 2013, Raven Software, Inc. Copyright (C) 2001 - 2013, Activision, Inc. Copyright (C) 2005 - 2015, ioquake3 contributors 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 . =========================================================================== */ #pragma once #include "qcommon/q_shared.h" #include "rd-common/tr_types.h" #include "keycodes.h" #include "ui/menudef.h" #define MAX_MENUNAME 32 #define MAX_ITEMTEXT 64 #define MAX_ITEMACTION 64 #define MAX_MENUDEFFILE 8192 //4096 #define MAX_MENUFILE 65536 //32768 #define MAX_MENUS 128 //64 #define MAX_MENUITEMS 512 //256 #define MAX_COLOR_RANGES 10 #define MAX_OPEN_MENUS 64 //16 #define MAX_TEXTSCROLL_LINES 256 #define WINDOW_MOUSEOVER 0x00000001 // mouse is over it, non exclusive #define WINDOW_HASFOCUS 0x00000002 // has cursor focus, exclusive #define WINDOW_VISIBLE 0x00000004 // is visible #define WINDOW_INACTIVE 0x00000008 // is visible but grey ( non-active ) #define WINDOW_DECORATION 0x00000010 // for decoration only, no mouse, keyboard, etc.. #define WINDOW_FADINGOUT 0x00000020 // fading out, non-active #define WINDOW_FADINGIN 0x00000040 // fading in #define WINDOW_MOUSEOVERTEXT 0x00000080 // mouse is over it, non exclusive #define WINDOW_INTRANSITION 0x00000100 // window is in transition #define WINDOW_FORECOLORSET 0x00000200 // forecolor was explicitly set ( used to color alpha images or not ) #define WINDOW_HORIZONTAL 0x00000400 // for list boxes and sliders, vertical is default this is set of horizontal #define WINDOW_LB_LEFTARROW 0x00000800 // mouse is over left/up arrow #define WINDOW_LB_RIGHTARROW 0x00001000 // mouse is over right/down arrow #define WINDOW_LB_THUMB 0x00002000 // mouse is over thumb #define WINDOW_LB_PGUP 0x00004000 // mouse is over page up #define WINDOW_LB_PGDN 0x00008000 // mouse is over page down #define WINDOW_ORBITING 0x00010000 // item is in orbit #define WINDOW_OOB_CLICK 0x00020000 // close on out of bounds click #define WINDOW_WRAPPED 0x00040000 // manually wrap text #define WINDOW_AUTOWRAPPED 0x00080000 // auto wrap text #define WINDOW_FORCED 0x00100000 // forced open #define WINDOW_POPUP 0x00200000 // popup #define WINDOW_BACKCOLORSET 0x00400000 // backcolor was explicitly set #define WINDOW_TIMEDVISIBLE 0x00800000 // visibility timing ( NOT implemented ) #define WINDOW_PLAYERCOLOR 0x01000000 // hack the forecolor to match ui_char_color_* //JLF #define WINDOW_INTRANSITIONMODEL 0x04000000 // delayed script waiting to run // cgame cursor type bits #define CURSOR_NONE 0x00000001 #define CURSOR_ARROW 0x00000002 #define CURSOR_SIZER 0x00000004 #define STRING_POOL_SIZE (2*1024*1024) #define MAX_STRING_HANDLES 4096 #define MAX_SCRIPT_ARGS 12 #define MAX_EDITFIELD 256 #define ART_FX_BASE "menu/art/fx_base" #define ART_FX_BLUE "menu/art/fx_blue" #define ART_FX_CYAN "menu/art/fx_cyan" #define ART_FX_GREEN "menu/art/fx_grn" #define ART_FX_RED "menu/art/fx_red" #define ART_FX_TEAL "menu/art/fx_teal" #define ART_FX_WHITE "menu/art/fx_white" #define ART_FX_YELLOW "menu/art/fx_yel" #define ART_FX_ORANGE "menu/art/fx_orange" #define ART_FX_PURPLE "menu/art/fx_purple" #define ASSET_GRADIENTBAR "ui/assets/gradientbar2.tga" #define ASSET_SCROLLBAR "gfx/menus/scrollbar.tga" #define ASSET_SCROLLBAR_ARROWDOWN "gfx/menus/scrollbar_arrow_dwn_a.tga" #define ASSET_SCROLLBAR_ARROWUP "gfx/menus/scrollbar_arrow_up_a.tga" #define ASSET_SCROLLBAR_ARROWLEFT "gfx/menus/scrollbar_arrow_left.tga" #define ASSET_SCROLLBAR_ARROWRIGHT "gfx/menus/scrollbar_arrow_right.tga" #define ASSET_SCROLL_THUMB "gfx/menus/scrollbar_thumb.tga" #define ASSET_SLIDER_BAR "menu/new/slider" #define ASSET_SLIDER_THUMB "menu/new/sliderthumb" #define SCROLLBAR_SIZE 16.0 #define SLIDER_WIDTH 96.0 #define SLIDER_HEIGHT 16.0 #define SLIDER_THUMB_WIDTH 12.0 #define SLIDER_THUMB_HEIGHT 20.0 #define NUM_CROSSHAIRS 9 enum { SSF_JPEG = 0, SSF_TGA, SSF_PNG }; typedef struct scriptDef_s { const char *command; const char *args[MAX_SCRIPT_ARGS]; } scriptDef_t; typedef struct rectDef_s { float x; // horiz position float y; // vert position float w; // width float h; // height; } rectDef_t; //typedef rectDef_t Rectangle; // FIXME: do something to separate text vs window stuff typedef struct windowDef_s { rectDef_t rect; // client coord rectangle rectDef_t rectClient; // screen coord rectangle