/* ================ UI_DrawNamedPic ================= */ void UI_DrawNamedPic( float x, float y, float width, float height, const char *picname ) { qhandle_t hShader; hShader = ui.R_RegisterShaderNoMip( picname ); ui.R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader ); }
/* ================= UI_Init ================= */ void UI_Init( int apiVersion, uiimport_t *uiimport ) { gameinfo_import_t gameinfo_import; ui = *uiimport; if ( apiVersion != UI_API_VERSION ) { ui.Error( ERR_FATAL, "Bad UI_API_VERSION: expected %i, got %i\n", UI_API_VERSION, apiVersion ); } _UI_Init(qfalse); // get static data (glconfig, media) ui.GetGlconfig( &uis.glconfig ); uis.scaley = uis.glconfig.vidHeight * (1.0/480.0); uis.scalex = uis.glconfig.vidWidth * (1.0/640.0); gameinfo_import.FS_FOpenFile = ui.FS_FOpenFile; gameinfo_import.FS_Read = ui.FS_Read; gameinfo_import.FS_ReadFile = ui.FS_ReadFile; gameinfo_import.FS_FreeFile = ui.FS_FreeFile; gameinfo_import.FS_FCloseFile = ui.FS_FCloseFile; gameinfo_import.Cvar_Set = ui.Cvar_Set; gameinfo_import.Cvar_VariableStringBuffer = ui.Cvar_VariableStringBuffer; gameinfo_import.Cvar_Create = ui.Cvar_Create; gameinfo_import.Printf = ui.Printf; // GI_Init( &gameinfo_import ); Menu_Cache( ); ui.Cvar_Create( "cg_drawCrosshair", "1", CVAR_ARCHIVE ); ui.Cvar_Create( "cg_marks", "1", CVAR_ARCHIVE ); ui.Cvar_Create ("s_language", "english", CVAR_ARCHIVE | CVAR_NORESTART); }
/* ================ UI_FillRect Coordinates are 640*480 virtual values ================= */ void UI_FillRect( float x, float y, float width, float height, const float *color ) { ui.R_SetColor( color ); ui.R_DrawStretchPic( x, y, width, height, 0, 0, 0, 0, uis.whiteShader ); ui.R_SetColor( NULL ); }
int UI_RegisterFont(const char *fontName) { int iFontIndex = ui.R_RegisterFont(fontName); if (iFontIndex == 0) { iFontIndex = ui.R_RegisterFont("ergoec"); // fall back } return iFontIndex; }
/* ================= UI_SetActiveMenu - this should be the ONLY way the menu system is brought up ================= */ void UI_SetActiveMenu( const char* menuname,const char *menuID ) { // this should be the ONLY way the menu system is brought up (besides the UI_ConsoleCommand below) if (cls.state != CA_DISCONNECTED && !ui.SG_GameAllowedToSaveHere(qtrue)) //don't check full sytem, only if incamera { return; } if ( !menuname ) { UI_ForceMenuOff(); return; } //make sure force-speed and slowmodeath doesn't slow down menus - NOTE: they should reset the timescale when the game un-pauses Cvar_SetValue( "timescale", 1.0f ); UI_Cursor_Show(qtrue); // enusure minumum menu data is cached Menu_Cache(); if ( Q_stricmp (menuname, "mainMenu") == 0 ) { UI_MainMenu(); return; } if ( Q_stricmp (menuname, "ingame") == 0 ) { ui.Cvar_Set( "cl_paused", "1" ); UI_InGameMenu(menuID); return; } if ( Q_stricmp (menuname, "datapad") == 0 ) { ui.Cvar_Set( "cl_paused", "1" ); UI_DataPadMenu(); return; } #ifndef JK2_MODE if ( Q_stricmp (menuname, "missionfailed_menu") == 0 ) { Menus_CloseAll(); Menus_ActivateByName("missionfailed_menu"); ui.Key_SetCatcher( KEYCATCH_UI ); return; } #endif }
