void Menu_PaintAll(void) { int i; if (captureFunc) { captureFunc(captureData); } for (i = 0; i < menuCount; i++) { if (Menus[i].window.flags & WINDOW_DRAWALWAYSONTOP) { continue; } Menu_Paint(&Menus[i], qfalse); } for (i = 0; i < menuCount; i++) { if (Menus[i].window.flags & WINDOW_DRAWALWAYSONTOP) { Menu_Paint(&Menus[i], qfalse); } } if (debugMode) { vec4_t v = { 1, 1, 1, 1 }; DC->textFont(UI_FONT_COURBD_21); DC->drawText(5, 10, .2, v, va("fps: %.2f", DC->FPS), 0, 0, 0); DC->drawText(5, 20, .2, v, va("mouse: %i %i", DC->cursorx, DC->cursory), 0, 0, 0); } }
/* ======================== UI_DrawConnect ======================== */ void UI_DrawConnect( const char *servername, const char *updateInfoString ) { // We need to use this special hack variable, nothing else is set up yet: const char *s = Cvar_VariableString( "ui_mapname" ); // Special case for first map: extern SavedGameJustLoaded_e g_eSavedGameJustLoaded; if ( g_eSavedGameJustLoaded != eFULL && (!strcmp(s,"yavin1") || !strcmp(s,"demo")) ) { ui.R_SetColor( colorTable[CT_BLACK] ); uis.whiteShader = ui.R_RegisterShaderNoMip( "*white" ); ui.R_DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 0.0f, 1.0f, 1.0f, uis.whiteShader ); const char *t = SE_GetString( "SP_INGAME_ALONGTIME" ); int w = ui.R_Font_StrLenPixels( t, uiInfo.uiDC.Assets.qhMediumFont, 1.0f ); ui.R_Font_DrawString( (320)-(w/2), 140, t, colorTable[CT_ICON_BLUE], uiInfo.uiDC.Assets.qhMediumFont, -1, 1.0f ); return; } // Grab the loading menu: extern menuDef_t *Menus_FindByName( const char *p ); menuDef_t *menu = Menus_FindByName( "loadingMenu" ); if( !menu ) return; // Find the levelshot item, so we can fix up it's shader: itemDef_t *item = Menu_FindItemByName( menu, "mappic" ); if( !item ) return; item->window.background = ui.R_RegisterShaderNoMip( va( "levelshots/%s", s ) ); if (!item->window.background) { item->window.background = ui.R_RegisterShaderNoMip( "menu/art/unknownmap" ); } // Do the second levelshot as well: qhandle_t firstShot = item->window.background; item = Menu_FindItemByName( menu, "mappic2" ); if( !item ) return; item->window.background = ui.R_RegisterShaderNoMip( va( "levelshots/%s2", s ) ); if (!item->window.background) { item->window.background = firstShot; } const char *b = SE_GetString( "BRIEFINGS", s ); if( b && b[0] ) Cvar_Set( "ui_missionbriefing", va("@BRIEFINGS_%s", s) ); else Cvar_Set( "ui_missionbriefing", "@BRIEFINGS_NONE" ); // Now, force it to draw: extern void Menu_Paint( menuDef_t *menu, qboolean forcePaint ); Menu_Paint( menu, qtrue ); }
intptr_t CL_CgameSystemCalls( intptr_t *args ) { #ifndef __NO_JK2 if( com_jk2 && com_jk2->integer ) { args[0] = (intptr_t)CL_ConvertJK2SysCall((cgameJK2Import_t)args[0]); } #endif switch( args[0] ) { case CG_PRINT: Com_Printf( "%s", VMA(1) ); return 0; case CG_ERROR: Com_Error( ERR_DROP, S_COLOR_RED"%s", VMA(1) ); return 0; case CG_MILLISECONDS: return Sys_Milliseconds(); case CG_CVAR_REGISTER: Cvar_Register( (vmCvar_t *) VMA(1), (const char *) VMA(2), (const char *) VMA(3), args[4] ); return 0; case CG_CVAR_UPDATE: Cvar_Update( (vmCvar_t *) VMA(1) ); return 0; case