jkxr/Projects/Android/jni/OpenJK/code/client/cl_ui.cpp

508 lines
12 KiB
C++

/*
===========================================================================
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/>.
===========================================================================
*/
#include "../server/exe_headers.h"
#include "client.h"
#include "client_ui.h"
#include "qcommon/stringed_ingame.h"
#include "vmachine.h"
intptr_t CL_UISystemCalls( intptr_t *args );
//prototypes
#ifdef JK2_MODE
extern qboolean SG_GetSaveImage( const char *psPathlessBaseName, void *pvAddress );
#endif
extern int SG_GetSaveGameComment(const char *psPathlessBaseName, char *sComment, char *sMapName);
extern qboolean SG_GameAllowedToSaveHere(qboolean inCamera);
extern void SG_StoreSaveGameComment(const char *sComment);
extern byte *SCR_GetScreenshot(qboolean *qValid); // uncommented --eez
/*
====================
Helper functions for User Interface
====================
*/
/*
====================
GetClientState
====================
*/
static connstate_t GetClientState( void ) {
return cls.state;
}
/*
====================
CL_GetGlConfig
====================
*/
static void UI_GetGlconfig( glconfig_t *config ) {
*config = cls.glconfig;
}
/*
====================
GetClipboardData
====================
*/
static void GetClipboardData( char *buf, int buflen ) {
char *cbd, *c;
/* c = cbd = Sys_GetClipboardData();
if ( !cbd ) {
*buf = 0;
return;
}
for ( int i = 0, end = buflen - 1; *c && i < end; i++ )
{
uint32_t utf32 = ConvertUTF8ToUTF32( c, &c );
buf[i] = ConvertUTF32ToExpectedCharset( utf32 );
}
Z_Free( cbd );*/
}
/*
====================
Key_KeynumToStringBuf
====================
*/
// only ever called by binding-display code, therefore returns non-technical "friendly" names
// in any language that don't necessarily match those in the config file...
//
void Key_KeynumToStringBuf( int keynum, char *buf, int buflen )
{
const char *psKeyName = Key_KeynumToString( keynum/*, qtrue */);
// see if there's a more friendly (or localised) name...
//
const char *psKeyNameFriendly = SE_GetString( va("KEYNAMES_KEYNAME_%s",psKeyName) );
Q_strncpyz( buf, (psKeyNameFriendly && psKeyNameFriendly[0]) ? psKeyNameFriendly : psKeyName, buflen );
}
/*
====================
Key_GetBindingBuf
====================
*/
void Key_GetBindingBuf( int keynum, char *buf, int buflen ) {
const char *value;
value = Key_GetBinding( keynum );
if ( value ) {
Q_strncpyz( buf, value, buflen );
}
else {
*buf = 0;
}
}
/*
====================
FloatAsInt
====================
*/
static int FloatAsInt( float f )
{
byteAlias_t fi;
fi.f = f;
return fi.i;
}
static void UI_Cvar_Create( const char *var_name, const char *var_value, int flags ) {
Cvar_Register( NULL, var_name, var_value, flags );
}
static int GetConfigString(int index, char *buf, int size)
{
int offset;
if (index < 0 || index >= MAX_CONFIGSTRINGS)
return qfalse;
offset = cl.gameState.stringOffsets[index];
if (!offset)
return qfalse;
Q_strncpyz( buf, cl.gameState.stringData+offset, size);
return qtrue;
}
/*
====================
CL_ShutdownUI
====================
*/
void UI_Shutdown( void );
void CL_ShutdownUI( void ) {
UI_Shutdown();
Key_SetCatcher( Key_GetCatcher( ) & ~KEYCATCH_UI );
cls.uiStarted = qfalse;
}
void CL_DrawDatapad(int HUDType)
{
switch(HUDType)
{
case DP_HUD:
VM_Call( CG_DRAW_DATAPAD_HUD );
break;
case DP_OBJECTIVES:
VM_Call( CG_DRAW_DATAPAD_OBJECTIVES );
break;
case DP_WEAPONS:
VM_Call( CG_DRAW_DATAPAD_WEAPONS );
break;
case DP_INVENTORY:
VM_Call( CG_DRAW_DATAPAD_INVENTORY );
break;
case DP_FORCEPOWERS:
VM_Call( CG_DRAW_DATAPAD_FORCEPOWERS );
break;
