/* =========================================================================== Return to Castle Wolfenstein single player GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein single player GPL Source Code (“RTCW SP Source Code”). RTCW SP 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 3 of the License, or (at your option) any later version. RTCW SP 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 RTCW SP Source Code. If not, see . In addition, the RTCW SP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW SP Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __UI_LOCAL_H__ #define __UI_LOCAL_H__ //#include //#include //#include #include "../game/q_shared.h" #include "../cgame/tr_types.h" #include "ui_public.h" #include "keycodes.h" #include "../game/bg_public.h" #include "ui_shared.h" extern vmCvar_t ui_ffa_fraglimit; extern vmCvar_t ui_ffa_timelimit; extern vmCvar_t ui_tourney_fraglimit; extern vmCvar_t ui_tourney_timelimit; extern vmCvar_t ui_team_fraglimit; extern vmCvar_t ui_team_timelimit; extern vmCvar_t ui_team_friendly; extern vmCvar_t ui_ctf_capturelimit; extern vmCvar_t ui_ctf_timelimit; extern vmCvar_t ui_ctf_friendly; extern vmCvar_t ui_arenasFile; extern vmCvar_t ui_botsFile; extern vmCvar_t ui_spScores1; extern vmCvar_t ui_spScores2; extern vmCvar_t ui_spScores3; extern vmCvar_t ui_spScores4; extern vmCvar_t ui_spScores5; extern vmCvar_t ui_spAwards; extern vmCvar_t ui_spVideos; extern vmCvar_t ui_spSkill; extern vmCvar_t ui_spSelection; extern vmCvar_t ui_master; extern vmCvar_t ui_brassTime; extern vmCvar_t ui_drawCrosshair; extern vmCvar_t ui_drawCrosshairNames; extern vmCvar_t ui_drawCrosshairPickups; //----(SA) added extern vmCvar_t ui_useSuggestedWeapons; //----(SA) added extern vmCvar_t ui_marks; // JOSEPH 12-3-99 extern vmCvar_t ui_autoactivate; extern vmCvar_t ui_emptyswitch; // END JOSEPH extern vmCvar_t ui_server1; extern vmCvar_t ui_server2; extern vmCvar_t ui_server3; extern vmCvar_t ui_server4; extern vmCvar_t ui_server5; extern vmCvar_t ui_server6; extern vmCvar_t ui_server7; extern vmCvar_t ui_server8; extern vmCvar_t ui_server9; extern vmCvar_t ui_server10; extern vmCvar_t ui_server11; extern vmCvar_t ui_server12; extern vmCvar_t ui_server13; extern vmCvar_t ui_server14; extern vmCvar_t ui_server15; extern vmCvar_t ui_server16; extern vmCvar_t ui_smallFont; extern vmCvar_t ui_bigFont; extern vmCvar_t ui_cdkey; extern vmCvar_t ui_cdkeychecked; extern vmCvar_t ui_selectedPlayer; extern vmCvar_t ui_selectedPlayerName; extern vmCvar_t ui_netSource; extern vmCvar_t ui_menuFiles; extern vmCvar_t ui_gameType; extern vmCvar_t ui_netGameType; extern vmCvar_t ui_actualNetGameType; extern vmCvar_t ui_joinGameType; extern vmCvar_t ui_dedicated; extern vmCvar_t ui_notebookCurrentPage; extern vmCvar_t ui_clipboardName; extern vmCvar_t ui_hudAlpha; extern vmCvar_t ui_hunkUsed; //----(SA) added extern vmCvar_t ui_cameraMode; //----(SA) added extern vmCvar_t ui_savegameListAutosave; //----(SA) added extern vmCvar_t ui_savegameName; //----(SA) added // NERVE - SMF - multiplayer cvars extern vmCvar_t ui_serverFilterType; extern vmCvar_t ui_currentNetMap; extern vmCvar_t ui_currentMap; extern vmCvar_t ui_mapIndex; extern vmCvar_t ui_browserMaster; extern vmCvar_t ui_browserGameType; extern vmCvar_t ui_browserSortKey; extern vmCvar_t ui_browserShowFull; extern vmCvar_t ui_browserShowEmpty; extern vmCvar_t ui_serverStatusTimeOut; // -NERVE - SMF // // ui_qmenu.c // #define RCOLUMN_OFFSET ( BIGCHAR_WIDTH ) #define LCOLUMN_OFFSET ( -BIGCHAR_WIDTH ) #define SLIDER_RANGE 10 #define MAX_EDIT_LINE 256 #define MAX_MENUDEPTH 8 //#define MAX_MENUITEMS 128 #define MAX_MENUITEMS 256 #define MTYPE_NULL 