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4 changed files with 0 additions and 379 deletions
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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//
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// util.h
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//
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#include "cvardef.h"
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#ifndef TRUE
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#define TRUE 1
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#define FALSE 0
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#endif
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// Macros to hook function calls into the HUD object
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#define HOOK_MESSAGE(x) gEngfuncs.pfnHookUserMsg(#x, __MsgFunc_##x );
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#define DECLARE_MESSAGE(y, x) int __MsgFunc_##x(const char *pszName, int iSize, void *pbuf) \
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{ \
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return gHUD.##y.MsgFunc_##x(pszName, iSize, pbuf ); \
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}
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#define HOOK_COMMAND(x, y) gEngfuncs.pfnAddCommand( x, __CmdFunc_##y );
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#define DECLARE_COMMAND(y, x) void __CmdFunc_##x( void ) \
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{ \
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gHUD.##y.UserCmd_##x( ); \
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}
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inline float CVAR_GET_FLOAT( const char *x ) { return gEngfuncs.pfnGetCvarFloat( (char*)x ); }
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inline char* CVAR_GET_STRING( const char *x ) { return gEngfuncs.pfnGetCvarString( (char*)x ); }
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inline struct cvar_s *CVAR_CREATE( const char *cv, const char *val, const int flags ) { return gEngfuncs.pfnRegisterVariable( (char*)cv, (char*)val, flags ); }
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#define SPR_Load (*gEngfuncs.pfnSPR_Load)
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#define SPR_Set (*gEngfuncs.pfnSPR_Set)
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#define SPR_Frames (*gEngfuncs.pfnSPR_Frames)
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#define SPR_GetList (*gEngfuncs.pfnSPR_GetList)
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// SPR_Draw draws a the current sprite as solid
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#define SPR_Draw (*gEngfuncs.pfnSPR_Draw)
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// SPR_DrawHoles draws the current sprites, with color index255 not drawn (transparent)
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#define SPR_DrawHoles (*gEngfuncs.pfnSPR_DrawHoles)
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// SPR_DrawAdditive adds the sprites RGB values to the background (additive transulency)
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#define SPR_DrawAdditive (*gEngfuncs.pfnSPR_DrawAdditive)
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// SPR_EnableScissor sets a clipping rect for HUD sprites. (0,0) is the top-left hand corner of the screen.
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#define SPR_EnableScissor (*gEngfuncs.pfnSPR_EnableScissor)
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// SPR_DisableScissor disables the clipping rect
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#define SPR_DisableScissor (*gEngfuncs.pfnSPR_DisableScissor)
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//
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#define FillRGBA (*gEngfuncs.pfnFillRGBA)
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// ScreenHeight returns the height of the screen, in pixels
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#define ScreenHeight (gHUD.m_scrinfo.iHeight)
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// ScreenWidth returns the width of the screen, in pixels
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#define ScreenWidth (gHUD.m_scrinfo.iWidth)
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#define GetScreenInfo (*gEngfuncs.pfnGetScreenInfo)
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#define ServerCmd (*gEngfuncs.pfnServerCmd)
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#define ClientCmd (*gEngfuncs.pfnClientCmd)
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#define SetCrosshair (*gEngfuncs.pfnSetCrosshair)
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#define AngleVectors (*gEngfuncs.pfnAngleVectors)
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// Gets the height & width of a sprite, at the specified frame
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inline int SPR_Height( HSPRITE x, int f ) { return gEngfuncs.pfnSPR_Height(x, f); }
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inline int SPR_Width( HSPRITE x, int f ) { return gEngfuncs.pfnSPR_Width(x, f); }
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inline client_textmessage_t *TextMessageGet( const char *pName ) { return gEngfuncs.pfnTextMessageGet( pName ); }
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inline int TextMessageDrawChar( int x, int y, int number, int r, int g, int b )
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{
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return gEngfuncs.pfnDrawCharacter( x, y, number, r, g, b );
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}
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inline int DrawConsoleString( int x, int y, const char *string )
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{
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return gEngfuncs.pfnDrawConsoleString( x, y, (char*) string );
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}
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inline void GetConsoleStringSize( const char *string, int *width, int *height )
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{
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gEngfuncs.pfnDrawConsoleStringLen( string, width, height );
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}
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inline int ConsoleStringLen( const char *string )
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{
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int _width, _height;
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GetConsoleStringSize( string, &_width, &_height );
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return _width;
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}
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inline void ConsolePrint( const char *string )
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{
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gEngfuncs.pfnConsolePrint( string );
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}
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inline void CenterPrint( const char *string )
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{
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gEngfuncs.pfnCenterPrint( string );
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}
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// returns the players name of entity no.
