mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-30 16:00:55 +00:00
4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
508 lines
12 KiB
C++
508 lines
12 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999 - 2005, Id Software, Inc.
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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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 this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#include "../server/exe_headers.h"
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#include "client.h"
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#include "client_ui.h"
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#include "qcommon/stringed_ingame.h"
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#include "vmachine.h"
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intptr_t CL_UISystemCalls( intptr_t *args );
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//prototypes
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#ifdef JK2_MODE
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extern qboolean SG_GetSaveImage( const char *psPathlessBaseName, void *pvAddress );
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#endif
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extern int SG_GetSaveGameComment(const char *psPathlessBaseName, char *sComment, char *sMapName);
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extern qboolean SG_GameAllowedToSaveHere(qboolean inCamera);
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extern void SG_StoreSaveGameComment(const char *sComment);
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extern byte *SCR_GetScreenshot(qboolean *qValid); // uncommented --eez
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/*
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====================
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Helper functions for User Interface
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====================
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*/
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/*
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====================
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GetClientState
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====================
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*/
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static connstate_t GetClientState( void ) {
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return cls.state;
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}
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/*
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====================
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CL_GetGlConfig
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====================
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*/
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static void UI_GetGlconfig( glconfig_t *config ) {
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*config = cls.glconfig;
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}
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/*
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====================
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GetClipboardData
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====================
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*/
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static void GetClipboardData( char *buf, int buflen ) {
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char *cbd, *c;
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c = cbd = Sys_GetClipboardData();
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if ( !cbd ) {
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*buf = 0;
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return;
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}
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for ( int i = 0, end = buflen - 1; *c && i < end; i++ )
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{
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uint32_t utf32 = ConvertUTF8ToUTF32( c, &c );
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buf[i] = ConvertUTF32ToExpectedCharset( utf32 );
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}
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Z_Free( cbd );
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}
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/*
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====================
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Key_KeynumToStringBuf
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====================
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*/
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// only ever called by binding-display code, therefore returns non-technical "friendly" names
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// in any language that don't necessarily match those in the config file...
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//
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void Key_KeynumToStringBuf( int keynum, char *buf, int buflen )
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{
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const char *psKeyName = Key_KeynumToString( keynum/*, qtrue */);
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// see if there's a more friendly (or localised) name...
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//
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const char *psKeyNameFriendly = SE_GetString( va("KEYNAMES_KEYNAME_%s",psKeyName) );
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Q_strncpyz( buf, (psKeyNameFriendly && psKeyNameFriendly[0]) ? psKeyNameFriendly : psKeyName, buflen );
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}
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/*
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====================
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Key_GetBindingBuf
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====================
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*/
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void Key_GetBindingBuf( int keynum, char *buf, int buflen ) {
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const char *value;
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value = Key_GetBinding( keynum );
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if ( value ) {
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Q_strncpyz( buf, value, buflen );
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}
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else {
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*buf = 0;
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}
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}
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/*
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====================
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FloatAsInt
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====================
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*/
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static int FloatAsInt( float f )
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{
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byteAlias_t fi;
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fi.f = f;
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return fi.i;
