jkxr/Projects/Android/jni/OpenJK/codemp/ui/ui_shared.h

566 lines
22 KiB
C

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
===========================================================================
*/
#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];