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#define GetPlayerInfo (*gEngfuncs.pfnGetPlayerInfo)
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// sound functions
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inline void PlaySound( char *szSound, float vol ) { gEngfuncs.pfnPlaySoundByName( szSound, vol ); }
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inline void PlaySound( int iSound, float vol ) { gEngfuncs.pfnPlaySoundByIndex( iSound, vol ); }
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#define max(a, b) (((a) > (b)) ? (a) : (b))
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#define min(a, b) (((a) < (b)) ? (a) : (b))
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#define fabs(x) ((x) > 0 ? (x) : 0 - (x))
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void ScaleColors( int &r, int &g, int &b, int a );
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#define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2])
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#define VectorSubtract(a,b,c) {(c)[0]=(a)[0]-(b)[0];(c)[1]=(a)[1]-(b)[1];(c)[2]=(a)[2]-(b)[2];}
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#define VectorAdd(a,b,c) {(c)[0]=(a)[0]+(b)[0];(c)[1]=(a)[1]+(b)[1];(c)[2]=(a)[2]+(b)[2];}
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#define VectorCopy(a,b) {(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];}
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#define VectorClear(a) { a[0]=0.0;a[1]=0.0;a[2]=0.0;}
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float Length(const float *v);
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void VectorMA (const float *veca, float scale, const float *vecb, float *vecc);
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void VectorScale (const float *in, float scale, float *out);
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float VectorNormalize (float *v);
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void VectorInverse ( float *v );
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extern vec3_t vec3_origin;
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// disable 'possible loss of data converting float to int' warning message
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#pragma warning( disable: 4244 )
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// disable 'truncation from 'const double' to 'float' warning message
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#pragma warning( disable: 4305 )
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inline void UnpackRGB(int &r, int &g, int &b, unsigned long ulRGB)\
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{\
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r = (ulRGB & 0xFF0000) >>16;\
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g = (ulRGB & 0xFF00) >> 8;\
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b = ulRGB & 0xFF;\
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}
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HSPRITE LoadSprite(const char *pszName);
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129
external/SDL2/SDL_config_nintendods.h
vendored
129
external/SDL2/SDL_config_nintendods.h
vendored
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef _SDL_config_nintendods_h
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#define _SDL_config_nintendods_h
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#include "SDL_platform.h"
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/* This is a set of defines to configure the SDL features */
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#if !defined(_STDINT_H_) && (!defined(HAVE_STDINT_H) || !_HAVE_STDINT_H)
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typedef signed char int8_t;
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typedef unsigned char uint8_t;
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typedef signed short int16_t;
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typedef unsigned short uint16_t;
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typedef signed int int32_t;
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typedef unsigned int uint32_t;
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typedef signed long long int64_t;
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typedef unsigned long long uint64_t;
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/* LiF: __PTRDIFF_TYPE__ was causing errors of conflicting typedefs with the
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<stdint.h> shipping with devkitARM. copied a similar ifdef from it. */
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#ifndef __PTRDIFF_TYPE__
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typedef unsigned long uintptr_t;
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#else
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typedef unsigned __PTRDIFF_TYPE__ uintptr_t;
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#endif
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#endif /* !_STDINT_H_ && !HAVE_STDINT_H */
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#define SIZEOF_VOIDP 4
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/* Useful headers */
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#define HAVE_SYS_TYPES_H 1
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#define HAVE_STDIO_H 1
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#define STDC_HEADERS 1
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#define HAVE_STRING_H 1
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#define HAVE_CTYPE_H 1
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/* C library functions */
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#define HAVE_MALLOC 1
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#define HAVE_CALLOC 1
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#define HAVE_REALLOC 1
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#define HAVE_FREE 1
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#define HAVE_ALLOCA 1
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#define HAVE_GETENV 1
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#define HAVE_SETENV 1
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#define HAVE_PUTENV 1
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#define HAVE_QSORT 1
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#define HAVE_ABS 1
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#define HAVE_BCOPY 1
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#define HAVE_MEMSET 1
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#define HAVE_MEMCPY 1
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#define HAVE_MEMMOVE 1
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#define HAVE_MEMCMP 1
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#define HAVE_STRLEN 1
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#define HAVE_STRDUP 1
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#define HAVE_INDEX 1
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#define HAVE_RINDEX 1
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#define HAVE_STRCHR 1
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#define HAVE_STRRCHR 1
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#define HAVE_STRSTR 1
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#define HAVE_STRTOL 1
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#define HAVE_STRTOD 1
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#define HAVE_ATOI 1
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#define HAVE_ATOF 1
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#define HAVE_STRCMP 1
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#define HAVE_STRNCMP 1
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#define HAVE_STRICMP 1
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#define HAVE_STRCASECMP 1
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#define HAVE_SSCANF 1
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#define HAVE_SNPRINTF 1
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#define HAVE_VSNPRINTF 1
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/* DS isn't that sophisticated */
