mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-30 07:50:52 +00:00
4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
513 lines
19 KiB
C
513 lines
19 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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#ifndef __UI_SHARED_H
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#define __UI_SHARED_H
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enum {
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SSF_JPEG = 0,
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SSF_TGA,
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SSF_PNG
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};
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#define MAX_TOKENLENGTH 1024
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#define MAX_OPEN_MENUS 16
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#define MAX_TEXTSCROLL_LINES 256
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#define MAX_EDITFIELD 256
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#ifndef TT_STRING
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//token types
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#define TT_STRING 1 // string
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#define TT_LITERAL 2 // literal
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#define TT_NUMBER 3 // number
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#define TT_NAME 4 // name
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#define TT_PUNCTUATION 5 // punctuation
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#endif
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#define SLIDER_WIDTH 128.0
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#define SLIDER_HEIGHT 16.0
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#define SLIDER_THUMB_WIDTH 12.0
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#define SLIDER_THUMB_HEIGHT 16.0
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#define SCROLLBAR_SIZE 16.0
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// FIXME: combine flags into bitfields to save space
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// FIXME: consolidate all of the common stuff in one structure for menus and items
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// THINKABOUTME: is there any compelling reason not to have items contain items
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// and do away with a menu per say.. major issue is not being able to dynamically allocate
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// and destroy stuff.. Another point to consider is adding an alloc free call for vm's and have
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// the engine just allocate the pool for it based on a cvar
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// many of the vars are re-used for different item types, as such they are not always named appropriately
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// the benefits of c++ in DOOM will greatly help crap like this
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// FIXME: need to put a type ptr that points to specific type info per type
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//
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#define MAX_LB_COLUMNS 16
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typedef struct columnInfo_s {
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int pos;
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int width;
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int maxChars;
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} columnInfo_t;
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typedef struct listBoxDef_s {
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int startPos;
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int endPos;
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int drawPadding;
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int cursorPos;
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float elementWidth;
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float elementHeight;
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int elementStyle;
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int numColumns;
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columnInfo_t columnInfo[MAX_LB_COLUMNS];
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const char *doubleClick;
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qboolean notselectable;
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//JLF MPMOVED
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qboolean scrollhidden;
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} listBoxDef_t;
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typedef struct editFieldDef_s {
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float minVal; // edit field limits
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float maxVal; //
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float defVal; //
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float range; //
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int maxChars; // for edit fields
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int maxPaintChars; // for edit fields
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int paintOffset; //
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} editFieldDef_t;
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#define MAX_MULTI_CVARS 64//32
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typedef struct multiDef_s {
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const char *cvarList[MAX_MULTI_CVARS];
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const char *cvarStr[MAX_MULTI_CVARS];
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float cvarValue[MAX_MULTI_CVARS];
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int count;
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qboolean strDef;
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} multiDef_t;
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#define CVAR_ENABLE 0x00000001
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#define CVAR_DISABLE 0x00000002
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#define CVAR_SHOW 0x00000004
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#define CVAR_HIDE 0x00000008
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#define CVAR_SUBSTRING 0x00000010 //when using enable or disable, just check for strstr instead of ==
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#define STRING_POOL_SIZE (2*1024*1024)
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#define NUM_CROSSHAIRS 9
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typedef struct {
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qhandle_t qhMediumFont;
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qhandle_t cursor;
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qhandle_t gradientBar;
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qhandle_t scrollBarArrowUp;
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qhandle_t scrollBarArrowDown;
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qhandle_t scrollBarArrowLeft;
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qhandle_t scrollBarArrowRight;
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qhandle_t scrollBar;
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qhandle_t scrollBarThumb;
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qhandle_t buttonMiddle;
