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- #ifndef __UI_LOCAL_H__
- #define __UI_LOCAL_H__
- #include <string.h>
- #include <limits.h>
- #include "../game/q_shared.h"
- #include "../renderer/tr_types.h"
- #include "../qcommon/qcommon.h"
- #include "ui_public.h"
- #include "ui_shared.h"
- #define MAX_PLAYERMODELS 32
- #define MAX_DEFERRED_SCRIPT 1024
- //
- // ui_qmenu.c
- //
- #define MAX_EDIT_LINE 256
- typedef struct {
- int cursor;
- int scroll;
- int widthInChars;
- char buffer[MAX_EDIT_LINE];
- int maxchars;
- int style;
- int textEnum; // Label
- int textcolor; // Normal color
- int textcolor2; // Highlight color
- } uifield_t;
- extern void Menu_Cache( void );
- //
- // ui_field.c
- //
- extern void Field_Clear( uifield_t *edit );
- extern void Field_CharEvent( uifield_t *edit, int ch );
- extern void Field_Draw( uifield_t *edit, int x, int y, int width, int size,int color,int color2, qboolean showCursor );
- //
- // ui_menu.c
- //
- extern void UI_MainMenu(void);
- extern void UI_InGameMenu(const char*holoFlag);
- extern void AssetCache(void);
- extern void UI_DataPadMenu(void);
- //
- // ui_connect.c
- //
- extern void UI_DrawConnect( const char *servername, const char * updateInfoString );
- extern void UI_UpdateConnectionString( char *string );
- extern void UI_UpdateConnectionMessageString( char *string );
- //
- // ui_atoms.c
- //
- #define UI_FADEOUT 0
- #define UI_FADEIN 1
- typedef struct {
- int frametime;
- int realtime;
- int cursorx;
- int cursory;
-
- glconfig_t glconfig;
- qboolean debugMode;
- qhandle_t whiteShader;
- qhandle_t menuBackShader;
- qhandle_t cursor;
- float scalex;
- float scaley;
- //float bias;
- qboolean firstdraw;
- } uiStatic_t;
- extern void UI_FillRect( float x, float y, float width, float height, const float *color );
- extern void UI_DrawString( int x, int y, const char* str, int style, vec4_t color );
- extern void UI_DrawHandlePic( float x, float y, float w, float h, qhandle_t hShader );
- extern void UI_UpdateScreen( void );
- extern int UI_RegisterFont(const char *fontName);
- extern void UI_SetColor( const float *rgba );
- extern char *UI_Cvar_VariableString( const char *var_name );
- extern uiStatic_t uis;
- extern uiimport_t ui;
- #define MAX_MOVIES 256
- #define MAX_MODS 64
- typedef struct {
- const char *modName;
- const char *modDescr;
- } modInfo_t;
- typedef struct {
- char Name[64];
- int SkinHeadCount;
- // qhandle_t SkinHeadIcons[MAX_PLAYERMODELS];
- char SkinHeadNames[MAX_PLAYERMODELS][16];
- int SkinTorsoCount;
- // qhandle_t SkinTorsoIcons[MAX_PLAYERMODELS];
- char SkinTorsoNames[MAX_PLAYERMODELS][16];
- int SkinLegCount;
- // qhandle_t SkinLegIcons[MAX_PLAYERMODELS];
- char SkinLegNames[MAX_PLAYERMODELS][16];
- char ColorShader[MAX_PLAYERMODELS][64];
- int ColorCount;
- char ColorActionText[MAX_PLAYERMODELS][128];
- } playerSpeciesInfo_t;
- typedef struct {
- displayContextDef_t uiDC;
- int effectsColor;
- int currentCrosshair;
- modInfo_t modList[MAX_MODS];
- int modIndex;
- int modCount;
- int playerSpeciesCount;
- playerSpeciesInfo_t playerSpecies[MAX_PLAYERMODELS];
- int playerSpeciesIndex;
- char deferredScript [ MAX_DEFERRED_SCRIPT ];
- itemDef_t* deferredScriptItem;
- itemDef_t* runScriptItem;
- qboolean inGameLoad;
- // Used by Force Power allocation screen
- short forcePowerUpdated; // Enum of which power had the point allocated
- // Used by Weapon allocation screen
- short selectedWeapon1; // 1st weapon chosen
- // char selectedWeapon1ItemName[64]; // Item name of weapon chosen
- // int selectedWeapon1AmmoIndex; // Holds index to ammo
- short selectedWeapon2; // 2nd weapon chosen