default:
break;
}
}
void UI_Init( int apiVersion, uiimport_t *uiimport, qboolean inGameLoad );
/*
====================
CL_InitUI
====================
*/
void CL_InitUI( void ) {
#ifdef JK2_MODE
JK2SP_Register("keynames", 0 /*SP_REGISTER_REQUIRED*/); // reference is KEYNAMES
#endif
uiimport_t uii;
memset( &uii, 0, sizeof( uii ) );
uii.Printf = Com_Printf;
uii.Error = Com_Error;
uii.Cvar_Set = Cvar_Set;
uii.Cvar_VariableValue = Cvar_VariableValue;
uii.Cvar_VariableStringBuffer = Cvar_VariableStringBuffer;
uii.Cvar_SetValue = Cvar_SetValue;
uii.Cvar_Reset = Cvar_Reset;
uii.Cvar_Create = UI_Cvar_Create;
uii.Cvar_InfoStringBuffer = Cvar_InfoStringBuffer;
uii.Draw_DataPad = CL_DrawDatapad;
uii.Argc = Cmd_Argc;
uii.Argv = Cmd_ArgvBuffer;
uii.Cmd_TokenizeString = Cmd_TokenizeString;
uii.Cmd_ExecuteText = Cbuf_ExecuteText;
uii.FS_FOpenFile = FS_FOpenFileByMode;
uii.FS_Read = FS_Read;
uii.FS_Write = FS_Write;
uii.FS_FCloseFile = FS_FCloseFile;
uii.FS_GetFileList = FS_GetFileList;
uii.FS_ReadFile = FS_ReadFile;
uii.FS_FreeFile = FS_FreeFile;
uii.R_RegisterModel = re.RegisterModel;
uii.R_RegisterSkin = re.RegisterSkin;
uii.R_RegisterShader = re.RegisterShader;
uii.R_RegisterShaderNoMip = re.RegisterShaderNoMip;
uii.R_RegisterFont = re.RegisterFont;
uii.R_Font_StrLenPixels = re.Font_StrLenPixels;
uii.R_Font_HeightPixels = re.Font_HeightPixels;
uii.R_Font_DrawString = re.Font_DrawString;
uii.R_Font_StrLenChars = re.Font_StrLenChars;
uii.Language_IsAsian = re.Language_IsAsian;
uii.Language_UsesSpaces = re.Language_UsesSpaces;
uii.AnyLanguage_ReadCharFromString = re.AnyLanguage_ReadCharFromString;
#ifdef JK2_MODE
uii.SG_GetSaveImage = SG_GetSaveImage;
#endif
uii.SG_GetSaveGameComment = SG_GetSaveGameComment;
uii.SG_StoreSaveGameComment = SG_StoreSaveGameComment;
uii.SG_GameAllowedToSaveHere= SG_GameAllowedToSaveHere;
//uii.SCR_GetScreenshot = SCR_GetScreenshot;
#ifdef JK2_MODE
uii.DrawStretchRaw = re.DrawStretchRaw;
#endif
uii.R_ClearScene = re.ClearScene;
uii.R_AddRefEntityToScene = re.AddRefEntityToScene;
uii.R_AddPolyToScene = re.AddPolyToScene;
uii.R_AddLightToScene = re.AddLightToScene;
uii.R_RenderScene = re.RenderScene;
uii.R_ModelBounds = re.ModelBounds;
uii.R_SetColor = re.SetColor;
uii.R_DrawStretchPic = re.DrawStretchPic;
uii.UpdateScreen = SCR_UpdateScreen;
#ifdef JK2_MODE
uii.PrecacheScreenshot = SCR_PrecacheScreenshot;
#endif
uii.R_LerpTag = re.LerpTag;
uii.S_StartLocalLoopingSound= S_StartLocalLoopingSound;
uii.S_StartLocalSound = S_StartLocalSound;
uii.S_RegisterSound = S_RegisterSound;
uii.Key_KeynumToStringBuf = Key_KeynumToStringBuf;
uii.Key_GetBindingBuf = Key_GetBindingBuf;
uii.Key_SetBinding = Key_SetBinding;
uii.Key_IsDown = Key_IsDown;
uii.Key_GetOverstrikeMode = Key_GetOverstrikeMode;
uii.Key_SetOverstrikeMode = Key_SetOverstrikeMode;
uii.Key_ClearStates = Key_ClearStates;
uii.Key_GetCatcher = Key_GetCatcher;
uii.Key_SetCatcher = Key_SetCatcher;
#ifdef JK2_MODE
uii.SP_Register = JK2SP_Register;
uii.SP_GetStringText = JK2SP_GetStringText;
uii.SP_GetStringTextString = JK2SP_GetStringTextString;
#endif
uii.GetClipboardData = GetClipboardData;
uii.GetClientState = GetClientState;
uii.GetGlconfig = UI_GetGlconfig;
uii.GetConfigString = (void (*)(int, char *, int))GetConfigString;
uii.Milliseconds = Sys_Milliseconds2;
UI_Init(UI_API_VERSION, &uii, (qboolean)(cls.state > CA_DISCONNECTED && cls.state <= CA_ACTIVE));
// uie->UI_Init( UI_API_VERSION, &uii );
}
qboolean UI_GameCommand( void ) {
if (!cls.uiStarted)
{
return qfalse;
}
return UI_ConsoleCommand();
}
void CL_GenericMenu_f(void)
{
const char *arg = Cmd_Argv( 1 );
if (cls.uiStarted) {
