/* =========================================================================== 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 . =========================================================================== */ #include "client.h" #include "cl_uiapi.h" /* ==================== CL_ShutdownUI ==================== */ void CL_ShutdownUI( void ) { Key_SetCatcher( Key_GetCatcher( ) & ~KEYCATCH_UI ); if ( !cls.uiStarted ) return; cls.uiStarted = qfalse; CL_UnbindUI(); } /* ==================== CL_InitUI ==================== */ void CL_InitUI( void ) { // load the dll CL_BindUI(); // init for this gamestate //rww - changed to <= CA_ACTIVE, because that is the state when we did a vid_restart //ingame (was just < CA_ACTIVE before, resulting in ingame menus getting wiped and //not reloaded on vid restart from ingame menu) UIVM_Init( (qboolean)(cls.state >= CA_AUTHORIZING && cls.state <= CA_ACTIVE) ); } /* ==================== UI_GameCommand See if the current console command is claimed by the ui ==================== */ qboolean UI_GameCommand( void ) { if ( !cls.uiStarted ) return qfalse; return UIVM_ConsoleCommand( cls.realtime ); }