const char *name; // const char *group; // if it belongs to a group const char *cinematicName; // cinematic name int cinematic; // cinematic handle int style; // int border; // int ownerDraw; // ownerDraw style int ownerDrawFlags; // show flags for ownerdraw items float borderSize; // int flags; // visible, focus, mouseover, cursor rectDef_t rectEffects; // for various effects rectDef_t rectEffects2; // for various effects int offsetTime; // time based value for various effects int nextTime; // time next effect should cycle vec4_t foreColor; // text color vec4_t backColor; // border color vec4_t borderColor; // border color vec4_t outlineColor; // border color qhandle_t background; // background asset } windowDef_t; typedef struct colorRangeDef_s { vec4_t color; float low; float high; } colorRangeDef_t; // FIXME: combine flags into bitfields to save space // FIXME: consolidate all of the common stuff in one structure for menus and items // THINKABOUTME: is there any compelling reason not to have items contain items // and do away with a menu per say.. major issue is not being able to dynamically allocate // and destroy stuff.. Another point to consider is adding an alloc free call for vm's and have // the engine just allocate the pool for it based on a cvar // many of the vars are re-used for different item types, as such they are not always named appropriately // the benefits of c++ in DOOM will greatly help crap like this // FIXME: need to put a type ptr that points to specific type info per type // #define MAX_LB_COLUMNS 16 typedef struct columnInfo_s { int pos; int width; int maxChars; } columnInfo_t; typedef struct listBoxDef_s { int startPos; int endPos; int drawPadding; int cursorPos; float elementWidth; float elementHeight; int elementStyle; int numColumns; columnInfo_t columnInfo[MAX_LB_COLUMNS]; const char *doubleClick; qboolean notselectable; //JLF MPMOVED qboolean scrollhidden; } listBoxDef_t; typedef struct editFieldDef_s { float minVal; // edit field limits float maxVal; // float defVal; // float range; // int maxChars; // for edit fields int maxPaintChars; // for edit fields int paintOffset; // } editFieldDef_t; #define MAX_MULTI_CVARS 64//32 typedef struct multiDef_s { const char *cvarList[MAX_MULTI_CVARS]; const char *cvarStr[MAX_MULTI_CVARS]; float cvarValue[MAX_MULTI_CVARS]; int count; qboolean strDef; } multiDef_t; typedef struct modelDef_s { int angle; vec3_t origin; float fov_x; float fov_y; int rotationSpeed; vec3_t g2mins; //required vec3_t g2maxs; //required vec3_t g2scale; //optional int g2skin; //optional int g2anim; //optional //JLF //Transition extras vec3_t g2mins2, g2maxs2, g2minsEffect, g2maxsEffect; float fov_x2, fov_y2, fov_Effectx, fov_Effecty; } modelDef_t; typedef struct textScrollDef_s { int startPos; int endPos; float lineHeight; int maxLineChars; int drawPadding; // changed spelling to make them fall out during compile while I made them asian-aware -Ste // int iLineCount; const char* pLines[MAX_TEXTSCROLL_LINES]; // can contain NULL ptrs that you should skip over during paint. } textScrollDef_t; #define ITEM_ALIGN_LEFT 0 // left alignment #define ITEM_ALIGN_CENTER 1 // center alignment #define ITEM_ALIGN_RIGHT 2 // right alignment #define CVAR_ENABLE 0x00000001 #define CVAR_DISABLE 0x00000002 #define CVAR_SHOW 0x00000004 #define CVAR_HIDE 0x00000008 #define ITF_G2VALID 0x0001 // indicates whether or not g2 instance is valid. #define ITF_ISCHARACTER 0x0002 // a character item, uses customRGBA #define ITF_ISSABER 0x0004 // first saber item, draws blade #define ITF_ISSABER2 0x0008 // second saber item, draws blade #define ITF_ISANYSABER (ITF_ISSABER|ITF_ISSABER2) //either saber typedef struct itemDef_s { windowDef_t window; // common positional, border, style, layout info rectDef_t textRect; // rectangle the text ( if any ) consumes int type; // text, button, radiobutton, checkbox, textfield, listbox, combo int alignment; // left center right int textalignment; // ( optional ) alignment for text within rect based on text width float textalignx; // ( optional ) text alignment x coord float textaligny; // ( optional ) text alignment x coord float textscale; // scale percentage from 72pts int textStyle; // ( optional ) style, normal and shadowed are it for now const char *text; // display text const char *text2; // display text, 2nd line float text2alignx; // ( optional ) text2 alignment x coord float text2aligny; // ( optional ) text2 alignment y coord void *parent; // menu owner qhandle_t asset; // handle to asset void *ghoul2; // ghoul2 instance if available instead of a model. int flags; // flags like g2valid, character, saber, saber2, etc. const char *mouseEnterText; // mouse enter script const char *mouseExitText; // mouse exit script const char *mouseEnter; // mouse enter script const char *mouseExit; // mouse exit script const char *action; // select script //JLFACCEPT MPMOVED const char *accept; //JLFDPADSCRIPT const char * selectionNext; const char * selectionPrev; const char *onFocus; // select script const char *leaveFocus; // select script const char *cvar; // associated cvar const char *cvarTest; // associated cvar for enable actions const char *enableCvar; // enable, disable, show, or hide based on value, this can contain a list int cvarFlags; // what type of action to take on cvarenables sfxHandle_t focusSound; int numColors; // number of color ranges colorRangeDef_t colorRanges[MAX_COLOR_RANGES]; float special; // used for feeder id's etc.. diff per type int cursorPos; // cursor position in characters union { void *data; listBoxDef_t *listbox; textScrollDef_t *textscroll; editFieldDef_t *edit; multiDef_t *multi; modelDef_t *model; } typeData; // type specific data ptr's const char *descText; // Description text int appearanceSlot; // order of appearance int iMenuFont; // FONT_SMALL,FONT_MEDIUM,FONT_LARGE // changed from 'font' so I could see what didn't compile, and differentiate between font handles returned from RegisterFont -ste qboolean disabled; // Does this item ignore mouse and keyboard focus int invertYesNo; int xoffset; qboolean disabledHidden; // hide the item when 'disabled' is true (for generic image items) } itemDef_t; typedef struct menuDef_s { windowDef_t window; const char *font; // font qboolean fullScreen; // covers entire screen int itemCount; // number of items; int fontIndex; // int cursorItem; // which item as the cursor int fadeCycle; // float fadeClamp; // float fadeAmount; // const char *onOpen; // run when the menu is first opened const char *onClose; // run when the menu is closed //JLFACCEPT const char *onAccept; // run when menu is closed with acceptance const char *onESC; // run when the menu is closed const char *soundName; // background loop sound for menu vec4_t focusColor; // focus color for items vec4_t disableColor; // focus color for items itemDef_t *items[MAX_MENUITEMS]; // items this menu contains int descX; // X position of description int descY; // X position of description vec4_t descColor; // description text color for items int descAlignment; // Description of alignment float descScale; // Description scale float appearanceTime; // when next item should appear int appearanceCnt; // current item displayed float appearanceIncrement; // } menuDef_t; typedef struct cachedAssets_s { const char *fontStr; const char *cursorStr; const char *gradientStr; qhandle_t qhSmallFont; qhandle_t qhSmall2Font; qhandle_t qhMediumFont; qhandle_t qhBigFont; qhandle_t cursor; qhandle_t gradientBar; qhandle_t scrollBarArrowUp; qhandle_t scrollBarArrowDown; qhandle_t scrollBarArrowLeft; qhandle_t scrollBarArrowRight; qhandle_t scrollBar; qhandle_t scrollBarThumb; qhandle_t buttonMiddle; qhandle_t buttonInside; qhandle_t solidBox; qhandle_t sliderBar; qhandle_t sliderThumb; sfxHandle_t menuEnterSound; sfxHandle_t menuExitSound; sfxHandle_t menuBuzzSound; sfxHandle_t itemFocusSound; float fadeClamp; int fadeCycle; float fadeAmount; float shadowX; float shadowY; vec4_t shadowColor; float shadowFadeClamp; qboolean fontRegistered; qhandle_t needPass; qhandle_t noForce; qhandle_t forceRestrict; qhandle_t saberOnly; qhandle_t trueJedi; sfxHandle_t moveRollSound; sfxHandle_t moveJumpSound; sfxHandle_t datapadmoveSaberSound1; sfxHandle_t datapadmoveSaberSound2; sfxHandle_t datapadmoveSaberSound3; sfxHandle_t datapadmoveSaberSound4; sfxHandle_t datapadmoveSaberSound5; sfxHandle_t datapadmoveSaberSound6; // player settings qhandle_t fxBasePic; qhandle_t fxPic[7]; qhandle_t crosshairShader[NUM_CROSSHAIRS]; } cachedAssets_t; typedef struct commandDef_s { const