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qhandle_t buttonInside;
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qhandle_t solidBox;
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qhandle_t sliderBar;
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qhandle_t sliderThumb;
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sfxHandle_t menuEnterSound;
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sfxHandle_t menuExitSound;
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sfxHandle_t menuBuzzSound;
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sfxHandle_t itemFocusSound;
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sfxHandle_t forceChosenSound;
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sfxHandle_t forceUnchosenSound;
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sfxHandle_t datapadmoveRollSound;
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sfxHandle_t datapadmoveJumpSound;
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sfxHandle_t datapadmoveSaberSound1;
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sfxHandle_t datapadmoveSaberSound2;
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sfxHandle_t datapadmoveSaberSound3;
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sfxHandle_t datapadmoveSaberSound4;
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sfxHandle_t datapadmoveSaberSound5;
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sfxHandle_t datapadmoveSaberSound6;
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sfxHandle_t nullSound;
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float fadeClamp;
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int fadeCycle;
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float fadeAmount;
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float shadowX;
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float shadowY;
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vec4_t shadowColor;
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float shadowFadeClamp;
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qboolean fontRegistered;
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// player settings
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// qhandle_t fxBasePic;
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// qhandle_t fxPic[7];
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qhandle_t crosshairShader[NUM_CROSSHAIRS];
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} cachedAssets_t;
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struct itemDef_s;
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typedef struct {
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void (*addRefEntityToScene) (const refEntity_t *re );
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void (*clearScene) ();
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void (*drawHandlePic) (float x, float y, float w, float h, qhandle_t asset);
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void (*drawRect) ( float x, float y, float w, float h, float size, const vec4_t color);
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void (*drawSides) (float x, float y, float w, float h, float size);
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void (*drawText) (float x, float y, float scale, vec4_t color, const char *text, int iMaxPixelWidth, int style, int iFontIndex );
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void (*drawTextWithCursor)(float x, float y, float scale, vec4_t color, const char *text, int cursorPos, char cursor, int iMaxPixelWidth, int style, int iFontIndex);
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void (*drawTopBottom) (float x, float y, float w, float h, float size);
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void (*executeText)(int exec_when, const char *text );
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int (*feederCount)(float feederID);
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void (*feederSelection)(float feederID, int index, struct itemDef_s *item);
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void (*fillRect) ( float x, float y, float w, float h, const vec4_t color);
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void (*getBindingBuf)( int keynum, char *buf, int buflen );
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void (*getCVarString)(const char *cvar, char *buffer, int bufsize);
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float (*getCVarValue)(const char *cvar);
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qboolean (*getOverstrikeMode)();
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float (*getValue) (int ownerDraw);
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void (*keynumToStringBuf)( int keynum, char *buf, int buflen );
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void (*modelBounds) (qhandle_t model, vec3_t min, vec3_t max);
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qboolean (*ownerDrawHandleKey)(int ownerDraw, int flags, float *special, int key);
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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 iFontIndex);
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qboolean (*ownerDrawVisible) (int flags);
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int (*ownerDrawWidth)(int ownerDraw, float scale);
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void (*Pause)(qboolean b);
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void (*Print)(const char *msg, ...);
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int (*registerFont) (const char *pFontname);
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qhandle_t (*registerModel) (const char *p);
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qhandle_t (*registerShaderNoMip) (const char *p);
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sfxHandle_t (*registerSound)(const char *name, qboolean compressed);
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void (*renderScene) ( const refdef_t *fd );
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qboolean (*runScript)(const char **p);
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qboolean (*deferScript)(const char **p);
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void (*setBinding)( int keynum, const char *binding );
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void (*setColor) (const vec4_t v);
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void (*setCVar)(const char *cvar, const char *value);
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void (*setOverstrikeMode)(qboolean b);
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void (*startLocalSound)( sfxHandle_t sfx, int channelNum );
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void (*stopCinematic)(int handle);
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int (*textHeight) (const char *text, float scale, int iFontIndex);
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int (*textWidth) (const char *text, float scale, int iFontIndex);
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qhandle_t (*feederItemImage) (float feederID, int index);
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const char *(*feederItemText) (float feederID, int index, int column, qhandle_t *handle);
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qhandle_t (*registerSkin)( const char *name );
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//rww - ghoul2 stuff. Add whatever you need here, remember to set it in _UI_Init or it will crash when you try to use it.