void UI_SetCvarFloat( const char *cvar, float value ) { char s[ 16 ]; sprintf( s, "%f", value ); uii.Cvar_Set( cvar, s ); }
/* =============== UI_SaveMenu_f =============== */ static void UI_SaveMenu_f( void ) { ui.PrecacheScreenshot(); trap_Key_SetCatcher( KEYCATCH_UI ); Menus_ActivateByName("ingamesaveMenu"); }
/* ================ UI_DrawHandlePic ================= */ void UI_DrawHandlePic( float x, float y, float w, float h, qhandle_t hShader ) { float s0; float s1; float t0; float t1; if( w < 0 ) { // flip about horizontal w = -w; s0 = 1; s1 = 0; } else { s0 = 0; s1 = 1; } if( h < 0 ) { // flip about vertical h = -h; t0 = 1; t1 = 0; } else { t0 = 0; t1 = 1; } ui.R_DrawStretchPic( x, y, w, h, s0, t0, s1, t1, hShader ); }
void UI_SetCvarInt( const char *cvar, int value ) { char s[ 16 ]; sprintf( s, "%d", value ); uii.Cvar_Set( cvar, s ); }
/* ================= UI_Argv ================= */ static char *UI_Argv( int arg ) { static char buffer[MAX_STRING_CHARS]; ui.Argv( arg, buffer, sizeof( buffer ) ); return buffer; }
/* ================= UI_Cvar_VariableString ================= */ char *UI_Cvar_VariableString( const char *var_name ) { static char buffer[MAX_STRING_CHARS]; ui.Cvar_VariableStringBuffer( var_name, buffer, sizeof( buffer ) ); return buffer; }
/* =============== UI_SaveMenu_f =============== */ static void UI_SaveMenu_f( void ) { #ifdef JK2_MODE ui.PrecacheScreenshot(); #endif trap_Key_SetCatcher( KEYCATCH_UI ); Menus_ActivateByName("ingamesaveMenu"); }
int UI_GetCvarInt( const char *name, int def ) { cvar_t *cvar = uii.Cvar_Find( name ); if( !cvar ) { return def; } return cvar->integer; }
float UI_GetCvarFloat( const char *name, float def ) { cvar_t *cvar = uii.Cvar_Find( name ); if( !cvar ) { return def; } return cvar->value; }
qboolean UI_ConsoleCommand( void ) { char *cmd; if (!ui.SG_GameAllowedToSaveHere(qtrue)) //only check if incamera { return qfalse; } cmd = UI_Argv( 0 ); // ensure minimum menu data is available Menu_Cache(); if ( Q_stricmp (cmd, "ui_cache") == 0 ) { UI_Cache_f(); return qtrue; } if ( Q_stricmp (cmd, "levelselect") == 0 ) { UI_LoadMenu_f(); return qtrue; } if ( Q_stricmp (cmd, "ui_teamOrders") == 0 ) { UI_SaveMenu_f(); return qtrue; } if ( Q_stricmp (cmd, "ui_report") == 0 ) { UI_Report(); return qtrue; } #ifndef JK2_MODE if ( Q_stricmp (cmd, "ui_load") == 0 ) { UI_Load(); return qtrue; } #endif return qfalse; }
const char *UI_ConfigString( int index ) { return uii.GetConfigstring( index ); }
/* ================= UI_UpdateScreen ================= */ void UI_UpdateScreen( void ) { ui.UpdateScreen(); }
/* ================= UI_ForceMenuOff ================= */ void UI_ForceMenuOff (void) { ui.Key_SetCatcher( ui.Key_GetCatcher() & ~KEYCATCH_UI ); ui.Key_ClearStates(); ui.Cvar_Set( "cl_paused", "0" ); }
const char *UI_GetCvarString( const char *cvar, char *def ) { return uii.Cvar_GetString( cvar, def ); }
void UI_ListFiles( const char *filespec ) { ui.fileList.RemoveAllItems(); uii.File_ListFiles( filespec ); }