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}
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static void UI_Cvar_Create( const char *var_name, const char *var_value, int flags ) {
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Cvar_Register( NULL, var_name, var_value, flags );
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}
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static int GetConfigString(int index, char *buf, int size)
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{
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int offset;
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if (index < 0 || index >= MAX_CONFIGSTRINGS)
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return qfalse;
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offset = cl.gameState.stringOffsets[index];
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if (!offset)
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return qfalse;
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Q_strncpyz( buf, cl.gameState.stringData+offset, size);
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return qtrue;
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}
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/*
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====================
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CL_ShutdownUI
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====================
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*/
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void UI_Shutdown( void );
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void CL_ShutdownUI( void ) {
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UI_Shutdown();
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Key_SetCatcher( Key_GetCatcher( ) & ~KEYCATCH_UI );
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cls.uiStarted = qfalse;
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}
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void CL_DrawDatapad(int HUDType)
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{
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switch(HUDType)
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{
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case DP_HUD:
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VM_Call( CG_DRAW_DATAPAD_HUD );
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break;
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case DP_OBJECTIVES:
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VM_Call( CG_DRAW_DATAPAD_OBJECTIVES );
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break;
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case DP_WEAPONS:
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VM_Call( CG_DRAW_DATAPAD_WEAPONS );
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break;
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case DP_INVENTORY:
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VM_Call( CG_DRAW_DATAPAD_INVENTORY );
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break;
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case DP_FORCEPOWERS:
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VM_Call( CG_DRAW_DATAPAD_FORCEPOWERS );
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break;
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default:
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break;
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}
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}
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void UI_Init( int apiVersion, uiimport_t *uiimport, qboolean inGameLoad );
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/*
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====================
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CL_InitUI
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====================
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*/
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void CL_InitUI( void ) {
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#ifdef JK2_MODE
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JK2SP_Register("keynames", 0 /*SP_REGISTER_REQUIRED*/); // reference is KEYNAMES
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#endif
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uiimport_t uii;
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memset( &uii, 0, sizeof( uii ) );
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uii.Printf = Com_Printf;
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uii.Error = Com_Error;
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uii.Cvar_Set = Cvar_Set;
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uii.Cvar_VariableValue = Cvar_VariableValue;
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uii.Cvar_VariableStringBuffer = Cvar_VariableStringBuffer;
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uii.Cvar_SetValue = Cvar_SetValue;
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uii.Cvar_Reset = Cvar_Reset;
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uii.Cvar_Create = UI_Cvar_Create;
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uii.Cvar_InfoStringBuffer = Cvar_InfoStringBuffer;
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uii.Draw_DataPad = CL_DrawDatapad;
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uii.Argc = Cmd_Argc;
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uii.Argv = Cmd_ArgvBuffer;
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uii.Cmd_TokenizeString = Cmd_TokenizeString;
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uii.Cmd_ExecuteText = Cbuf_ExecuteText;
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uii.FS_FOpenFile = FS_FOpenFileByMode;
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uii.FS_Read = FS_Read;
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uii.FS_Write = FS_Write;
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uii.FS_FCloseFile = FS_FCloseFile;
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uii.FS_GetFileList = FS_GetFileList;
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uii.FS_ReadFile = FS_ReadFile;
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uii.FS_FreeFile = FS_FreeFile;
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uii.R_RegisterModel = re.RegisterModel;
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uii.R_RegisterSkin = re.RegisterSkin;
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uii.R_RegisterShader = re.RegisterShader;
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uii.R_RegisterShaderNoMip = re.RegisterShaderNoMip;
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uii.R_RegisterFont = re.RegisterFont;
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uii.R_Font_StrLenPixels = re.Font_StrLenPixels;
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uii.R_Font_HeightPixels = re.Font_HeightPixels;
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uii.R_Font_DrawString = re.Font_DrawString;
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uii.R_Font_StrLenChars = re.Font_StrLenChars;
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uii.Language_IsAsian = re.Language_IsAsian;
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uii.Language_UsesSpaces = re.Language_UsesSpaces;
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uii.AnyLanguage_ReadCharFromString = re.AnyLanguage_ReadCharFromString;
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#ifdef JK2_MODE
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uii.SG_GetSaveImage = SG_GetSaveImage;
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#endif