0 #define MTYPE_SLIDER 1 #define MTYPE_ACTION 2 #define MTYPE_SPINCONTROL 3 #define MTYPE_FIELD 4 #define MTYPE_RADIOBUTTON 5 #define MTYPE_BITMAP 6 #define MTYPE_TEXT 7 #define MTYPE_SCROLLLIST 8 #define MTYPE_PTEXT 9 #define MTYPE_BTEXT 10 #define QMF_BLINK 0x00000001 #define QMF_SMALLFONT 0x00000002 #define QMF_LEFT_JUSTIFY 0x00000004 #define QMF_CENTER_JUSTIFY 0x00000008 #define QMF_RIGHT_JUSTIFY 0x00000010 #define QMF_NUMBERSONLY 0x00000020 // edit field is only numbers #define QMF_HIGHLIGHT 0x00000040 #define QMF_HIGHLIGHT_IF_FOCUS 0x00000080 // steady focus #define QMF_PULSEIFFOCUS 0x00000100 // pulse if focus #define QMF_HASMOUSEFOCUS 0x00000200 #define QMF_NOONOFFTEXT 0x00000400 #define QMF_MOUSEONLY 0x00000800 // only mouse input allowed #define QMF_HIDDEN 0x00001000 // skips drawing #define QMF_GRAYED 0x00002000 // grays and disables #define QMF_INACTIVE 0x00004000 // disables any input #define QMF_NODEFAULTINIT 0x00008000 // skip default initialization #define QMF_OWNERDRAW 0x00010000 #define QMF_PULSE 0x00020000 #define QMF_LOWERCASE 0x00040000 // edit field is all lower case #define QMF_UPPERCASE 0x00080000 // edit field is all upper case #define QMF_SILENT 0x00100000 // callback notifications #define QM_GOTFOCUS 1 #define QM_LOSTFOCUS 2 #define QM_ACTIVATED 3 typedef struct _tag_menuframework { int cursor; int cursor_prev; int nitems; void *items[MAX_MENUITEMS]; void ( *draw )( void ); sfxHandle_t ( *key )( int key ); qboolean wrapAround; qboolean fullscreen; qboolean showlogo; // JOSEPH 11-9-99 int specialmenutype; // END JOSEPH } menuframework_s; typedef struct { int type; const char *name; int id; int x, y; int left; int top; int right; int bottom; menuframework_s *parent; int menuPosition; unsigned flags; void ( *callback )( void *self, int event ); void ( *statusbar )( void *self ); void ( *ownerdraw )( void *self ); } menucommon_s; typedef struct { int cursor; int scroll; int widthInChars; char buffer[MAX_EDIT_LINE]; int maxchars; } mfield_t; typedef struct { menucommon_s generic; mfield_t field; } menufield_s; typedef struct { menucommon_s generic; float minvalue; float maxvalue; float curvalue; float range; } menuslider_s; typedef struct { menucommon_s generic; int oldvalue; int curvalue; int numitems; int top; const char **itemnames; int width; int height; int columns; int seperation; } menulist_s; typedef struct { menucommon_s generic; } menuaction_s; typedef struct { menucommon_s generic; int curvalue; } menuradiobutton_s; typedef struct { menucommon_s generic; char* focuspic; char* errorpic; qhandle_t shader; qhandle_t focusshader; int width; int height; float* focuscolor; } menubitmap_s; typedef struct { menucommon_s generic; char* string; int style; float* color; } menutext_s; extern void Menu_Cache( void ); extern void Menu_Focus( menucommon_s *m ); extern void Menu_AddItem( menuframework_s *menu, void *item ); extern void Menu_AdjustCursor( menuframework_s *menu, int dir ); extern void Menu_Draw( menuframework_s *menu ); // JOSEPH 11-9-99 extern void Menu_Draw_Inactive( menuframework_s *menu ); // END JOSEPH extern void *Menu_ItemAtCursor( menuframework_s *m ); extern sfxHandle_t Menu_ActivateItem( menuframework_s *s, menucommon_s* item ); extern void Menu_SetCursor( menuframework_s *s, int cursor ); extern void Menu_SetCursorToItem( menuframework_s *m, void* ptr ); extern sfxHandle_t Menu_DefaultKey( menuframework_s *s, int key ); extern void Bitmap_Init( menubitmap_s *b ); extern void Bitmap_Draw( menubitmap_s *b ); extern void ScrollList_Draw( menulist_s *l ); // JOSEPH 11-23-99 extern void ScrollList_Draw2( menulist_s *l ); // END JOSEPH extern sfxHandle_t ScrollList_Key( menulist_s *l, int key ); extern sfxHandle_t menu_in_sound; extern sfxHandle_t menu_move_sound; extern sfxHandle_t menu_out_sound; extern sfxHandle_t menu_buzz_sound; extern sfxHandle_t menu_null_sound; extern vec4_t menu_text_color; extern vec4_t menu_grayed_color; extern vec4_t menu_dark_color; extern vec4_t menu_highlight_color; extern vec4_t menu_red_color; extern vec4_t menu_black_color; extern vec4_t menu_dim_color; extern vec4_t color_black; // JOSEPH 11-29-99 extern vec4_t color_halfblack; // END JOSEPH extern vec4_t color_white; extern vec4_t color_yellow; extern vec4_t color_blue; extern vec4_t color_orange; extern vec4_t color_red; extern vec4_t color_dim; extern vec4_t name_color; extern vec4_t list_color; extern vec4_t listbar_color; // JOSEPH 11-23-99 extern vec4_t listbar_color2; // END JOSEPH extern vec4_t text_color_disabled; extern vec4_t text_color_normal; extern vec4_t text_color_highlight; extern char *ui_medalNames[]; extern char *ui_medalPicNames[]; extern char *ui_medalSounds[]; // // ui_mfield.c // extern void MField_Clear( mfield_t *edit ); extern void MField_KeyDownEvent( mfield_t *edit, int key ); extern void MField_CharEvent( mfield_t *edit, int ch ); extern void MField_Draw( mfield_t *edit, int x, int y, int style, vec4_t color ); // JOSEPH 11-23-99 extern void MenuField_Draw2( menufield_s *f, int specialtype ); // END JOSEPH extern void MenuField_Init( menufield_s* m ); extern void MenuField_Draw( menufield_s *f ); extern sfxHandle_t MenuField_Key( menufield_s* m, int* key ); // // ui_main.c // void UI_Report(); void UI_Load(); void UI_LoadMenus( const char *menuFile, qboolean reset ); void _UI_SetActiveMenu( uiMenuCommand_t menu ); uiMenuCommand_t _UI_GetActiveMenu( void ); int UI_AdjustTimeByGame( int time ); void UI_ShowPostGame( qboolean newHigh ); void UI_ClearScores(); void UI_LoadArenas( void ); // // ui_menu.c // extern void MainMenu_Cache( void ); extern void UI_MainMenu( void ); extern void UI_RegisterCvars( void ); extern void UI_UpdateCvars( void ); // // ui_credits.c // extern void UI_CreditMenu( void ); // // ui_ingame.c // extern void InGame_Cache( void ); extern void UI_InGameMenu( void ); // // ui_confirm.c // extern void ConfirmMenu_Cache( void ); extern void UI_ConfirmMenu( const char *question, void ( *draw )( void ), void ( *action )( qboolean result ) ); // // ui_setup.c // extern void UI_SetupMenu_Cache( void ); extern void UI_SetupMenu( void ); // // ui_team.c // extern void UI_TeamMainMenu( void ); extern void TeamMain_Cache( void ); // // ui_connect.c // extern void UI_DrawConnectScreen( qboolean overlay ); // // ui_controls2.c // extern void UI_ControlsMenu( void ); extern void Controls_Cache( void ); // // ui_demo2.c // extern void UI_DemosMenu( void ); extern void Demos_Cache( void ); // // ui_cinematics.c // extern void UI_CinematicsMenu( void ); extern void UI_CinematicsMenu_f( void ); extern void UI_CinematicsMenu_Cache( void ); // // ui_cdkey.c // extern void UI_CDKeyMenu( void ); extern void UI_CDKeyMenu_Cache( void ); extern void UI_CDKeyMenu_f( void ); // // ui_playermodel.c // extern void UI_PlayerModelMenu( void ); extern void PlayerModel_Cache( void ); // // ui_playersettings.c // extern void UI_PlayerSettingsMenu( void ); extern void PlayerSettings_Cache( void ); // // ui_preferences.c // extern void UI_PreferencesMenu( void ); extern void Preferences_Cache( void ); // // ui_specifyserver.c // extern void UI_SpecifyServerMenu( void ); extern void SpecifyServer_Cache( void ); // // ui_servers2.c // #define MAX_FAVORITESERVERS 16 extern void UI_ArenaServersMenu( void ); extern void ArenaServers_Cache( void ); // // ui_startserver.c // extern void