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#define LACKS_SYS_MMAN_H 1
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/* Enable various audio drivers */
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#define SDL_AUDIO_DRIVER_NDS 1
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/*#define SDL_AUDIO_DRIVER_DUMMY 1 TODO: uncomment this later*/
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/* Enable various input drivers */
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#define SDL_JOYSTICK_NDS 1
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/*#define SDL_JOYSTICK_DUMMY 1 TODO: uncomment this later*/
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/* DS has no dynamic linking afaik */
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#define SDL_LOADSO_DISABLED 1
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/* Enable various threading systems */
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/*#define SDL_THREAD_NDS 1*/
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#define SDL_THREADS_DISABLED 1
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/* Enable various timer systems */
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#define SDL_TIMER_NDS 1
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/* Enable various video drivers */
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#define SDL_VIDEO_DRIVER_NDS 1
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#ifdef USE_HW_RENDERER
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#define SDL_VIDEO_RENDER_NDS 1
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#else
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#define SDL_VIDEO_RENDER_NDS 0
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#endif
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/* Enable system power support */
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#define SDL_POWER_NINTENDODS 1
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/* Enable haptic support */
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#define SDL_HAPTIC_NDS 1
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#define SDL_BYTEORDER SDL_LIL_ENDIAN
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#endif /* _SDL_config_nintendods_h */
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87
external/SDL2/SDL_input.h
vendored
87
external/SDL2/SDL_input.h
vendored
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@ -1,87 +0,0 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
|
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
|
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in a product, an acknowledgment in the product documentation would be
|
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* \file SDL_input.h
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*
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* Include file for lowlevel SDL input device handling.
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*
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* This talks about individual devices, and not the system cursor. If you
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* just want to know when the user moves the pointer somewhere in your
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* window, this is NOT the API you want. This one handles things like
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* multi-touch, drawing tablets, and multiple, separate mice.
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*
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* The other API is in SDL_mouse.h
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*/
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#ifndef _SDL_input_h
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#define _SDL_input_h
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#include "SDL_stdinc.h"
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#include "SDL_error.h"
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#include "SDL_video.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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/* *INDENT-OFF* */
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extern "C" {
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/* *INDENT-ON* */
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#endif
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/* Function prototypes */
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/* !!! FIXME: real documentation
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* - Redetect devices
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* - This invalidates all existing device information from previous queries!
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* - There is an implicit (re)detect upon SDL_Init().
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*/
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extern DECLSPEC int SDLCALL SDL_RedetectInputDevices(void);
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/**
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* \brief Get the number of mouse input devices available.
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*/
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extern DECLSPEC int SDLCALL SDL_GetNumInputDevices(void);
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/**
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* \brief Gets the name of a device with the given index.
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*
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* \param index is the index of the device, whose name is to be returned.
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*
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* \return the name of the device with the specified index
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*/
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extern DECLSPEC const char *SDLCALL SDL_GetInputDeviceName(int index);
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extern DECLSPEC int SDLCALL SDL_IsDeviceDisconnected(int index);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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/* *INDENT-OFF* */
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}
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/* *INDENT-ON* */
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#endif
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#include "close_code.h"
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#endif /* _SDL_mouse_h */
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/* vi: set ts=4 sw=4 expandtab: */
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11
external/SDL2/merge_sdl2.sh
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11
external/SDL2/merge_sdl2.sh
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@ -1,11 +0,0 @@
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#!/bin/bash
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p4 integ -i -d -Dt //steam/rel/client/src/external/SDL2/... //ValveGames/main/GoldSrc/external/SDL2/...
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p4 integ -i -d -Dt //steam/rel/client/client/osx32/libsdl... //ValveGames/rel/goldsource/hl1/game/libsdl...
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p4 integ -i -d -Dt //steam/rel/client/client/osx32/libsdl... //ValveGames/main/GoldSrc/linux/libsdl...
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p4 integ -i -d -Dt //steam/rel/client/client/ubuntu12_32/libsdl... //ValveGames/rel/goldsource/hl1/game/libsdl...
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p4 integ -i -d -Dt //steam/rel/client/client/ubuntu12_32/libsdl... //ValveGames/main/GoldSrc/linux/libsdl...
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p4 integ -i -d -Dt //steam/rel/client/client/sdl... //ValveGames/rel/goldsource/hl1/game/sdl...
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p4 resolve -am //ValveGames/main/GoldSrc/external/SDL2/...
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p4 resolve -at //ValveGames/rel/goldsource/hl1/game/sdl... //ValveGames/rel/goldsource/hl1/game/libsdl... //ValveGames/main/GoldSrc/linux/libsdl...
|
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