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uii.SG_GetSaveGameComment = SG_GetSaveGameComment;
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uii.SG_StoreSaveGameComment = SG_StoreSaveGameComment;
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uii.SG_GameAllowedToSaveHere= SG_GameAllowedToSaveHere;
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//uii.SCR_GetScreenshot = SCR_GetScreenshot;
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#ifdef JK2_MODE
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uii.DrawStretchRaw = re.DrawStretchRaw;
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#endif
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uii.R_ClearScene = re.ClearScene;
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uii.R_AddRefEntityToScene = re.AddRefEntityToScene;
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uii.R_AddPolyToScene = re.AddPolyToScene;
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uii.R_AddLightToScene = re.AddLightToScene;
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uii.R_RenderScene = re.RenderScene;
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uii.R_ModelBounds = re.ModelBounds;
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uii.R_SetColor = re.SetColor;
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uii.R_DrawStretchPic = re.DrawStretchPic;
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uii.UpdateScreen = SCR_UpdateScreen;
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#ifdef JK2_MODE
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uii.PrecacheScreenshot = SCR_PrecacheScreenshot;
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#endif
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uii.R_LerpTag = re.LerpTag;
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uii.S_StartLocalLoopingSound= S_StartLocalLoopingSound;
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uii.S_StartLocalSound = S_StartLocalSound;
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uii.S_RegisterSound = S_RegisterSound;
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uii.Key_KeynumToStringBuf = Key_KeynumToStringBuf;
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uii.Key_GetBindingBuf = Key_GetBindingBuf;
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uii.Key_SetBinding = Key_SetBinding;
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uii.Key_IsDown = Key_IsDown;
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uii.Key_GetOverstrikeMode = Key_GetOverstrikeMode;
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uii.Key_SetOverstrikeMode = Key_SetOverstrikeMode;
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uii.Key_ClearStates = Key_ClearStates;
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uii.Key_GetCatcher = Key_GetCatcher;
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uii.Key_SetCatcher = Key_SetCatcher;
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#ifdef JK2_MODE
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uii.SP_Register = JK2SP_Register;
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uii.SP_GetStringText = JK2SP_GetStringText;
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uii.SP_GetStringTextString = JK2SP_GetStringTextString;
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#endif
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uii.GetClipboardData = GetClipboardData;
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uii.GetClientState = GetClientState;
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uii.GetGlconfig = UI_GetGlconfig;
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uii.GetConfigString = (void (*)(int, char *, int))GetConfigString;
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uii.Milliseconds = Sys_Milliseconds2;
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UI_Init(UI_API_VERSION, &uii, (qboolean)(cls.state > CA_DISCONNECTED && cls.state <= CA_ACTIVE));
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// uie->UI_Init( UI_API_VERSION, &uii );
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}
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qboolean UI_GameCommand( void ) {
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if (!cls.uiStarted)
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{
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return qfalse;
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}
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return UI_ConsoleCommand();
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}
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void CL_GenericMenu_f(void)
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{
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const char *arg = Cmd_Argv( 1 );
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if (cls.uiStarted) {
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UI_SetActiveMenu("ingame",arg);
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}
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}
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void CL_EndScreenDissolve_f(void)
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{
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re.InitDissolve(qtrue); // dissolve from cinematic to underlying ingame
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}
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void CL_DataPad_f(void)
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{
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if (cls.uiStarted && cls.cgameStarted && (cls.state == CA_ACTIVE) ) {
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UI_SetActiveMenu("datapad",NULL);
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}
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}
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/*
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====================
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CL_GetGlConfig
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====================
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*/
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static void CL_GetGlconfig( glconfig_t *config )
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{
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*config = cls.glconfig;
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}
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/*
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int PC_ReadTokenHandle(int handle, pc_token_t *pc_token);
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int PC_SourceFileAndLine(int handle, char *filename, int *line);
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*/
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/*
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====================
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CL_UISystemCalls
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The ui module is making a system call
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====================
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*/
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intptr_t CL_UISystemCalls( intptr_t *args )
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{
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switch( args[0] )
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{
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case UI_ERROR:
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Com_Error( ERR_DROP, "%s", VMA(1) );
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return 0;
