/* ==================== CL_InitUI ==================== */ void CL_InitUI(void) { int v; vmInterpret_t interpret; // load the dll or bytecode if ( cl_connectedToPureServer != 0 ) { #if 0 // if sv_pure is set we only allow qvms to be loaded interpret = VMI_COMPILED; #else //load the module type based on what the server is doing -rww interpret = (vmInterpret_t)cl_connectedUI; #endif } else { interpret = (vmInterpret_t)(int)Cvar_VariableValue("vm_ui"); } //ent, from q3mme: CaNaBiS, force a native binary first interpret = VMI_NATIVE; // uivm = VM_Create("ui", CL_UISystemCalls, interpret); uivm = VM_CreateLegacy(VM_UI, CL_UISystemCalls); if (!uivm) { Com_Error(ERR_FATAL, "VM_Create on UI failed"); } // sanity check v = VM_Call(uivm, UI_GETAPIVERSION); if (v != UI_API_VERSION) { Com_Error(ERR_DROP, "User Interface is version %d, expected %d", v, UI_API_VERSION); cls.uiStarted = qfalse; } else { // init for this gamestate //rww - changed to <= CA_ACTIVE, because that is the state when we did a vid_restart //ingame (was just < CA_ACTIVE before, resulting in ingame menus getting wiped and //not reloaded on vid restart from ingame menu) VM_Call(uivm, UI_INIT, (cls.state >= CA_AUTHORIZING && cls.state <= CA_ACTIVE)); } }
// Reload the data, but leave everything else in place // This allows a server to do a map_restart without changing memory allocation vm_t *VM_Restart( vm_t *vm ) { const vm_t saved = *vm; VM_Free( vm ); if ( saved.isLegacy ) return VM_CreateLegacy( saved.slot, saved.legacy.syscall ); else return VM_Create( saved.slot ); }
/* ================= VM_Restart Reload the data, but leave everything else in place This allows a server to do a map_restart without changing memory allocation ================= */ vm_t *VM_Restart( vm_t *vm ) { vm_t saved; memcpy( &saved, vm, sizeof( saved ) ); VM_Free( vm ); if ( saved.isLegacy ) return VM_CreateLegacy( saved.slot, saved.legacy.syscall ); else return VM_Create( saved.slot ); }
void CL_BindUI( void ) { static uiImport_t uii; uiExport_t *ret; GetUIAPI_t GetUIAPI; char dllName[MAX_OSPATH] = "ui"ARCH_STRING DLL_EXT; memset( &uii, 0, sizeof( uii ) ); uivm = VM_Create( VM_UI ); if ( uivm ) { uii.Print = Com_Printf; uii.Error = Com_Error; uii.Milliseconds = CL_Milliseconds; uii.RealTime = Com_RealTime; uii.MemoryRemaining = Hunk_MemoryRemaining; uii.Cvar_Create = CL_Cvar_Get; uii.Cvar_InfoStringBuffer = Cvar_InfoStringBuffer; uii.Cvar_Register = Cvar_Register; uii.Cvar_Reset = Cvar_Reset; uii.Cvar_Set = Cvar_Set; uii.Cvar_SetValue = Cvar_SetValue; uii.Cvar_Update = Cvar_Update; uii.Cvar_VariableStringBuffer = Cvar_VariableStringBuffer; uii.Cvar_VariableValue = Cvar_VariableValue; uii.Cmd_Argc = Cmd_Argc; uii.Cmd_Argv = Cmd_ArgvBuffer; uii.Cmd_ExecuteText = Cbuf_ExecuteText; uii.FS_Close = FS_FCloseFile; uii.FS_GetFileList = FS_GetFileList; uii.FS_Open = FS_FOpenFileByMode; uii.FS_Read = FS_Read2; uii.FS_Write = FS_Write; uii.GetClientState = CL_GetClientState; uii.GetClipboardData = GetClipboardData; uii.GetConfigString = GetConfigString; uii.GetGlconfig = CL_GetGlconfig; uii.UpdateScreen = SCR_UpdateScreen; uii.Key_ClearStates = Key_ClearStates; uii.Key_GetBindingBuf = Key_GetBindingBuf; uii.Key_IsDown = Key_IsDown; uii.Key_KeynumToStringBuf = Key_KeynumToStringBuf; uii.Key_SetBinding = Key_SetBinding; uii.Key_GetCatcher = Key_GetCatcher; uii.Key_GetOverstrikeMode = Key_GetOverstrikeMode; uii.Key_SetCatcher = Key_SetCatcher; uii.Key_SetOverstrikeMode = Key_SetOverstrikeMode; uii.PC_AddGlobalDefine = botlib_export->PC_AddGlobalDefine; uii.PC_FreeSource = botlib_export->PC_FreeSourceHandle; uii.PC_LoadGlobalDefines = botlib_export->PC_LoadGlobalDefines; uii.PC_LoadSource = botlib_export->PC_LoadSourceHandle; uii.PC_ReadToken = botlib_export->PC_ReadTokenHandle; uii.PC_RemoveAllGlobalDefines = botlib_export->PC_RemoveAllGlobalDefines; uii.PC_SourceFileAndLine = botlib_export->PC_SourceFileAndLine; uii.CIN_DrawCinematic = CIN_DrawCinematic; uii.CIN_PlayCinematic = CIN_PlayCinematic; uii.CIN_RunCinematic = CIN_RunCinematic; uii.CIN_SetExtents = CIN_SetExtents; uii.CIN_StopCinematic = CIN_StopCinematic; uii.LAN_AddServer = LAN_AddServer; uii.LAN_ClearPing = LAN_ClearPing; uii.LAN_CompareServers = LAN_CompareServers; uii.LAN_GetPing = LAN_GetPing; uii.LAN_GetPingInfo = LAN_GetPingInfo; uii.LAN_GetPingQueueCount = LAN_GetPingQueueCount; uii.LAN_GetServerAddressString = LAN_GetServerAddressString; uii.LAN_GetServerCount = LAN_GetServerCount; uii.LAN_GetServerInfo = LAN_GetServerInfo; uii.LAN_GetServerPing = LAN_GetServerPing; uii.LAN_LoadCachedServers = LAN_LoadCachedServers; uii.LAN_MarkServerVisible = LAN_MarkServerVisible; uii.LAN_RemoveServer = LAN_RemoveServer; uii.LAN_ResetPings = LAN_ResetPings; uii.LAN_SaveCachedServers = LAN_SaveServersToCache; uii.LAN_ServerIsVisible = LAN_ServerIsVisible; uii.LAN_ServerStatus = LAN_GetServerStatus; uii.LAN_UpdateVisiblePings = LAN_UpdateVisiblePings; uii.S_StartBackgroundTrack = S_StartBackgroundTrack; uii.S_StartLocalSound = S_StartLocalSound; uii.S_StopBackgroundTrack = S_StopBackgroundTrack; uii.S_RegisterSound = S_RegisterSound; uii.SE_GetLanguageName = CL_SE_GetLanguageName; uii.SE_GetNumLanguages = SE_GetNumLanguages; uii.SE_GetStringTextString = CL_SE_GetStringTextString; uii.R_Language_IsAsian = re->Language_IsAsian; uii.R_Language_UsesSpaces = re->Language_UsesSpaces; uii.R_AnyLanguage_ReadCharFromString = re->AnyLanguage_ReadCharFromString; uii.R_AddLightToScene = re->AddLightToScene; uii.R_AddPolysToScene = re->AddPolyToScene; uii.R_AddRefEntityToScene = re->AddRefEntityToScene; uii.R_ClearScene = re->ClearScene; uii.R_DrawStretchPic = re->DrawStretchPic; uii.R_Font_DrawString = re->Font_DrawString; uii.R_Font_HeightPixels = re->Font_HeightPixels; uii.R_Font_StrLenChars = re->Font_StrLenChars; uii.R_Font_StrLenPixels = re->Font_StrLenPixels; uii.R_LerpTag = re->LerpTag; uii.R_ModelBounds = re->ModelBounds; uii.R_RegisterFont = re->RegisterFont; uii.R_RegisterModel = re->RegisterModel; uii.R_RegisterShaderNoMip = re->RegisterShaderNoMip; uii.R_RegisterSkin = re->RegisterSkin; uii.R_RemapShader = re->RemapShader; uii.R_RenderScene = re->RenderScene; uii.R_SetColor = re->SetColor; uii.R_ShaderNameFromIndex = CL_R_ShaderNameFromIndex; uii.G2_ListModelSurfaces = CL_G2API_ListModelSurfaces; uii.G2_ListModelBones = CL_G2API_ListModelBones; uii.G2_SetGhoul2ModelIndexes = CL_G2API_SetGhoul2ModelIndexes; uii.G2_HaveWeGhoul2Models = CL_G2API_HaveWeGhoul2Models; uii.G2API_GetBoltMatrix = CL_G2API_GetBoltMatrix; uii.G2API_GetBoltMatrix_NoReconstruct = CL_G2API_GetBoltMatrix_NoReconstruct; uii.G2API_GetBoltMatrix_NoRecNoRot = CL_G2API_GetBoltMatrix_NoRecNoRot; uii.G2API_InitGhoul2Model = CL_G2API_InitGhoul2Model; uii.G2API_SetSkin = CL_G2API_SetSkin; uii.G2API_CollisionDetect = CL_G2API_CollisionDetect; uii.G2API_CollisionDetectCache = CL_G2API_CollisionDetectCache; uii.G2API_CleanGhoul2Models = CL_G2API_CleanGhoul2Models; uii.G2API_SetBoneAngles = CL_G2API_SetBoneAngles; uii.G2API_SetBoneAnim = CL_G2API_SetBoneAnim; uii.G2API_GetBoneAnim = CL_G2API_GetBoneAnim; uii.G2API_GetBoneFrame = CL_G2API_GetBoneFrame; uii.G2API_GetGLAName = CL_G2API_GetGLAName; uii.G2API_CopyGhoul2Instance = CL_G2API_CopyGhoul2Instance; uii.G2API_CopySpecificGhoul2Model = CL_G2API_CopySpecificGhoul2Model; uii.G2API_DuplicateGhoul2Instance = CL_G2API_DuplicateGhoul2Instance; uii.G2API_HasGhoul2ModelOnIndex = CL_G2API_HasGhoul2ModelOnIndex; uii.G2API_RemoveGhoul2Model = CL_G2API_RemoveGhoul2Model; uii.G2API_AddBolt = CL_G2API_AddBolt; uii.G2API_SetBoltInfo = CL_G2API_SetBoltInfo; uii.G2API_SetRootSurface = CL_G2API_SetRootSurface; uii.G2API_SetSurfaceOnOff = CL_G2API_SetSurfaceOnOff; uii.G2API_SetNewOrigin = CL_G2API_SetNewOrigin; uii.G2API_GetTime = CL_G2API_GetTime; uii.G2API_SetTime = CL_G2API_SetTime; uii.G2API_SetRagDoll = CL_G2API_SetRagDoll; uii.G2API_AnimateG2Models = CL_G2API_AnimateG2Models; uii.G2API_SetBoneIKState = CL_G2API_SetBoneIKState; uii.G2API_IKMove = CL_G2API_IKMove; uii.G2API_GetSurfaceName = CL_G2API_GetSurfaceName; uii.G2API_AttachG2Model = CL_G2API_AttachG2Model; GetUIAPI = (GetUIAPI_t)uivm->GetModuleAPI; ret = GetUIAPI( UI_API_VERSION, &uii ); if ( !ret ) { //free VM? cls.uiStarted = qfalse; Com_Error( ERR_FATAL, "GetGameAPI failed on %s", dllName ); } uie = ret; } // fall back to legacy syscall/vm_call api uivm = VM_CreateLegacy( VM_UI, CL_UISystemCalls ); if ( !uivm ) { cls.uiStarted = qfalse; Com_Error( ERR_DROP, "VM_CreateLegacy on ui failed" ); } }