UI_SetActiveMenu("ingame",arg);
}
}
void CL_EndScreenDissolve_f(void)
{
re.InitDissolve(qtrue); // dissolve from cinematic to underlying ingame
}
void CL_DataPad_f(void)
{
if (cls.uiStarted && cls.cgameStarted && (cls.state == CA_ACTIVE) ) {
UI_SetActiveMenu("datapad",NULL);
}
}
/*
====================
CL_GetGlConfig
====================
*/
static void CL_GetGlconfig( glconfig_t *config )
{
*config = cls.glconfig;
}
/*
int PC_ReadTokenHandle(int handle, pc_token_t *pc_token);
int PC_SourceFileAndLine(int handle, char *filename, int *line);
*/
/*
====================
CL_UISystemCalls
The ui module is making a system call
====================
*/
intptr_t CL_UISystemCalls( intptr_t *args )
{
switch( args[0] )
{
case UI_ERROR:
Com_Error( ERR_DROP, "%s", VMA(1) );
return 0;
case UI_CVAR_REGISTER:
Cvar_Register( (vmCvar_t *)VMA(1),(const char *) VMA(2),(const char *) VMA(3), args[4] );
return 0;
case UI_CVAR_SET:
Cvar_Set( (const char *) VMA(1), (const char *) VMA(2) );
return 0;
case UI_CVAR_SETVALUE:
Cvar_SetValue( (const char *) VMA(1), VMF(2) );
return 0;
case UI_CVAR_UPDATE:
Cvar_Update( (vmCvar_t *) VMA(1) );
return 0;
case UI_R_REGISTERMODEL:
return re.RegisterModel((const char *) VMA(1) );
case UI_R_REGISTERSHADERNOMIP:
return re.RegisterShaderNoMip((const char *) VMA(1) );
case UI_GETGLCONFIG:
CL_GetGlconfig( ( glconfig_t *) VMA(1) );
return 0;
case UI_CMD_EXECUTETEXT:
Cbuf_ExecuteText( args[1], (const char *) VMA(2) );
return 0;
case UI_CVAR_VARIABLEVALUE:
return FloatAsInt( Cvar_VariableValue( (const char *) VMA(1) ) );
case UI_FS_GETFILELIST:
return FS_GetFileList( (const char *) VMA(1), (const char *) VMA(2), (char *) VMA(3), args[4] );
case UI_KEY_SETCATCHER:
Key_SetCatcher( args[1] );
return 0;
case UI_KEY_CLEARSTATES:
Key_ClearStates();
return 0;
case UI_R_SETCOLOR:
re.SetColor( (const float *) VMA(1) );
return 0;
case UI_R_DRAWSTRETCHPIC:
re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] );
return 0;
case UI_CVAR_VARIABLESTRINGBUFFER:
Cvar_VariableStringBuffer( (const char *) VMA(1), (char *) VMA(2), args[3] );
return 0;
case UI_R_MODELBOUNDS:
re.ModelBounds( args[1], (float *) VMA(2),(float *) VMA(3) );
return 0;
case UI_R_CLEARSCENE:
re.ClearScene();
return 0;
// case UI_KEY_GETOVERSTRIKEMODE:
// return Key_GetOverstrikeMode();
// return 0;
// case UI_PC_READ_TOKEN:
// return PC_ReadTokenHandle( args[1], VMA(2) );
// case UI_PC_SOURCE_FILE_AND_LINE:
// return PC_SourceFileAndLine( args[1], VMA(2), VMA(3) );
case UI_KEY_GETCATCHER:
return Key_GetCatcher();
case UI_MILLISECONDS:
return Sys_Milliseconds();
case UI_S_REGISTERSOUND:
return S_RegisterSound((const char *) VMA(1));
case UI_S_STARTLOCALSOUND:
S_StartLocalSound( args[1], args[2] );
return 0;
// case UI_R_REGISTERFONT:
// re.RegisterFont( VMA(1), args[2], VMA(3));
// return 0;
case UI_CIN_PLAYCINEMATIC:
Com_DPrintf("UI_CIN_PlayCinematic\n");
return CIN_PlayCinematic((const char *)VMA(1), args[2], args[3], args[4], args[5], args[6], (const char *)VMA(7));
case UI_CIN_STOPCINEMATIC:
return CIN_StopCinematic(args[1]);
case UI_CIN_RUNCINEMATIC:
return CIN_RunCinematic(args[1]);
case UI_CIN_DRAWCINEMATIC:
CIN_DrawCinematic(args[1]);
return 0;
case UI_KEY_SETBINDING:
Key_SetBinding( args[1], (const char *) VMA(2) );
return 0;
case UI_KEY_KEYNUMTOSTRINGBUF:
Key_KeynumToStringBuf( args[1],(char *) VMA(2), args[3] );
return 0;
case UI_CIN_SETEXTENTS:
CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);
return 0;
case UI_KEY_GETBINDINGBUF:
Key_GetBindingBuf( args[1], (char *) VMA(2), args[3] );
return 0;
default:
Com_Error( ERR_DROP, "Bad UI system trap: %i", args[0] );
}
return 0;
}