UI_StartServerMenu( qboolean multiplayer ); extern void StartServer_Cache( void ); extern void ServerOptions_Cache( void ); extern void UI_BotSelectMenu( char *bot ); extern void UI_BotSelectMenu_Cache( void ); // // ui_serverinfo.c // extern void UI_ServerInfoMenu( void ); extern void ServerInfo_Cache( void ); // // ui_video.c // extern void UI_GraphicsOptionsMenu( void ); extern void GraphicsOptions_Cache( void ); extern void DriverInfo_Cache( void ); // // ui_players.c // //FIXME ripped from cg_local.h typedef struct { int oldFrame; int oldFrameTime; // time when ->oldFrame was exactly on int frame; int frameTime; // time when ->frame will be exactly on float backlerp; float yawAngle; qboolean yawing; float pitchAngle; qboolean pitching; int animationNumber; // may include ANIM_TOGGLEBIT animation_t *animation; int animationTime; // time when the first frame of the animation will be exact } lerpFrame_t; typedef struct { // model info qhandle_t legsModel; qhandle_t legsSkin; lerpFrame_t legs; qhandle_t torsoModel; qhandle_t torsoSkin; lerpFrame_t torso; qhandle_t headModel; qhandle_t headSkin; animation_t animations[MAX_ANIMATIONS]; qhandle_t weaponModel; qhandle_t barrelModel; qhandle_t flashModel; vec3_t flashDlightColor; int muzzleFlashTime; // currently in use drawing parms vec3_t viewAngles; vec3_t moveAngles; weapon_t currentWeapon; int legsAnim; int torsoAnim; // animation vars weapon_t weapon; weapon_t lastWeapon; weapon_t pendingWeapon; int weaponTimer; int pendingLegsAnim; int torsoAnimationTimer; int pendingTorsoAnim; int legsAnimationTimer; qboolean chat; qboolean newModel; qboolean barrelSpinning; float barrelAngle; int barrelTime; int realWeapon; // NERVE - SMF - added fields so it will work with wolf's skeletal animation system // parsed from the start of the cfg file gender_t gender; footstep_t footsteps; vec3_t headOffset; int version; qboolean isSkeletal; int numAnimations; qhandle_t backpackModel; qhandle_t helmetModel; // -NERVE - SMF } playerInfo_t; void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int time ); void UI_PlayerInfo_SetModel( playerInfo_t *pi, const char *model ); void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_t viewAngles, vec3_t moveAngles, weapon_t weaponNum, qboolean chat ); qboolean UI_RegisterClientModelname( playerInfo_t *pi, const char *modelSkinName ); // // ui_atoms.c // typedef struct { int frametime; int realtime; int cursorx; int cursory; int menusp; menuframework_s* activemenu; menuframework_s* stack[MAX_MENUDEPTH]; glconfig_t glconfig; qboolean debug; qhandle_t whiteShader; qhandle_t menuBackShader; qhandle_t menuBackNoLogoShader; qhandle_t charset; qhandle_t charsetProp; qhandle_t charsetPropGlow; qhandle_t charsetPropB; qhandle_t cursor; qhandle_t rb_on; qhandle_t rb_off; // JOSEPH 11-9-99 qhandle_t menu; qhandle_t menu1a; qhandle_t menu1b; qhandle_t menu2a; qhandle_t menu2b; qhandle_t menuchars; // END JOSEPH float scale; float bias; qboolean demoversion; qboolean firstdraw; } uiStatic_t; // new ui stuff #define UI_NUMFX 7 #define MAX_HEADS 64 #define MAX_ALIASES 64 #define MAX_HEADNAME 32 #define MAX_TEAMS 64 #define MAX_GAMETYPES 16 #define MAX_MAPS 128 #define MAX_SPMAPS 16 #define PLAYERS_PER_TEAM 5 #define MAX_PINGREQUESTS 16 #define MAX_ADDRESSLENGTH 64 #define MAX_HOSTNAMELENGTH 22 #define MAX_MAPNAMELENGTH 16 #define MAX_STATUSLENGTH 64 #define MAX_LISTBOXWIDTH 59 #define UI_FONT_THRESHOLD 0.1 #define MAX_DISPLAY_SERVERS 2048 #define MAX_DISPLAY_SAVEGAMES 256 #define MAX_SERVERSTATUS_LINES 128 #define MAX_SERVERSTATUS_TEXT 1024 #define MAX_FOUNDPLAYER_SERVERS 16 #define TEAM_MEMBERS 5 #define GAMES_ALL 0 #define GAMES_FFA 1 #define GAMES_TEAMPLAY 