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case UI_CVAR_REGISTER:
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Cvar_Register( (vmCvar_t *)VMA(1),(const char *) VMA(2),(const char *) VMA(3), args[4] );
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return 0;
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case UI_CVAR_SET:
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Cvar_Set( (const char *) VMA(1), (const char *) VMA(2) );
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return 0;
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case UI_CVAR_SETVALUE:
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Cvar_SetValue( (const char *) VMA(1), VMF(2) );
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return 0;
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case UI_CVAR_UPDATE:
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Cvar_Update( (vmCvar_t *) VMA(1) );
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return 0;
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case UI_R_REGISTERMODEL:
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return re.RegisterModel((const char *) VMA(1) );
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case UI_R_REGISTERSHADERNOMIP:
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return re.RegisterShaderNoMip((const char *) VMA(1) );
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case UI_GETGLCONFIG:
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CL_GetGlconfig( ( glconfig_t *) VMA(1) );
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return 0;
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case UI_CMD_EXECUTETEXT:
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Cbuf_ExecuteText( args[1], (const char *) VMA(2) );
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return 0;
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case UI_CVAR_VARIABLEVALUE:
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return FloatAsInt( Cvar_VariableValue( (const char *) VMA(1) ) );
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case UI_FS_GETFILELIST:
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return FS_GetFileList( (const char *) VMA(1), (const char *) VMA(2), (char *) VMA(3), args[4] );
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case UI_KEY_SETCATCHER:
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Key_SetCatcher( args[1] );
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return 0;
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case UI_KEY_CLEARSTATES:
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Key_ClearStates();
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return 0;
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case UI_R_SETCOLOR:
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re.SetColor( (const float *) VMA(1) );
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return 0;
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case UI_R_DRAWSTRETCHPIC:
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re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] );
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return 0;
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case UI_CVAR_VARIABLESTRINGBUFFER:
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Cvar_VariableStringBuffer( (const char *) VMA(1), (char *) VMA(2), args[3] );
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return 0;
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case UI_R_MODELBOUNDS:
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re.ModelBounds( args[1], (float *) VMA(2),(float *) VMA(3) );
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return 0;
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case UI_R_CLEARSCENE:
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re.ClearScene();
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return 0;
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// case UI_KEY_GETOVERSTRIKEMODE:
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// return Key_GetOverstrikeMode();
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// return 0;
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// case UI_PC_READ_TOKEN:
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// return PC_ReadTokenHandle( args[1], VMA(2) );
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// case UI_PC_SOURCE_FILE_AND_LINE:
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// return PC_SourceFileAndLine( args[1], VMA(2), VMA(3) );
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case UI_KEY_GETCATCHER:
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return Key_GetCatcher();
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case UI_MILLISECONDS:
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return Sys_Milliseconds();
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case UI_S_REGISTERSOUND:
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return S_RegisterSound((const char *) VMA(1));
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case UI_S_STARTLOCALSOUND:
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S_StartLocalSound( args[1], args[2] );
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return 0;
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// case UI_R_REGISTERFONT:
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// re.RegisterFont( VMA(1), args[2], VMA(3));
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// return 0;
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case UI_CIN_PLAYCINEMATIC:
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Com_DPrintf("UI_CIN_PlayCinematic\n");
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return CIN_PlayCinematic((const char *)VMA(1), args[2], args[3], args[4], args[5], args[6], (const char *)VMA(7));
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case UI_CIN_STOPCINEMATIC:
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return CIN_StopCinematic(args[1]);
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case UI_CIN_RUNCINEMATIC:
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return CIN_RunCinematic(args[1]);
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case UI_CIN_DRAWCINEMATIC:
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CIN_DrawCinematic(args[1]);
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return 0;
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case UI_KEY_SETBINDING:
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Key_SetBinding( args[1], (const char *) VMA(2) );
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return 0;
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case UI_KEY_KEYNUMTOSTRINGBUF:
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Key_KeynumToStringBuf( args[1],(char *) VMA(2), args[3] );
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return 0;
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case UI_CIN_SETEXTENTS:
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CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);
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return 0;
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case UI_KEY_GETBINDINGBUF:
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Key_GetBindingBuf( args[1], (char *) VMA(2), args[3] );
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return 0;
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default:
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Com_Error( ERR_DROP, "Bad UI system trap: %i", args[0] );
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}
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return 0;
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}
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