char *name; qboolean (*handler) (itemDef_t *item, char** args); } commandDef_t; typedef struct displayContextDef_s { 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 ); void (*drawStretchPic) ( float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader ); void (*drawText) ( float x, float y, float scale, vec4_t color, const char *text, float adjust, int limit, int style, int iMenuFont ); int (*textWidth) ( const char *text, float scale, int iMenuFont ); int (*textHeight) ( const char *text, float scale, int iMenuFont ); 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 ); void (*drawRect) ( float x, float y, float w, float h, float size, const vec4_t color ); void (*drawSides) ( float x, float y, float w, float h, float size ); void (*drawTopBottom) ( float x, float y, float w, float h, float size ); void (*clearScene) ( void ); void (*addRefEntityToScene) ( const refEntity_t *re ); void (*renderScene) ( const refdef_t *fd ); qhandle_t (*RegisterFont) ( const char *fontName ); int (*Font_StrLenPixels) ( const char *text, const int iFontIndex, const float scale ); int (*Font_StrLenChars) ( const char *text ); int (*Font_HeightPixels) ( const int iFontIndex, const float scale ); void (*Font_DrawString) ( int ox, int oy, const char *text, const float *rgba, const int setIndex, int iCharLimit, const float scale ); qboolean (*Language_IsAsian) ( void ); qboolean (*Language_UsesSpaces) ( void ); unsigned int (*AnyLanguage_ReadCharFromString) ( const char *psText, int *piAdvanceCount, qboolean *pbIsTrailingPunctuation ); 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, int iMenuFont ); float (*getValue) ( int ownerDraw ); qboolean (*ownerDrawVisible) ( int flags ); void (*runScript) ( char **p ); qboolean (*deferScript) ( 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, int iFontIndex ); 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 *handle1, qhandle_t *handle2, qhandle_t *handle3 ); qhandle_t (*feederItemImage) ( float feederID, int index ); qboolean (*feederSelection) ( float feederID, int index, itemDef_t *item ); 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 ); NORETURN_PTR void (*Error)( int level, const char *fmt, ... ); void (*Print) ( const char *msg, ... ); void (*Pause) ( qboolean b ); int (*ownerDrawWidth) ( int ownerDraw, float scale ); sfxHandle_t (*registerSound) ( const char *name ); void (*startBackgroundTrack) ( const char *intro, const char *loop, qboolean bReturnWithoutStarting ); 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; qboolean debug; cachedAssets_t Assets; glconfig_t glconfig; qhandle_t whiteShader; qhandle_t gradientImage; qhandle_t cursor; float FPS; int screenshotFormat; struct { float (*Font_StrLenPixels) ( const char *text, const int iFontIndex, const float scale ); } ext; } displayContextDef_t; const char *String_Alloc(const char *p); void String_Init(); void String_Report(); 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 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 Menu_New(int handle); void Menu_PaintAll(); menuDef_t *Menus_ActivateByName(const char *p); void Menu_Reset(void); qboolean Menus_AnyFullScreenVisible( void ); void Menus_Activate(menuDef_t *menu); itemDef_t *Menu_FindItemByName(menuDef_t *menu, const char *p); void Menu_ShowGroup (menuDef_t *menu, const char *itemName, qboolean showFlag); void Menu_ItemDisable(menuDef_t *menu, const char *name, qboolean disableFlag); int Menu_ItemsMatchingGroup(menuDef_t *menu, const char *name); itemDef_t *Menu_GetMatchingItemByNumber(menuDef_t *menu, int index, const char *name); displayContextDef_t *Display_GetContext(); 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 Menus_OpenByName(const char *p); 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 Menu_Paint(menuDef_t *menu, qboolean forcePaint); void Menu_SetFeederSelection(menuDef_t *menu, int feeder, int index, const char *name); void Display_CacheAll(); void Menu_SetItemBackground(const menuDef_t *menu,const char *itemName, const char *background); void *UI_Alloc( int size ); void UI_InitMemory( void ); qboolean UI_OutOfMemory(); void Controls_GetConfig( void ); void Controls_SetConfig( void ); void Controls_SetDefaults( void ); /* Ghoul2 Insert End */ extern const char *HolocronIcons[NUM_FORCE_POWERS];