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qboolean (*g2_SetSkin)(CGhoul2Info *ghlInfo, qhandle_t customSkin, qhandle_t renderSkin );
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qboolean (*g2_SetBoneAnim)(CGhoul2Info *ghlInfo, const char *boneName, const int startFrame, const int endFrame,
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const int flags, const float animSpeed, const int currentTime, const float setFrame, const int blendTime );
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qboolean (*g2_RemoveGhoul2Model)(CGhoul2Info_v &ghlInfo, const int modelIndex);
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int (*g2_InitGhoul2Model)(CGhoul2Info_v &ghoul2, const char *fileName, int, qhandle_t customSkin, qhandle_t customShader, int modelFlags, int lodBias);
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void (*g2_CleanGhoul2Models)(CGhoul2Info_v &ghoul2);
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int (*g2_AddBolt)(CGhoul2Info *ghlInfo, const char *boneName);
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qboolean (*g2_GetBoltMatrix)(CGhoul2Info_v &ghoul2, const int modelIndex, const int boltIndex, mdxaBone_t *matrix,
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const vec3_t angles, const vec3_t position, const int frameNum, qhandle_t *modelList, const vec3_t scale);
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void (*g2_GiveMeVectorFromMatrix)(mdxaBone_t &boltMatrix, Eorientations flags, vec3_t &vec);
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//Utility functions that don't immediately redirect to ghoul2 functions
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int (*g2hilev_SetAnim)(CGhoul2Info *ghlInfo, const char *boneName, int animNum, const qboolean freeze);
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float yscale;
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float xscale;
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float bias;
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int realTime;
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int frameTime;
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qboolean cursorShow;
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int cursorx;
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int cursory;
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qboolean debug;
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cachedAssets_t Assets;
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glconfig_t glconfig;
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qhandle_t whiteShader;
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qhandle_t gradientImage;
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float FPS;
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int screenshotFormat;
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} displayContextDef_t;
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void UI_InitMemory( void );
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#define MAX_COLOR_RANGES 10
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#define MAX_MENUITEMS 150
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#define MAX_MENUS 64
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#define WINDOW_MOUSEOVER 0x00000001 // mouse is over it, non exclusive
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#define WINDOW_HASFOCUS 0x00000002 // has cursor focus, exclusive
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#define WINDOW_VISIBLE 0x00000004 // is visible
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#define WINDOW_INACTIVE 0x00000008 // is visible but grey ( non-active )
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#define WINDOW_DECORATION 0x00000010 // for decoration only, no mouse, keyboard, etc..
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#define WINDOW_FADINGOUT 0x00000020 // fading out, non-active
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#define WINDOW_FADINGIN 0x00000040 // fading in
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#define WINDOW_MOUSEOVERTEXT 0x00000080 // mouse is over it, non exclusive
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#define WINDOW_INTRANSITION 0x00000100 // window is in transition
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#define WINDOW_FORECOLORSET 0x00000200 // forecolor was explicitly set ( used to color alpha images or not )
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#define WINDOW_HORIZONTAL 0x00000400 // for list boxes and sliders, vertical is default this is set of horizontal
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#define WINDOW_LB_LEFTARROW 0x00000800 // mouse is over left/up arrow
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#define WINDOW_LB_RIGHTARROW 0x00001000 // mouse is over right/down arrow
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#define WINDOW_LB_THUMB 0x00002000 // mouse is over thumb
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#define WINDOW_LB_PGUP 0x00004000 // mouse is over page up
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#define WINDOW_LB_PGDN 0x00008000 // mouse is over page down
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#define WINDOW_ORBITING 0x00010000 // item is in orbit
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#define WINDOW_OOB_CLICK 0x00020000 // close on out of bounds click
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#define WINDOW_WRAPPED 0x00040000 // manually wrap text
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#define WINDOW_AUTOWRAPPED 0x00080000 // auto wrap text
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#define WINDOW_FORCED 0x00100000 // forced open
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#define WINDOW_POPUP 0x00200000 // popup
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#define WINDOW_BACKCOLORSET 0x00400000 // backcolor was explicitly set
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#define WINDOW_TIMEDVISIBLE 0x00800000 // visibility timing ( NOT implemented )
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#define WINDOW_PLAYERCOLOR 0x01000000 // hack the forecolor to match ui_char_color_*
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#define WINDOW_SCRIPTWAITING 0x02000000 // delayed script waiting to run
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//JLF MPMOVED
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#define WINDOW_INTRANSITIONMODEL 0x04000000 // delayed script waiting to run
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#define WINDOW_IGNORE_ESCAPE 0x08000000 // ignore normal closeall menus escape functionality
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typedef struct {
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float x; // horiz position
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float y; // vert position
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float w; // width
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float h; // height;
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} rectDef_t;
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typedef rectDef_t UIRectangle;
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// FIXME: do something to separate text vs window stuff
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typedef struct {
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UIRectangle rect; // client coord rectangle
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UIRectangle rectClient; // screen coord rectangle
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char *name; //
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char *group; // if it belongs to a group
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const char *cinematicName; // cinematic name
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int cinematic; // cinematic handle
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int style; //