/* ================= UI_Init ================= */ void UI_Init( int apiVersion, uiimport_t *uiimport, qboolean inGameLoad ) { ui = *uiimport; if ( apiVersion != UI_API_VERSION ) { ui.Error( ERR_FATAL, "Bad UI_API_VERSION: expected %i, got %i\n", UI_API_VERSION, apiVersion ); } // get static data (glconfig, media) ui.GetGlconfig( &uis.glconfig ); uis.scaley = uis.glconfig.vidHeight * (1.0/480.0); uis.scalex = uis.glconfig.vidWidth * (1.0/640.0); Menu_Cache( ); ui.Cvar_Create( "cg_drawCrosshair", "1", CVAR_ARCHIVE ); ui.Cvar_Create( "cg_marks", "1", CVAR_ARCHIVE ); ui.Cvar_Create ("s_language", "english", CVAR_ARCHIVE | CVAR_NORESTART); #ifndef JK2_MODE ui.Cvar_Create( "g_char_model", "jedi_tf", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); ui.Cvar_Create( "g_char_skin_head", "head_a1", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); ui.Cvar_Create( "g_char_skin_torso", "torso_a1", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); ui.Cvar_Create( "g_char_skin_legs", "lower_a1", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); ui.Cvar_Create( "g_char_color_red", "255", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); ui.Cvar_Create( "g_char_color_green", "255", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); ui.Cvar_Create( "g_char_color_blue", "255", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); ui.Cvar_Create( "g_saber_type", "single", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); ui.Cvar_Create( "g_saber", "single_1", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); ui.Cvar_Create( "g_saber2", "", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); ui.Cvar_Create( "g_saber_color", "yellow", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); ui.Cvar_Create( "g_saber2_color", "yellow", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART ); ui.Cvar_Create( "ui_forcepower_inc", "0", CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART); ui.Cvar_Create( "tier_storyinfo", "0", CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART); ui.Cvar_Create( "tiers_complete", "", CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART); ui.Cvar_Create( "ui_prisonerobj_currtotal", "0", CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART); ui.Cvar_Create( "ui_prisonerobj_mintotal", "0", CVAR_ROM|CVAR_SAVEGAME|CVAR_NORESTART); ui.Cvar_Create( "g_dismemberment", "3", CVAR_ARCHIVE );//0 = none, 1 = arms and hands, 2 = legs, 3 = waist and head ui.Cvar_Create( "cg_gunAutoFirst", "1", CVAR_ARCHIVE ); ui.Cvar_Create( "cg_crosshairIdentifyTarget", "1", CVAR_ARCHIVE ); ui.Cvar_Create( "g_subtitles", "0", CVAR_ARCHIVE ); ui.Cvar_Create( "cg_marks", "1", CVAR_ARCHIVE ); ui.Cvar_Create( "d_slowmodeath", "3", CVAR_ARCHIVE ); ui.Cvar_Create( "cg_shadows", "1", CVAR_ARCHIVE ); ui.Cvar_Create( "cg_runpitch", "0.002", CVAR_ARCHIVE ); ui.Cvar_Create( "cg_runroll", "0.005", CVAR_ARCHIVE ); ui.Cvar_Create( "cg_bobup", "0.005", CVAR_ARCHIVE ); ui.Cvar_Create( "cg_bobpitch", "0.002", CVAR_ARCHIVE ); ui.Cvar_Create( "cg_bobroll", "0.002", CVAR_ARCHIVE ); ui.Cvar_Create( "ui_disableWeaponSway", "0", CVAR_ARCHIVE ); #endif _UI_Init(inGameLoad); }
cvar_t *UI_FindCvar( const char *cvar ) { return uii.Cvar_Find( cvar ); }