2 #define GAMES_TOURNEY 3 #define GAMES_CTF 4 #define MAPS_PER_TIER 3 #define MAX_TIERS 16 #define MAX_MODS 64 #define MAX_DEMOS 256 #define MAX_MOVIES 256 #define MAX_PLAYERMODELS 256 #define MAX_SAVEGAMES 256 #define MAX_SPAWNPOINTS 128 // NERVE - SMF #define MAX_SPAWNDESC 128 // NERVE - SMF typedef struct { const char *name; const char *imageName; qhandle_t headImage; qboolean female; } characterInfo; //----(SA) added typedef struct { const char *savegameFile; // mysave[.svg] const char *savegameName; // "beginning of game (SA)" const char *imageName; // const char *mapName; // escape1 const char *savegameInfoText; // "[mapname]/n[attempts]/n[health]/n[etc]" loaded from savegame file qhandle_t sshotImage; // handle to 'levelshots/.tga' int episode; // 1 // int time; // int date; const char *time; // formatted time string const char *date; qtime_t tm; } savegameInfo; //----(SA) end typedef struct { const char *name; const char *ai; const char *action; } aliasInfo; typedef struct { const char *teamName; const char *imageName; const char *teamMembers[TEAM_MEMBERS]; qhandle_t teamIcon; qhandle_t teamIcon_Metal; qhandle_t teamIcon_Name; int cinematic; } teamInfo; typedef struct { const char *gameType; int gtEnum; } gameTypeInfo; typedef struct { const char *mapName; const char *mapLoadName; const char *imageName; const char *opponentName; int teamMembers; int typeBits; int cinematic; int timeToBeat[MAX_GAMETYPES]; qhandle_t levelShot; qboolean active; } mapInfo; typedef struct { const char *tierName; const char *maps[MAPS_PER_TIER]; int gameTypes[MAPS_PER_TIER]; qhandle_t mapHandles[MAPS_PER_TIER]; } tierInfo; typedef struct serverFilter_s { const char *description; const char *basedir; } serverFilter_t; typedef struct { char adrstr[MAX_ADDRESSLENGTH]; int start; } pinglist_t; typedef struct serverStatus_s { pinglist_t pingList[MAX_PINGREQUESTS]; int numqueriedservers; int currentping; int nextpingtime; int maxservers; int refreshtime; int numServers; int sortKey; int sortDir; int lastCount; qboolean refreshActive; int currentServer; int displayServers[MAX_DISPLAY_SERVERS]; int numDisplayServers; int numPlayersOnServers; int nextDisplayRefresh; int nextSortTime; qhandle_t currentServerPreview; int currentServerCinematic; int motdLen; int motdWidth; int motdPaintX; int motdPaintX2; int motdOffset; int motdTime; char motd[MAX_STRING_CHARS]; } serverStatus_t; typedef struct savegameStatus_s { int sortKey; int sortDir; int displaySavegames[MAX_DISPLAY_SAVEGAMES]; // int numDisplaySavegames; } savegameStatus_t; typedef struct { char adrstr[MAX_ADDRESSLENGTH]; char name[MAX_ADDRESSLENGTH]; int startTime; int serverNum; qboolean valid; } pendingServer_t; typedef struct { int num; pendingServer_t server[MAX_SERVERSTATUSREQUESTS]; } pendingServerStatus_t; typedef struct { char address[MAX_ADDRESSLENGTH]; char *lines[MAX_SERVERSTATUS_LINES][4]; char text[MAX_SERVERSTATUS_TEXT]; char pings[MAX_CLIENTS * 3]; int numLines; } serverStatusInfo_t; typedef struct { const char *modName; const char *modDescr; } modInfo_t; typedef struct { displayContextDef_t uiDC; int newHighScoreTime; int newBestTime; int showPostGameTime; qboolean newHighScore; qboolean demoAvailable; qboolean soundHighScore; int characterCount; int botIndex; characterInfo characterList[MAX_HEADS]; int aliasCount; aliasInfo aliasList[MAX_ALIASES]; int teamCount; teamInfo teamList[MAX_TEAMS]; int numGameTypes; gameTypeInfo gameTypes[MAX_GAMETYPES]; int numJoinGameTypes; gameTypeInfo joinGameTypes[MAX_GAMETYPES]; int redBlue; int playerCount; int myTeamCount; int teamIndex; int playerRefresh; int playerIndex; int playerNumber; qboolean teamLeader; char