void UI_InitWindows (void) { ui_sys_main = Cvar_Get("ui_sys_main", "", 0, "This is the main window id that is at the very first window stack - also see ui_sys_active"); ui_sys_active = Cvar_Get("ui_sys_active", "", 0, "The active window we will return to when hitting esc once - also see ui_sys_main"); /* add command */ Cmd_AddCommand("ui_push", UI_PushWindow_f, "Push a window to the window stack"); Cmd_AddParamCompleteFunction("ui_push", UI_CompleteWithWindow); Cmd_AddCommand("ui_push_dropdown", UI_PushDropDownWindow_f, "Push a dropdown window at a position"); Cmd_AddCommand("ui_push_child", UI_PushChildWindow_f, "Push a window to the windowstack with a big dependency to a parent window"); Cmd_AddCommand("ui_pop", UI_PopWindow_f, "Pops the current window from the stack"); Cmd_AddCommand("ui_close", UI_CloseWindow_f, "Close a window"); Cmd_AddCommand("ui_initstack", UI_InitStack_f, "Initialize the window stack with a main and an option window."); Cmd_AddCommand("ui_tree", UI_DebugTree_f, "Display a tree of nodes from a window into the console."); Cmd_AddParamCompleteFunction("ui_tree", UI_CompleteWithWindow); }
void M_Init (void) { if (Cmd_Exists("music_change")) Cmd_RemoveCommand("music_change"); Cmd_TableAddList(musicCmds); Cmd_AddParamCompleteFunction("music_play", M_CompleteMusic); snd_music = Cvar_Get("snd_music", "PsymongN3", 0, "Background music track"); snd_music_volume = Cvar_Get("snd_music_volume", "128", CVAR_ARCHIVE, "Music volume - default is 128."); snd_music_volume->modified = true; snd_music_play = Cvar_Get ("snd_music_play", "1", CVAR_ARCHIVE, "Enable background music."); music.playing = snd_music_play->integer != 0; }
void Key_Init (void) { int i; for (i = 0; i < MAXKEYLINES; i++) { keyLines[i][0] = CONSOLE_PROMPT_CHAR; keyLines[i][1] = 0; } keyLinePos = 1; /* register our functions */ Cmd_AddCommand("bindui", Key_Bind_f, "Bind a key to a ui node"); Cmd_AddCommand("bindmenu", Key_Bind_f, "Bind a key to a console command - only executed when hovering a menu"); Cmd_AddCommand("bind", Key_Bind_f, "Bind a key to a console command"); Cmd_AddCommand("bindbattle", Key_Bind_f, "Bind a key to a console command - only executed when in battlescape"); Cmd_AddCommand("unbindmenu", Key_Unbind_f, "Unbind a key"); Cmd_AddCommand("unbind", Key_Unbind_f, "Unbind a key"); Cmd_AddCommand("unbindbattle", Key_Unbind_f, "Unbind a key"); Cmd_AddParamCompleteFunction("bind", Key_CompleteKeyName); Cmd_AddParamCompleteFunction("unbind", Key_CompleteKeyName); Cmd_AddParamCompleteFunction("bindmenu", Key_CompleteKeyName); Cmd_AddParamCompleteFunction("unbindmenu", Key_CompleteKeyName); Cmd_AddParamCompleteFunction("bindbattle", Key_CompleteKeyName); Cmd_AddParamCompleteFunction("unbindbattle", Key_CompleteKeyName); Cmd_AddCommand("unbindallmenu", Key_Unbindall_f, "Delete all key bindings for the menu"); Cmd_AddCommand("unbindall", Key_Unbindall_f, "Delete all key bindings"); Cmd_AddCommand("unbindallbattle", Key_Unbindall_f, "Delete all key bindings for battlescape"); Cmd_AddCommand("bindlist", Key_Bindlist_f, "Show all bindings on the game console"); Cmd_AddCommand("savebind", Key_WriteBindings_f, "Saves key bindings to keys.cfg"); }
void Cmd_Init (void) { /* register our commands */ Cmd_AddCommand("cmdlist", Cmd_List_f, "List all commands to game console"); Cmd_AddCommand("exec", Cmd_Exec_f, "Execute a script file"); Cmd_AddParamCompleteFunction("exec", Cmd_CompleteExecCommand); Cmd_AddCommand("echo", Cmd_Echo_f, "Print to game console"); Cmd_AddCommand("wait", Cmd_Wait_f, NULL); Cmd_AddCommand("alias", Cmd_Alias_f, "Creates a new command that executes a command string"); Cmd_AddCommand("aliasa", Cmd_Alias_f, "Creates a new, persistent command that executes a command string"); Cmd_AddCommand("cmdclose", Cmd_Close_f, "Close the command buffer"); Cmd_AddCommand("cmdopen", Cmd_Open_f, "Open the command buffer again"); #ifdef DEBUG Cmd_AddCommand("debug_cmdtest", Cmd_Test_f, "Calls every command in the current list"); #endif }