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int border; //
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int ownerDraw; // ownerDraw style
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int ownerDrawFlags; // show flags for ownerdraw items
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float borderSize; //
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int flags; // visible, focus, mouseover, cursor
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UIRectangle rectEffects; // for various effects
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UIRectangle rectEffects2; // for various effects
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int offsetTime; // time based value for various effects
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int nextTime; // time next effect should cycle
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int delayTime; // time when delay expires
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char *delayedScript; // points into another script's text while delaying
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vec4_t foreColor; // text color
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vec4_t backColor; // border color
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vec4_t borderColor; // border color
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vec4_t outlineColor; // border color
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qhandle_t background; // background asset
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} windowDef_t;
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typedef windowDef_t Window;
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typedef struct {
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vec4_t color; //
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float low; //
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float high; //
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} colorRangeDef_t;
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typedef struct modelDef_s {
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int angle;
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vec3_t origin;
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float fov_x;
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float fov_y;
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int rotationSpeed;
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vec3_t g2mins; //required
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vec3_t g2maxs; //required
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int g2skin; //optional
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int g2anim; //optional
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//JLF MPMOVED
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//Transition extras
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vec3_t g2mins2, g2maxs2, g2minsEffect, g2maxsEffect;
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float fov_x2, fov_y2, fov_Effectx, fov_Effecty;
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} modelDef_t;
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#define ITF_G2VALID 0x0001 // indicates whether or not g2 instance is valid.
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#define ITF_ISCHARACTER 0x0002 // a character item, uses customRGBA
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#define ITF_ISSABER 0x0004 // first saber item, draws blade
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#define ITF_ISSABER2 0x0008 // second saber item, draws blade
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#define ITF_ISANYSABER (ITF_ISSABER|ITF_ISSABER2) //either saber
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typedef struct itemDef_s {
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Window window; // common positional, border, style, layout info
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UIRectangle textRect; // rectangle the text ( if any ) consumes
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int type; // text, button, radiobutton, checkbox, textfield, listbox, combo
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int alignment; // left center right
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int textalignment; // ( optional ) alignment for text within rect based on text width
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float textalignx; // ( optional ) text alignment x coord
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float textaligny; // ( optional ) text alignment y coord
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float text2alignx; // ( optional ) text2 alignment x coord
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float text2aligny; // ( optional ) text2 alignment y coord
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float textscale; // scale percentage from 72pts
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int textStyle; // ( optional ) style, normal and shadowed are it for now
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char *text; // display text
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char *text2; // display text2
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const char *descText; // Description text
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void *parent; // menu owner
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qhandle_t asset; // handle to asset
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CGhoul2Info_v ghoul2; // ghoul2 instance if available instead of a model.
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int flags; // flags like g2valid, character, saber, saber2, etc.
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const char *mouseEnterText; // mouse enter script
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const char *mouseExitText; // mouse exit script
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const char *mouseEnter; // mouse enter script
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const char *mouseExit; // mouse exit script
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const char *action; // select script
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//JLFACCEPT MPMOVED
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const char *accept;
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//JLFDPADSCRIPT MPMOVED
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const char * selectionNext;
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const char * selectionPrev;
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const char *onFocus; // select script
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const char *leaveFocus; // select script
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const char *cvar; // associated cvar
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const char *cvarTest; // associated cvar for enable actions
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const char *enableCvar; // enable, disable, show, or hide based on value, this can contain a list
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int cvarFlags; // what type of action to take on cvarenables
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sfxHandle_t focusSound; //
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int numColors; // number of color ranges
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colorRangeDef_t colorRanges[MAX_COLOR_RANGES];
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float special; // used for feeder id's etc.. diff per type
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int cursorPos; // cursor position in characters
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void *typeData; // type specific data ptr's
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int appearanceSlot; // order of appearance
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int value; // used by ITEM_TYPE_MULTI that aren't linked to a particular cvar.