playerNames[MAX_CLIENTS][MAX_NAME_LENGTH]; char teamNames[MAX_CLIENTS][MAX_NAME_LENGTH]; int teamClientNums[MAX_CLIENTS]; int mapCount; mapInfo mapList[MAX_MAPS]; int tierCount; tierInfo tierList[MAX_TIERS]; int skillIndex; modInfo_t modList[MAX_MODS]; int modCount; int modIndex; const char *demoList[MAX_DEMOS]; int demoCount; int demoIndex; const char *movieList[MAX_MOVIES]; int movieCount; int movieIndex; int previewMovie; //----(SA) added // const char *savegameList[MAX_SAVEGAMES]; savegameInfo savegameList[MAX_SAVEGAMES]; int savegameCount; // int savegameIndex; savegameStatus_t savegameStatus; //----(SA) end serverStatus_t serverStatus; // for the showing the status of a server char serverStatusAddress[MAX_ADDRESSLENGTH]; serverStatusInfo_t serverStatusInfo; int nextServerStatusRefresh; // to retrieve the status of server to find a player pendingServerStatus_t pendingServerStatus; char findPlayerName[MAX_STRING_CHARS]; char foundPlayerServerAddresses[MAX_FOUNDPLAYER_SERVERS][MAX_ADDRESSLENGTH]; char foundPlayerServerNames[MAX_FOUNDPLAYER_SERVERS][MAX_ADDRESSLENGTH]; int currentFoundPlayerServer; int numFoundPlayerServers; int nextFindPlayerRefresh; int currentCrosshair; int startPostGameTime; sfxHandle_t newHighScoreSound; int q3HeadCount; char q3HeadNames[MAX_PLAYERMODELS][64]; qhandle_t q3HeadIcons[MAX_PLAYERMODELS]; int q3SelectedHead; int effectsColor; qboolean inGameLoad; // NERVE - SMF char spawnPoints[MAX_SPAWNPOINTS][MAX_SPAWNDESC]; int spawnCount; // -NERVE - SMF } uiInfo_t; extern uiInfo_t uiInfo; extern void UI_Init( void ); extern void UI_Shutdown( void ); extern void UI_KeyEvent( int key ); extern void UI_MouseEvent( int dx, int dy ); extern void UI_Refresh( int realtime ); extern qboolean UI_ConsoleCommand( int realTime ); extern float UI_ClampCvar( float min, float max, float value ); extern void UI_DrawNamedPic( float x, float y, float width, float height, const char *picname ); extern void UI_DrawHandlePic( float x, float y, float w, float h, qhandle_t hShader ); extern void UI_FillRect( float x, float y, float width, float height, const float *color ); extern void UI_DrawRect( float x, float y, float width, float height, const float *color ); extern void UI_DrawTopBottom( float x, float y, float w, float h ); extern void UI_DrawSides( float x, float y, float w, float h ); extern void UI_UpdateScreen( void ); extern void UI_SetColor( const float *rgba ); extern void UI_LerpColor( vec4_t a, vec4_t b, vec4_t c, float t ); extern void UI_DrawBannerString( int x, int y, const char* str, int style, vec4_t color ); extern float UI_ProportionalSizeScale( int style ); extern void UI_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color ); extern int UI_ProportionalStringWidth( const char* str ); extern void UI_DrawString( int x, int y, const char* str, int style, vec4_t color ); extern void UI_DrawChar( int x, int y, int ch, int style, vec4_t color ); extern qboolean UI_CursorInRect( int x, int y, int width, int height ); extern void UI_AdjustFrom640( float *x, float *y, float *w, float *h ); extern void UI_DrawTextBox( int x, int y, int width, int lines ); extern qboolean UI_IsFullscreen( void ); extern void UI_SetActiveMenu( uiMenuCommand_t menu ); extern void UI_PushMenu( menuframework_s *menu ); extern void UI_PopMenu( void ); extern void UI_ForceMenuOff( void ); extern char *UI_Argv( int arg ); extern char *UI_Cvar_VariableString( const char *var_name ); extern void UI_Refresh( int time ); extern void UI_KeyEvent( int key ); extern void UI_StartDemoLoop( void ); void UI_LoadBestScores( const char *map, int game ); // NERVE - SMF extern qboolean m_entersound; extern uiStatic_t uis; // // ui_spLevel.c // void