CG_CVAR_SET: Cvar_Set( (const char *) VMA(1), (const char *) VMA(2) ); return 0; case CG_ARGC: return Cmd_Argc(); case CG_ARGV: Cmd_ArgvBuffer( args[1], (char *) VMA(2), args[3] ); return 0; case CG_ARGS: Cmd_ArgsBuffer( (char *) VMA(1), args[2] ); return 0; case CG_FS_FOPENFILE: return FS_FOpenFileByMode( (const char *) VMA(1), (int *) VMA(2), (fsMode_t) args[3] ); case CG_FS_READ: FS_Read( VMA(1), args[2], args[3] ); return 0; case CG_FS_WRITE: FS_Write( VMA(1), args[2], args[3] ); return 0; case CG_FS_FCLOSEFILE: FS_FCloseFile( args[1] ); return 0; case CG_SENDCONSOLECOMMAND: Cbuf_AddText( (const char *) VMA(1) ); return 0; case CG_ADDCOMMAND: CL_AddCgameCommand( (const char *) VMA(1) ); return 0; case CG_SENDCLIENTCOMMAND: CL_AddReliableCommand( (const char *) VMA(1) ); return 0; case CG_UPDATESCREEN: // this is used during lengthy level loading, so pump message loop Com_EventLoop(); // FIXME: if a server restarts here, BAD THINGS HAPPEN! SCR_UpdateScreen(); return 0; case CG_RMG_INIT: /* if (!com_sv_running->integer) { // don't do this if we are connected locally if (!TheRandomMissionManager) { TheRandomMissionManager = new CRMManager; } TheRandomMissionManager->SetLandScape( cmg.landScapes[args[1]] ); TheRandomMissionManager->LoadMission(qfalse); TheRandomMissionManager->SpawnMission(qfalse); cmg.landScapes[args[1]]->UpdatePatches(); } */ //this is SP.. I guess we're always the client and server. // cl.mRMGChecksum = cm.landScapes[args[1]]->get_rand_seed(); RM_CreateRandomModels(args[1], (const char *)VMA(2)); //cmg.landScapes[args[1]]->rand_seed(cl.mRMGChecksum); // restore it, in case we do a vid restart cmg.landScape->rand_seed(cmg.landScape->get_rand_seed()); // TheRandomMissionManager->CreateMap(); return 0; case CG_CM_REGISTER_TERRAIN: return CM_RegisterTerrain((const char *)VMA(1), false)->GetTerrainId(); case CG_RE_INIT_RENDERER_TERRAIN: re.InitRendererTerrain((const char *)VMA(1)); return 0; case CG_CM_LOADMAP: CL_CM_LoadMap( (const char *) VMA(1), args[2] ); return 0; case CG_CM_NUMINLINEMODELS: return CM_NumInlineModels(); case CG_CM_INLINEMODEL: return CM_InlineModel( args[1] ); case CG_CM_TEMPBOXMODEL: return CM_TempBoxModel( (const float *) VMA(1), (const float *) VMA(2) );//, (int) VMA(3) ); case CG_CM_POINTCONTENTS: return CM_PointContents( (float *)VMA(1), args[2] ); case CG_CM_TRANSFORMEDPOINTCONTENTS: return CM_TransformedPointContents( (const float *) VMA(1), args[2], (const float *) VMA(3), (const float *) VMA(4) ); case CG_CM_BOXTRACE: CM_BoxTrace( (trace_t *) VMA(1), (const float *) VMA(2), (const float *) VMA(3), (const float *) VMA(4), (const float *) VMA(5), args[6], args[7] ); return 0; case CG_CM_TRANSFORMEDBOXTRACE: CM_TransformedBoxTrace( (trace_t *) VMA(1), (const float *) VMA(2), (const float *) VMA(3), (const float *) VMA(4), (const float *) VMA(5), args[6], args[7], (const float *) VMA(8), (const float *) VMA(9) ); return 0; case CG_CM_MARKFRAGMENTS: return re.MarkFragments( args[1], (float(*)[3]) VMA(2), (const float *) VMA(3), args[4], (float *) VMA(5), args[6], (markFragment_t *) VMA(7) ); case CG_CM_SNAPPVS: CM_SnapPVS((float(*))VMA(1),(byte *) VMA(2)); return 0; case CG_S_STOPSOUNDS: S_StopSounds( ); return 0; case CG_S_STARTSOUND: // stops an ERR_DROP internally if called illegally from game side, but note that it also gets here // legally during level start where normally the internal s_soundStarted check would return. So ok to hit this. if (!cls.cgameStarted){ return 0; } S_StartSound( (float *) VMA(1), args[2], (soundChannel_t)args[3], args[4] ); return 0; case CG_S_UPDATEAMBIENTSET: // stops an ERR_DROP internally if called illegally from game side, but note that it also gets here // legally during level start where normally the internal s_soundStarted check would return. So ok to hit this. if (!cls.cgameStarted){ return 0; } S_UpdateAmbientSet( (const char *) VMA(1), (float *) VMA(2) ); return 0; case CG_S_ADDLOCALSET: return S_AddLocalSet( (const char *) VMA(1), (float *) VMA(2), (float *) VMA(3), args[4], args[5] ); case CG_AS_PARSESETS: AS_ParseSets(); return 0; case CG_AS_ADDENTRY: AS_AddPrecacheEntry( (const char *) VMA(1) ); return 0; case CG_AS_GETBMODELSOUND: return AS_GetBModelSound( (const char *) VMA(1), args[2] ); case CG_S_STARTLOCALSOUND: // stops an ERR_DROP internally if called illegally from game side, but note that it also gets here // legally during level start where normally the internal s_soundStarted check would return. So ok to hit this. if (!cls.cgameStarted){ return 0; } S_StartLocalSound( args[1], args[2] ); return 0; case CG_S_CLEARLOOPINGSOUNDS: S_ClearLoopingSounds(); return 0; case CG_S_ADDLOOPINGSOUND: // stops an ERR_DROP internally if called illegally from game side, but note that it also gets here // legally during level start where normally the internal s_soundStarted check would return. So ok to hit this. if (!cls.cgameStarted){ return 0; } S_AddLoopingSound( args[1], (const float *) VMA(2), (const float *) VMA(3), args[4], (soundChannel_t)args[5] ); return 0; case CG_S_UPDATEENTITYPOSITION: S_UpdateEntityPosition( args[1], (const float *) VMA(2) ); return 0; case CG_S_RESPATIALIZE: S_Respatialize( args[1], (const float *) VMA(2), (float(*)[3]) VMA(3), args[4] ); return 0; case CG_S_REGISTERSOUND: return S_RegisterSound( (const char *) VMA(1) ); case CG_S_STARTBACKGROUNDTRACK: S_StartBackgroundTrack( (const char *) VMA(1), (const char *) VMA(2), args[3]); return 0; case CG_S_GETSAMPLELENGTH: return S_GetSampleLengthInMilliSeconds( args[1]); case CG_R_LOADWORLDMAP: re.LoadWorld( (const char *) VMA(1) ); return 0; case CG_R_REGISTERMODEL: return re.RegisterModel( (const char *) VMA(1) ); case CG_R_REGISTERSKIN: return re.RegisterSkin( (const char *) VMA(1) ); case CG_R_REGISTERSHADER: return re.RegisterShader( (const char *) VMA(1) ); case CG_R_REGISTERSHADERNOMIP: return re.RegisterShaderNoMip( (const char *) VMA(1) ); case CG_R_REGISTERFONT: return re.RegisterFont( (const char *) VMA(1) ); case CG_R_FONTSTRLENPIXELS: return re.Font_StrLenPixels( (const char *) VMA(1), args[2], VMF(3) ); case CG_R_FONTSTRLENCHARS: return re.Font_StrLenChars( (const char *) VMA(1) ); case CG_R_FONTHEIGHTPIXELS: return