- // char selectedWeapon2ItemName[64]; // Item name of weapon chosen
- // int selectedWeapon2AmmoIndex; // Holds index to ammo
- short selectedThrowWeapon; // throwable weapon chosen
- // char selectedThrowWeaponItemName[64]; // Item name of weapon chosen
- // int selectedThrowWeaponAmmoIndex; // Holds index to ammo
- itemDef_t *weapon1ItemButton;
- qhandle_t litWeapon1Icon;
- qhandle_t unlitWeapon1Icon;
- itemDef_t *weapon2ItemButton;
- qhandle_t litWeapon2Icon;
- qhandle_t unlitWeapon2Icon;
- itemDef_t *weaponThrowButton;
- qhandle_t litThrowableIcon;
- qhandle_t unlitThrowableIcon;
- short movesTitleIndex;
- char *movesBaseAnim;
- int moveAnimTime;
- // int languageCount;
- int languageCountIndex;
- } uiInfo_t;
- extern uiInfo_t uiInfo;
- //
- // ui_main.c
- //
- void _UI_Init( qboolean inGameLoad );
- void _UI_DrawRect( float x, float y, float width, float height, float size, const float *color );
- void _UI_MouseEvent( int dx, int dy );
- void _UI_KeyEvent( int key, qboolean down );
- void UI_Report(void);
- extern char GoToMenu[];
- //
- // ui_syscalls.c
- //
- int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits, const char *psAudioFile /* = NULL */);
- int trap_CIN_StopCinematic(int handle);
- void trap_Cvar_Set( const char *var_name, const char *value );
- float trap_Cvar_VariableValue( const char *var_name );
- void trap_GetGlconfig( glconfig_t *glconfig );
- void trap_Key_ClearStates( void );
- int trap_Key_GetCatcher( void );
- qboolean trap_Key_GetOverstrikeMode( void );
- void trap_Key_SetBinding( int keynum, const char *binding );
- void trap_Key_SetCatcher( int catcher );
- void trap_Key_SetOverstrikeMode( qboolean state );
- void trap_R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader );
- void trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs );
- void trap_R_SetColor( const float *rgba );
- void trap_R_ClearScene( void );
- void trap_R_AddRefEntityToScene( const refEntity_t *re );
- void trap_R_RenderScene( const refdef_t *fd );
- void trap_S_StopSounds( void );
- sfxHandle_t trap_S_RegisterSound( const char *sample, qboolean compressed );
- void trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum );
- #ifdef _IMMERSION
- ffHandle_t trap_FF_Register( const char *name, int channel = FF_CHANNEL_MENU );
- void trap_FF_Start( ffHandle_t ff );
- #endif // _IMMERSION
- #ifndef _XBOX
- int PASSFLOAT( float x );
- #endif
- void _UI_Refresh( int realtime );
- //from xboxcommon.h (from MP)
- //
- // Xbox Error Popup Constants
- //
- // The error popup system needs a context when it returns a value to know
- // what to do. One of these is saved off when we create the popup, and then it's
- // queried when we get a response so we know what we're doing.
- enum xbErrorPopupType
- {
- XB_POPUP_NONE,
- XB_POPUP_DELETE_CONFIRM,
- XB_POPUP_DISKFULL, // Only at startup
- XB_POPUP_DISKFULL_DURING_SAVE, // When trying to save a new game
- XB_POPUP_SAVE_COMPLETE,
- XB_POPUP_OVERWRITE_CONFIRM,
- XB_POPUP_LOAD_FAILED,
- XB_POPUP_LOAD_CHECKPOINT_FAILED,
- XB_POPUP_QUIT_CONFIRM,
- XB_POPUP_SAVING,
- XB_POPUP_LOAD_CONFIRM,
- XB_POPUP_TOO_MANY_SAVES,
- XB_POPUP_LOAD_CONFIRM_CHECKPOINT,
- XB_POPUP_CONFIRM_INVITE,
- XB_POPUP_CORRUPT_SETTINGS,
- XB_POPUP_DISKFULL_BOTH,
- XB_POPUP_YOU_ARE_DEAD,
- XB_POPUP_TESTING_SAVE,
- XB_POPUP_CORRUPT_SCREENSHOT,
- XB_POPUP_CONFIRM_NEW_1,
- XB_POPUP_CONFIRM_NEW_2,
- XB_POPUP_CONFIRM_NEW_3,
- };
- void UI_xboxErrorPopup(xbErrorPopupType popup);
- void UI_xboxPopupResponse(void);
- void UI_CheckForInvite( void );
- #endif
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