UI_SPLevelMenu_Cache( void ); void UI_SPLevelMenu( void ); void UI_SPLevelMenu_f( void ); void UI_SPLevelMenu_ReInit( void ); // // ui_spArena.c // void UI_SPArena_Start( const char *arenaInfo ); // // ui_spPostgame.c // void UI_SPPostgameMenu_Cache( void ); void UI_SPPostgameMenu_f( void ); // // ui_spSkill.c // void UI_SPSkillMenu( const char *arenaInfo ); void UI_SPSkillMenu_Cache( void ); // // ui_syscalls.c // void trap_Print( const char *string ); void trap_Error( const char *string ); int trap_Milliseconds( void ); void trap_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags ); void trap_Cvar_Update( vmCvar_t *vmCvar ); void trap_Cvar_Set( const char *var_name, const char *value ); float trap_Cvar_VariableValue( const char *var_name ); void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize ); void trap_Cvar_SetValue( const char *var_name, float value ); void trap_Cvar_Reset( const char *name ); void trap_Cvar_Create( const char *var_name, const char *var_value, int flags ); void trap_Cvar_InfoStringBuffer( int bit, char *buffer, int bufsize ); int trap_Argc( void ); void trap_Argv( int n, char *buffer, int bufferLength ); void trap_Cmd_ExecuteText( int exec_when, const char *text ); // don't use EXEC_NOW! int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ); void trap_FS_Read( void *buffer, int len, fileHandle_t f ); void trap_FS_Seek( fileHandle_t f, long offset, int origin ); //----(SA) added void trap_FS_Write( const void *buffer, int len, fileHandle_t f ); void trap_FS_FCloseFile( fileHandle_t f ); int trap_FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize ); int trap_FS_Delete( const char *filename ); qhandle_t trap_R_RegisterModel( const char *name ); qhandle_t trap_R_RegisterSkin( const char *name ); qhandle_t trap_R_RegisterShaderNoMip( const char *name ); void trap_R_ClearScene( void ); void trap_R_AddRefEntityToScene( const refEntity_t *re ); void trap_R_AddPolyToScene( qhandle_t hShader, int numVerts, const polyVert_t *verts ); void trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b, int overdraw ); void trap_R_AddCoronaToScene( const vec3_t org, float r, float g, float b, float scale, int id, int flags ); void trap_R_RenderScene( const refdef_t *fd ); void trap_R_SetColor( const float *rgba ); 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_UpdateScreen( void ); int trap_CM_LerpTag( orientation_t *tag, const refEntity_t *refent, const char *tagName, int startIndex ); void trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum ); sfxHandle_t trap_S_RegisterSound( const char *sample ); void trap_S_FadeAllSound( float targetvol, int time ); //----(SA) added void trap_Key_KeynumToStringBuf( int keynum, char *buf, int buflen ); void trap_Key_GetBindingBuf( int keynum, char *buf, int buflen ); void trap_Key_SetBinding( int keynum, const char *binding ); qboolean trap_Key_IsDown( int keynum ); qboolean trap_Key_GetOverstrikeMode( void ); void trap_Key_SetOverstrikeMode( qboolean state ); void trap_Key_ClearStates( void ); int trap_Key_GetCatcher( void ); void trap_Key_SetCatcher( int catcher ); void trap_GetClipboardData( char *buf, int bufsize ); void trap_GetClientState( uiClientState_t *state ); void trap_GetGlconfig( glconfig_t *glconfig ); int trap_GetConfigString( int index, char* buff, int buffsize ); int trap_LAN_GetServerCount( int source ); // NERVE - SMF int trap_LAN_GetLocalServerCount( void ); void trap_LAN_GetLocalServerAddressString( int n, char *buf, int buflen ); int trap_LAN_GetGlobalServerCount( void ); void trap_LAN_GetGlobalServerAddressString( int n, char *buf, int buflen ); int trap_LAN_GetPingQueueCount( void ); void trap_LAN_ClearPing( int n ); void trap_LAN_GetPing( int n, char *buf, int buflen, int *pingtime ); void trap_LAN_GetPingInfo( int n, char *buf, int buflen ); int trap_MemoryRemaining( void ); // NERVE - SMF - multiplayer traps qboolean trap_LAN_UpdateVisiblePings( int source ); void trap_LAN_MarkServerVisible( int source, int n, qboolean visible ); void trap_LAN_ResetPings( int n ); void trap_LAN_SaveCachedServers(); int trap_LAN_CompareServers( int source, int sortKey, int sortDir, int s1, int s2 ); void trap_LAN_GetServerAddressString( int source, int n, char *buf, int buflen ); void trap_LAN_GetServerInfo( int source, int n, char *buf, int buflen ); int trap_LAN_AddServer( int source, const char *name, const char *addr ); void trap_LAN_RemoveServer( int source, const char *addr ); int trap_LAN_GetServerPing( int source, int n ); int trap_LAN_ServerIsVisible( int source, int n ); int trap_LAN_ServerStatus( const char *serverAddress, char *serverStatus, int maxLen ); void trap_LAN_SaveCachedServers(); void trap_LAN_LoadCachedServers(); void trap_LAN_MarkServerVisible( int source, int n, qboolean visible ); // -NERVE - SMF void trap_GetCDKey( char *buf, int buflen ); void trap_SetCDKey( char *buf ); void trap_R_RegisterFont( const char *pFontname, int pointSize, fontInfo_t *font ); void trap_S_StopBackgroundTrack( void ); void trap_S_StartBackgroundTrack( const char *intro, const char *loop, int fadeupTime ); int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits ); e_status trap_CIN_StopCinematic( int handle ); e_status trap_CIN_RunCinematic( int handle ); void trap_CIN_DrawCinematic( int handle ); void trap_CIN_SetExtents( int handle, int x, int y, int w, int h ); int trap_RealTime( qtime_t *qtime ); void trap_R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset ); qboolean trap_VerifyCDKey( const char *key, const char *chksum ); qboolean trap_GetLimboString( int index, char *buf ); // NERVE - SMF // // ui_addbots.c // void UI_AddBots_Cache( void ); void UI_AddBotsMenu( void ); // // ui_removebots.c // void UI_RemoveBots_Cache( void ); void UI_RemoveBotsMenu( void ); // // ui_teamorders.c // extern void UI_TeamOrdersMenu( void ); extern void UI_TeamOrdersMenu_f( void ); extern void UI_TeamOrdersMenu_Cache( void ); // // ui_loadconfig.c // void UI_LoadConfig_Cache( void ); void UI_LoadConfigMenu( void ); // // ui_saveconfig.c // void UI_SaveConfigMenu_Cache( void ); void UI_SaveConfigMenu( void ); // // ui_display.c // void UI_DisplayOptionsMenu_Cache( void ); void UI_DisplayOptionsMenu( void ); // // ui_sound.c // void UI_SoundOptionsMenu_Cache( void ); void UI_SoundOptionsMenu( void ); // // ui_network.c // void UI_NetworkOptionsMenu_Cache( void ); void UI_NetworkOptionsMenu( void ); // // ui_gameinfo.c // typedef enum { AWARD_ACCURACY, AWARD_IMPRESSIVE, AWARD_EXCELLENT, AWARD_GAUNTLET, AWARD_FRAGS, AWARD_PERFECT } awardType_t; const char *UI_GetArenaInfoByNumber( int num ); const char *UI_GetArenaInfoByMap( const char *map ); const char *UI_GetSpecialArenaInfo( const char *tag ); int UI_GetNumArenas( void ); int UI_GetNumSPArenas( void ); int UI_GetNumSPTiers( void ); char *UI_GetBotInfoByNumber( int num ); char *UI_GetBotInfoByName( const char *name ); int UI_GetNumBots( void ); void UI_GetBestScore( int level, int *score, int *skill ); void UI_SetBestScore( int level, int score ); int UI_TierCompleted( int levelWon ); qboolean UI_ShowTierVideo( int tier ); qboolean UI_CanShowTierVideo( int tier ); int UI_GetCurrentGame( void ); void UI_NewGame( void ); void UI_LogAwardData( int award, int data ); int UI_GetAwardLevel( int award ); void UI_SPUnlock_f( void ); void UI_SPUnlockMedals_f( void ); void UI_InitGameinfo( void ); #endif