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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+#ifndef __UI_SHARED_H
+#define __UI_SHARED_H
+
+
+#include "../qcommon/q_shared.h"
+#include "../renderer/tr_types.h"
+#include "../client/keycodes.h"
+
+#include "../../ui/menudef.h"
+
+#define MAX_MENUNAME 32
+#define MAX_ITEMTEXT 64
+#define MAX_ITEMACTION 64
+#define MAX_MENUDEFFILE 4096
+#define MAX_MENUFILE 32768
+#define MAX_MENUS 64
+#define MAX_MENUITEMS 96
+#define MAX_COLOR_RANGES 10
+#define MAX_OPEN_MENUS 16
+
+#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_GREY 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 )
+
+
+// CGAME cursor type bits
+#define CURSOR_NONE 0x00000001
+#define CURSOR_ARROW 0x00000002
+#define CURSOR_SIZER 0x00000004
+
+#ifdef CGAME
+#define STRING_POOL_SIZE 128*1024
+#else
+#define STRING_POOL_SIZE 384*1024
+#endif
+#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 ASSET_GRADIENTBAR "ui/assets/gradientbar2.tga"
+#define ASSET_SCROLLBAR "ui/assets/scrollbar.tga"
+#define ASSET_SCROLLBAR_ARROWDOWN "ui/assets/scrollbar_arrow_dwn_a.tga"
+#define ASSET_SCROLLBAR_ARROWUP "ui/assets/scrollbar_arrow_up_a.tga"
+#define ASSET_SCROLLBAR_ARROWLEFT "ui/assets/scrollbar_arrow_left.tga"
+#define ASSET_SCROLLBAR_ARROWRIGHT "ui/assets/scrollbar_arrow_right.tga"
+#define ASSET_SCROLL_THUMB "ui/assets/scrollbar_thumb.tga"
+#define ASSET_SLIDER_BAR "ui/assets/slider2.tga"
+#define ASSET_SLIDER_THUMB "ui/assets/sliderbutt_1.tga"
+#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 10
+
+typedef struct {
+ const char *command;
+ const char *args[MAX_SCRIPT_ARGS];
+} scriptDef_t;
+
+
+typedef struct {
+ 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 {
+ Rectangle rect; // client coord rectangle
+ Rectangle 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
+ Rectangle rectEffects; // for various effects
+ Rectangle 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 windowDef_t Window;
+
+typedef struct {
+ 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;
+} 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 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;
+} modelDef_t;
+
+#define CVAR_ENABLE 0x00000001
+#define CVAR_DISABLE 0x00000002
+#define CVAR_SHOW 0x00000004
+#define CVAR_HIDE 0x00000008
+
+typedef struct itemDef_s {
+ Window window; // common positional, border, style, layout info
+ Rectangle 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
+ void *parent; // menu owner
+ qhandle_t asset; // handle to asset
+ 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
+ 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
+ void *typeData; // type specific data ptr's
+} itemDef_t;
+
+typedef struct {
+ Window 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
+ 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
+} menuDef_t;
+
+typedef struct {
+ const char *fontStr;
+ const char *cursorStr;
+ const char *gradientStr;
+ fontInfo_t textFont;
+ fontInfo_t smallFont;
+ fontInfo_t bigFont;
+ 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;
+
+ // player settings
+ qhandle_t fxBasePic;
+ qhandle_t fxPic[7];
+ qhandle_t crosshairShader[NUM_CROSSHAIRS];
+
+} cachedAssets_t;
+
+typedef struct {
+ const char *name;
+ void (*handler) (itemDef_t *item, char** args);
+} commandDef_t;
+
+typedef struct {
+ 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 (*textWidth) (const char *text, float scale, int limit);
+ int (*textHeight) (const char *text, float scale, int limit);
+ 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 );
+ void (*registerFont) (const char *pFontname, int pointSize, fontInfo_t *font);
+ 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);
+ float (*getValue) (int ownerDraw);
+ qboolean (*ownerDrawVisible) (int flags);
+ void (*runScript)(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);
+ 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 *handle);
+ qhandle_t (*feederItemImage)(float feederID, int index);
+ void (*feederSelection)(float feederID, int index);
+ 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 );
+ void (*Error)(int level, const char *error, ...);
+ void (*Print)(const char *msg, ...);
+ void (*Pause)(qboolean b);
+ int (*ownerDrawWidth)(int ownerDraw, float scale);
+ sfxHandle_t (*registerSound)(const char *name, qboolean compressed);
+ void (*startBackgroundTrack)( const char *intro, const char *loop);
+ 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;
+
+} displayContextDef_t;
+
+const char *String_Alloc(const char *p);
+void String_Init( void );
+void String_Report( void );
+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 );
+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 );
+void Menu_New(int handle);
+void Menu_PaintAll( void );
+menuDef_t *Menus_ActivateByName(const char *p);
+void Menu_Reset( void );
+qboolean Menus_AnyFullScreenVisible( void );
+void Menus_Activate(menuDef_t *menu);
+
+displayContextDef_t *Display_GetContext( void );
+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 );
+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 );
+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 );
+
+void *UI_Alloc( int size );
+void UI_InitMemory( void );
+qboolean UI_OutOfMemory( void );
+
+void Controls_GetConfig( void );
+void Controls_SetConfig(qboolean restart);
+void Controls_SetDefaults( void );
+
+int trap_PC_AddGlobalDefine( char *define );
+int trap_PC_LoadSource( const char *filename );
+int trap_PC_FreeSource( int handle );
+int trap_PC_ReadToken( int handle, pc_token_t *pc_token );
+int trap_PC_SourceFileAndLine( int handle, char *filename, int *line );
+
+#endif