re.Font_HeightPixels( args[1], VMF(2) ); case CG_R_FONTDRAWSTRING: re.Font_DrawString(args[1],args[2], (const char *) VMA(3), (float*)args[4], args[5], args[6], VMF(7)); return 0; case CG_LANGUAGE_ISASIAN: return re.Language_IsAsian(); case CG_LANGUAGE_USESSPACES: return re.Language_UsesSpaces(); case CG_ANYLANGUAGE_READFROMSTRING: return re.AnyLanguage_ReadCharFromString( (char *) VMA(1), (int *) VMA(2), (qboolean *) VMA(3) ); case CG_ANYLANGUAGE_READFROMSTRING2: return re.AnyLanguage_ReadCharFromString2( (char **) VMA(1), (qboolean *) VMA(3) ); case CG_R_SETREFRACTIONPROP: *(re.tr_distortionAlpha()) = VMF(1); *(re.tr_distortionStretch()) = VMF(2); *(re.tr_distortionPrePost()) = (qboolean)args[3]; *(re.tr_distortionNegate()) = (qboolean)args[4]; return 0; case CG_R_CLEARSCENE: re.ClearScene(); return 0; case CG_R_ADDREFENTITYTOSCENE: re.AddRefEntityToScene( (const refEntity_t *) VMA(1) ); return 0; case CG_R_INPVS: return re.R_inPVS((float *) VMA(1), (float *) VMA(2)); case CG_R_GETLIGHTING: return re.GetLighting( (const float * ) VMA(1), (float *) VMA(2), (float *) VMA(3), (float *) VMA(4) ); case CG_R_ADDPOLYTOSCENE: re.AddPolyToScene( args[1], args[2], (const polyVert_t *) VMA(3) ); return 0; case CG_R_ADDLIGHTTOSCENE: #ifdef VV_LIGHTING VVLightMan.RE_AddLightToScene ( (const float *) VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); #else re.AddLightToScene( (const float *) VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); #endif return 0; case CG_R_RENDERSCENE: re.RenderScene( (const refdef_t *) VMA(1) ); return 0; case CG_R_SETCOLOR: re.SetColor( (const float *) VMA(1) ); return 0; case CG_R_DRAWSTRETCHPIC: re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] ); return 0; // The below was commented out for whatever reason... /me shrugs --eez case CG_R_DRAWSCREENSHOT: re.DrawStretchRaw( VMF(1), VMF(2), VMF(3), VMF(4), SG_SCR_WIDTH, SG_SCR_HEIGHT, SCR_GetScreenshot(0), 0, qtrue); return 0; case CG_R_MODELBOUNDS: re.ModelBounds( args[1], (float *) VMA(2), (float *) VMA(3) ); return 0; case CG_R_LERPTAG: re.LerpTag( (orientation_t *) VMA(1), args[2], args[3], args[4], VMF(5), (const char *) VMA(6) ); return 0; case CG_R_DRAWROTATEPIC: re.DrawRotatePic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), VMF(9), args[10] ); return 0; case CG_R_DRAWROTATEPIC2: re.DrawRotatePic2( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), VMF(9), args[10] ); return 0; case CG_R_SETRANGEFOG: // FIXME: Figure out if this is how it's done in MP :S --eez /*if (tr.rangedFog <= 0.0f) { g_oldRangedFog = tr.rangedFog; } tr.rangedFog = VMF(1); if (tr.rangedFog == 0.0f && g_oldRangedFog) { //restore to previous state if applicable tr.rangedFog = g_oldRangedFog; }*/ re.SetRangedFog( VMF( 1 ) ); return 0; case CG_R_LA_GOGGLES: re.LAGoggles(); return 0; case CG_R_SCISSOR: re.Scissor( VMF(1), VMF(2), VMF(3), VMF(4)); return 0; case CG_GETGLCONFIG: CL_GetGlconfig( (glconfig_t *) VMA(1) ); return 0; case CG_GETGAMESTATE: CL_GetGameState( (gameState_t *) VMA(1) ); return 0; case CG_GETCURRENTSNAPSHOTNUMBER: CL_GetCurrentSnapshotNumber( (int *) VMA(1), (int *) VMA(2) ); return 