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int font; // FONT_SMALL,FONT_MEDIUM,FONT_LARGE
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int invertYesNo;
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int xoffset;
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qboolean disabled; // Does this item ignore mouse and keyboard focus
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qboolean disabledHidden; // hide the item when 'disabled' is true (for generic image items)
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} itemDef_t;
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typedef struct {
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Window window;
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const char *font; // font
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qboolean fullScreen; // covers entire screen
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int itemCount; // number of items;
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int fontIndex; //
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int cursorItem; // which item as the cursor
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int fadeCycle; //
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float fadeClamp; //
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float fadeAmount; //
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const char *onOpen; // run when the menu is first opened
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const char *onClose; // run when the menu is closed
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//JLFACCEPT MPMOVED
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const char *onAccept; // run when menu is closed with acceptance
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const char *onESC; // run when the menu is closed
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const char *soundName; // background loop sound for menu
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vec4_t focusColor; // focus color for items
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vec4_t disableColor; // focus color for items
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itemDef_t *items[MAX_MENUITEMS]; // items this menu contains
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float appearanceTime; // when next item should appear
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int appearanceCnt; // current item displayed
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float appearanceIncrement; //
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int descX; // X position of description
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int descY; // X position of description
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vec4_t descColor; // description text color for items
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int descAlignment; // Description of alignment
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float descScale; // Description scale
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int descTextStyle; // ( optional ) style, normal and shadowed are it for now
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} menuDef_t;
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typedef struct textScrollDef_s
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{
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int startPos;
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int endPos;
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float lineHeight;
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int maxLineChars;
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int drawPadding;
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// changed spelling to make them fall out during compile while I made them asian-aware -Ste
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//
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int iLineCount;
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const char* pLines[MAX_TEXTSCROLL_LINES]; // can contain NULL ptrs that you should skip over during paint.
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} textScrollDef_t;
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typedef struct
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{
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const char *name;
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qboolean (*handler) (itemDef_t *item, const char** args);
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} commandDef_t;
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menuDef_t *Menu_GetFocused(void);
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|
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void Controls_GetConfig( void );
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void Controls_SetConfig( void );
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void Controls_SetDefaults( void );
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qboolean Display_KeyBindPending(void);
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qboolean Display_MouseMove(void *p, int x, int y);
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int Display_VisibleMenuCount(void);
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|
qboolean Int_Parse(const char **p, int *i);
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|
void Init_Display(displayContextDef_t *dc);
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|
void Menus_Activate(menuDef_t *menu);
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|
menuDef_t *Menus_ActivateByName(const char *p);
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|
qboolean Menus_AnyFullScreenVisible(void);
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|
void Menus_CloseAll(void);
|
|
int Menu_Count(void);
|
|
itemDef_t *Menu_FindItemByName(menuDef_t *menu, const char *p);
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|
void Menu_ShowGroup (menuDef_t *menu, const char *itemName, qboolean showFlag);
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|
void Menu_ItemDisable(menuDef_t *menu, const char *name, qboolean disableFlag);
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|
int Menu_ItemsMatchingGroup(menuDef_t *menu, const char *name);
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|
itemDef_t *Menu_GetMatchingItemByNumber(menuDef_t *menu, int index, const char *name);
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|
|
|
void Menu_HandleKey(menuDef_t *menu, int key, qboolean down);
|
|
void Menu_New(char *buffer);
|
|
void Menus_OpenByName(const char *p);
|
|
void Menu_PaintAll(void);
|
|
void Menu_Reset(void);
|
|
void PC_EndParseSession(char *buffer);
|
|
qboolean PC_Float_Parse(int handle, float *f);
|
|
qboolean PC_ParseString(const char **tempStr);
|
|
qboolean PC_ParseStringMem(const char **out);
|
|
void PC_ParseWarning(const char *message);
|
|
qboolean PC_String_Parse(int handle, const char **out);
|
|
int PC_StartParseSession(const char *fileName,char **buffer);
|
|
char *PC_ParseExt(void);
|
|
qboolean PC_ParseInt(int *number);
|
|
qboolean PC_ParseFloat(float *number);
|
|
qboolean PC_ParseColor(vec4_t *c);
|
|
const char *String_Alloc(const char *p);
|
|
void String_Init(void);
|
|
qboolean String_Parse(const char **p, const char **out);
|
|
void String_Report(void);
|
|
void UI_Cursor_Show(qboolean flag);
|
|
itemDef_t *Menu_GetMatchingItemByNumber(menuDef_t *menu, int index, const char *name);
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|
|
|
extern displayContextDef_t *DC;
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|
|
|
#endif
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