ref: f21a753a80c4034db22926835af88117e021eff0
dir: /code/ui/ui_shared.h/
/* =========================================================================== 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 Foobar; 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 "../game/q_shared.h" #include "../cgame/tr_types.h" #include "keycodes.h" #include "../../ui/menudef.h" #define MAX_MENUNAME 32 #define MAX_ITEMTEXT 64 #define MAX_ITEMACTION 64 #define MAX_MENUDEFFILE 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 (*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 (*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)(); 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 String_Report(); void Init_Display(displayContextDef_t *dc); void Display_ExpandMacros(char * buff); void Menu_Init(menuDef_t *menu); void Item_Init(itemDef_t *item); void Menu_PostParse(menuDef_t *menu); menuDef_t *Menu_GetFocused(); void Menu_HandleKey(menuDef_t *menu, int key, qboolean down); void Menu_HandleMouseMove(menuDef_t *menu, float x, float y); void Menu_ScrollFeeder(menuDef_t *menu, int feeder, qboolean down); qboolean Float_Parse(char **p, float *f); qboolean Color_Parse(char **p, vec4_t *c); qboolean Int_Parse(char **p, int *i); qboolean Rect_Parse(char **p, rectDef_t *r); qboolean String_Parse(char **p, const char **out); qboolean Script_Parse(char **p, const char **out); qboolean PC_Float_Parse(int handle, float *f); qboolean PC_Color_Parse(int handle, vec4_t *c); qboolean PC_Int_Parse(int handle, int *i); qboolean PC_Rect_Parse(int handle, rectDef_t *r); qboolean PC_String_Parse(int handle, const char **out); qboolean PC_Script_Parse(int handle, const char **out); int Menu_Count(); void Menu_New(int handle); void Menu_PaintAll(); menuDef_t *Menus_ActivateByName(const char *p); void Menu_Reset(); qboolean Menus_AnyFullScreenVisible(); void Menus_Activate(menuDef_t *menu); displayContextDef_t *Display_GetContext(); void *Display_CaptureItem(int x, int y); qboolean Display_MouseMove(void *p, int x, int y); int Display_CursorType(int x, int y); qboolean Display_KeyBindPending(); void Menus_OpenByName(const char *p); menuDef_t *Menus_FindByName(const char *p); void Menus_ShowByName(const char *p); void Menus_CloseByName(const char *p); void Display_HandleKey(int key, qboolean down, int x, int y); void LerpColor(vec4_t a, vec4_t b, vec4_t c, float t); void Menus_CloseAll(); void Menu_Paint(menuDef_t *menu, qboolean forcePaint); void Menu_SetFeederSelection(menuDef_t *menu, int feeder, int index, const char *name); void Display_CacheAll(); void *UI_Alloc( int size ); void UI_InitMemory( void ); qboolean UI_OutOfMemory(); 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