0; case CG_GETSNAPSHOT: return CL_GetSnapshot( args[1], (snapshot_t *) VMA(2) ); case CG_GETDEFAULTSTATE: return CL_GetDefaultState(args[1], (entityState_t *)VMA(2)); case CG_GETSERVERCOMMAND: return CL_GetServerCommand( args[1] ); case CG_GETCURRENTCMDNUMBER: return CL_GetCurrentCmdNumber(); case CG_GETUSERCMD: return CL_GetUserCmd( args[1], (usercmd_s *) VMA(2) ); case CG_SETUSERCMDVALUE: CL_SetUserCmdValue( args[1], VMF(2), VMF(3), VMF(4) ); return 0; case CG_SETUSERCMDANGLES: CL_SetUserCmdAngles( VMF(1), VMF(2), VMF(3) ); return 0; case COM_SETORGANGLES: Com_SetOrgAngles((float *)VMA(1),(float *)VMA(2)); return 0; /* Ghoul2 Insert Start */ case CG_G2_LISTSURFACES: re.G2API_ListSurfaces( (CGhoul2Info *) VMA(1) ); return 0; case CG_G2_LISTBONES: re.G2API_ListBones( (CGhoul2Info *) VMA(1), args[2]); return 0; case CG_G2_HAVEWEGHOULMODELS: return re.G2API_HaveWeGhoul2Models( *((CGhoul2Info_v *)VMA(1)) ); case CG_G2_SETMODELS: re.G2API_SetGhoul2ModelIndexes( *((CGhoul2Info_v *)VMA(1)),(qhandle_t *)VMA(2),(qhandle_t *)VMA(3)); return 0; /* Ghoul2 Insert End */ case CG_R_GET_LIGHT_STYLE: re.GetLightStyle(args[1], (byte*) VMA(2) ); return 0; case CG_R_SET_LIGHT_STYLE: re.SetLightStyle(args[1], args[2] ); return 0; case CG_R_GET_BMODEL_VERTS: re.GetBModelVerts( args[1], (float (*)[3])VMA(2), (float *)VMA(3) ); return 0; case CG_R_WORLD_EFFECT_COMMAND: re.WorldEffectCommand( (const char *) VMA(1) ); return 0; case CG_CIN_PLAYCINEMATIC: return CIN_PlayCinematic( (const char *) VMA(1), args[2], args[3], args[4], args[5], args[6], (const char *) VMA(7)); case CG_CIN_STOPCINEMATIC: return CIN_StopCinematic(args[1]); case CG_CIN_RUNCINEMATIC: return CIN_RunCinematic(args[1]); case CG_CIN_DRAWCINEMATIC: CIN_DrawCinematic(args[1]); return 0; case CG_CIN_SETEXTENTS: CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]); return 0; case CG_Z_MALLOC: return (intptr_t)Z_Malloc(args[1], (memtag_t) args[2], qfalse); case CG_Z_FREE: Z_Free((void *) VMA(1)); return 0; case CG_UI_SETACTIVE_MENU: UI_SetActiveMenu((const char *) VMA(1),NULL); return 0; case CG_UI_MENU_OPENBYNAME: Menus_OpenByName((const char *) VMA(1)); return 0; case CG_UI_MENU_RESET: Menu_Reset(); return 0; case CG_UI_MENU_NEW: Menu_New((char *) VMA(1)); return 0; case CG_UI_PARSE_INT: PC_ParseInt((int *) VMA(1)); return 0; case CG_UI_PARSE_STRING: PC_ParseString((const char **) VMA(1)); return 0; case CG_UI_PARSE_FLOAT: PC_ParseFloat((float *) VMA(1)); return 0; case CG_UI_STARTPARSESESSION: return(PC_StartParseSession((char *) VMA(1),(char **) VMA(2))); case CG_UI_ENDPARSESESSION: PC_EndParseSession((char *) VMA(1)); return 0; case CG_UI_PARSEEXT: char **holdPtr; holdPtr = (char **) VMA(1); if(!holdPtr) { Com_Error(ERR_FATAL, "CG_UI_PARSEEXT: NULL holdPtr"); } *holdPtr = PC_ParseExt(); return 0; case CG_UI_MENUCLOSE_ALL: Menus_CloseAll(); return 0; case CG_UI_MENUPAINT_ALL: Menu_PaintAll(); return 0; case CG_OPENJK_MENU_PAINT: Menu_Paint( (menuDef_t *)VMA(1), (intptr_t)VMA(2) ); return 0; case CG_OPENJK_GETMENU_BYNAME: return (intptr_t)Menus_FindByName( (const char *)VMA(1) ); case CG_UI_STRING_INIT: String_Init(); return 0; case CG_UI_GETMENUINFO: menuDef_t *menu; int *xPos,*yPos,*w,*h,result; #ifndef __NO_JK2 if(com_jk2 && !com_jk2->integer) { #endif menu = Menus_FindByName((char *) VMA(1)); // Get menu if (menu) { xPos = (int *) VMA(2); *xPos = (int) menu->window.rect.x; yPos = (int *) VMA(3); *yPos = (int) menu->window.rect.y; w = (int *) VMA(4); *w = (int) menu->window.rect.w; h = (int *) VMA(5); *h = (int) menu->window.rect.h; result = qtrue; } else { result = qfalse; } return result; #ifndef __NO_JK2 } else { menu = Menus_FindByName((char *) VMA(1)); // Get menu if (menu) { xPos = (int *) VMA(2); *xPos = (int) menu->window.rect.x; yPos = (int *) VMA(3); *yPos = (int) menu->window.rect.y; result = qtrue; } else { result = qfalse; } return result; } #endif break; case CG_UI_GETITEMTEXT: itemDef_t *item; menu = Menus_FindByName((char *) VMA(1)); // Get menu if (menu) { item = (itemDef_s *) Menu_FindItemByName((menuDef_t *) menu, (char *) VMA(2)); if (item) { Q_strncpyz( (char *) VMA(3), item->text, 256 ); result = qtrue; } else { result = qfalse; } } else { result = qfalse; } return result; case CG_UI_GETITEMINFO: menu = Menus_FindByName((char *) VMA(1)); // Get menu if (menu) { qhandle_t *background; item = (itemDef_s *) Menu_FindItemByName((menuDef_t *) menu, (char *) VMA(2)); if (item) { xPos = (int *) VMA(3); *xPos = (int) item->window.rect.x; yPos = (int *) VMA(4); *yPos = (int) item->window.rect.y; w = (int *) VMA(5); *w = (int) item->window.rect.w; h = (int *) VMA(6); *h = (int) item->window.rect.h; vec4_t *color; color = (vec4_t *) VMA(7); if (!color) { return qfalse; } (*color)[0] = (float) item->window.foreColor[0]; (*color)[1] = (float) item->window.foreColor[1]; (*color)[2] = (float) item->window.foreColor[2]; (*color)[3] = (float) item->window.foreColor[3]; background = (qhandle_t *) VMA(8); if (!background) { return qfalse; } *background = item->window.background; result = qtrue; } else { result = qfalse; } } else { result = qfalse; } return result; case CG_SP_GETSTRINGTEXTSTRING: #ifndef __NO_JK2 case CG_SP_GETSTRINGTEXT: if(com_jk2 && com_jk2->integer) { const char* text; assert(VMA(1)); // assert(VMA(2)); // can now pass in NULL to just query the size if (args[0] == CG_SP_GETSTRINGTEXT) { text = JK2SP_GetStringText( args[1] ); } else { text = JK2SP_GetStringTextString( (const char *) VMA(1) ); } if (VMA(2)) // only if dest buffer supplied... { if ( text[0] ) { Q_strncpyz( (char *) VMA(2), text, args[3] ); } else { Q_strncpyz( (char *) VMA(2), "??", args[3] ); } } return strlen(text); } else { #endif const char* text; assert(VMA(1)); text = SE_GetString( (const char *) VMA(1) ); if (VMA(2)) // only if dest buffer supplied... { if ( text[0] ) { Q_strncpyz( (char *) VMA(2), text, args[3] ); } else { Com_sprintf( (char *) VMA(2), args[3], "??%s", VMA(1) ); } } return strlen(text); #ifndef __NO_JK2 } //break; case CG_SP_REGISTER: return JK2SP_Register( (const char *) VMA(1), args[2]?(SP_REGISTER_MENU|SP_REGISTER_REQUIRED):SP_REGISTER_CLIENT ); #endif default: Com_Error( ERR_DROP, "Bad cgame system trap: %ld", (long int) args[0] ); } return 0; }