void UI_RegisterEditorNode (uiBehaviour_t *behaviour) { behaviour->name = "editor"; behaviour->manager = new uiEditorNode(); /* start edition mode */ UI_RegisterNodeMethod(behaviour, "start", UI_EditorNodeStart); /* stop edition mode */ UI_RegisterNodeMethod(behaviour, "stop", UI_EditorNodeStop); /* select the next node (according to the current one) */ UI_RegisterNodeMethod(behaviour, "selectnext", UI_EditorNodeSelectNext); /* select the parent node (according to the current one) */ UI_RegisterNodeMethod(behaviour, "selectparent", UI_EditorNodeSelectParent); /* select first child node (according to the current one) */ UI_RegisterNodeMethod(behaviour, "selectfirstchild", UI_EditorNodeSelectFirstChild); Cmd_AddCommand("ui_extract", UI_EditorNodeExtract_f, "Extract position and size of nodes into a file"); Cmd_AddParamCompleteFunction("ui_extract", UI_CompleteWithWindow); }
/** * @sa S_Shutdown * @sa S_Restart_f */ void S_Init (void) { SDL_version version; char drivername[MAX_VAR]; Com_Printf("\n------- sound initialization -------\n"); OBJZERO(s_env); snd_init = Cvar_Get("snd_init", "1", CVAR_ARCHIVE, "Should the sound renderer get initialized"); snd_init->modified = false; /* don't restart right away */ Cmd_AddCommand("snd_restart", S_Restart_f, "Restart the sound renderer"); if (!snd_init->integer) { Com_Printf("not initializing.\n"); Cmd_AddCommand("music_change", Cmd_Dummy_f, "Dummy command if sound is disabled"); Cvar_Get("snd_music", "PsymongN3", 0, "Background music track"); return; } cl_soundSysPool = Mem_CreatePool("Client: Sound system"); snd_distance_scale = Cvar_Get("snd_distance_scale", "0.1", 0, "Sound distance scale"); snd_volume = Cvar_Get("snd_volume", "0.7", CVAR_ARCHIVE, "Sound volume - default is 0.7"); snd_rate = Cvar_Get("snd_rate", "44100", CVAR_ARCHIVE, "Hz value for sound renderer - default is 44100"); snd_chunkbufsize = Cvar_Get("snd_chunkbufsize", "1024", CVAR_ARCHIVE, "The sound buffer chunk size"); /* set volumes to be changed so they are applied again for next sound/music playing */ /** @todo implement the volume change for already loaded sample chunks */ snd_volume->modified = true; Cmd_AddCommand("snd_play", S_Play_f, "Plays a sound fx file. Pass path relative to base/sound without file extension"); Cmd_AddParamCompleteFunction("snd_play", S_CompleteSounds); if (SDL_WasInit(SDL_INIT_AUDIO) == 0) { if (SDL_Init(SDL_INIT_AUDIO) < 0) { Com_Printf("S_Init: %s.\n", SDL_GetError()); return; } } MIX_VERSION(&version) Com_Printf("SDL_mixer version: %d.%d.%d\n", version.major, version.minor, version.patch); Com_Printf("... requested audio rate: %i\n", snd_rate->integer); if (Mix_OpenAudio(snd_rate->integer, MIX_DEFAULT_FORMAT, MIX_DEFAULT_CHANNELS, snd_chunkbufsize->integer) == -1) { Com_Printf("S_Init: %s\n", Mix_GetError()); return; } if (Mix_QuerySpec(&s_env.rate, &s_env.format, &s_env.numChannels) == 0) { Com_Printf("S_Init: %s\n", Mix_GetError()); return; } if (SDL_AudioDriverName(drivername, sizeof(drivername)) == NULL) Q_strncpyz(drivername, "(UNKNOWN)", sizeof(drivername)); Com_Printf("... driver: '%s'\n", drivername); if (Mix_AllocateChannels(MAX_CHANNELS) != MAX_CHANNELS) { Com_Printf("S_Init: %s\n", Mix_GetError()); return; } Mix_ChannelFinished(S_FreeChannel); Com_Printf("... audio rate: %i\n", s_env.rate); Com_Printf("... audio channels: %i\n", s_env.numChannels); #if COMPARE_VERSION(1, 2, 10) if (!(Mix_Init(MIX_INIT_OGG) & MIX_INIT_OGG)) Com_Printf("... could not load ogg vorbis support\n"); else Com_Printf("... loaded ogg vorbis support\n"); #endif s_env.initialized = true; M_Init(); S_MumbleInit(); }