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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2000-2006 Tim Angus

This file is part of Tremulous.

Tremulous 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.

Tremulous 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 Tremulous; 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 256
#define MAX_MENUITEMS 128
#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;
  int align;
} 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 *onTextEntry;       // called when text entered
  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;

} 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 );

//for cg_draw.c
void Item_Text_AutoWrapped_Paint( itemDef_t *item );

int      trap_Parse_AddGlobalDefine( char *define );
int      trap_Parse_LoadSource( const char *filename );
int      trap_Parse_FreeSource( int handle );
int      trap_Parse_ReadToken( int handle, pc_token_t *pc_token );
int      trap_Parse_SourceFileAndLine( int handle, char *filename, int *line );

void    BindingFromName( const char *cvar );
extern char g_nameBind1[ 32 ];
extern char g_nameBind2[ 32 ];
#endif