Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//
// cdll_int.c
//
// this implementation handles the linking of the engine to the DLL
//
#include "hud.h"
#include "cl_util.h"
#include "netadr.h"
#include "parsemsg.h"
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#if USE_VGUI
#include "vgui_int.h"
#include "vgui_TeamFortressViewport.h"
#endif
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#if GOLDSOURCE_SUPPORT && (_WIN32 || __linux__ || __APPLE__) && (__i386 || _M_IX86)
#define USE_FAKE_VGUI !USE_VGUI
#if USE_FAKE_VGUI
#include "VGUI_Panel.h"
#include "VGUI_App.h"
#endif
#endif
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extern "C"
{
#include "pm_shared.h"
}
#include <string.h>
cl_enginefunc_t gEngfuncs;
CHud gHUD;
#if USE_VGUI
TeamFortressViewport *gViewPort = NULL;
#endif
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mobile_engfuncs_t *gMobileEngfuncs = NULL;
extern "C" int g_bhopcap;
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void InitInput( void );
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void EV_HookEvents( void );
void IN_Commands( void );
int __MsgFunc_Bhopcap( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
g_bhopcap = READ_BYTE();
return 1;
}
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/*
==========================
Initialize
Called when the DLL is first loaded.
==========================
*/
extern "C"
{
int DLLEXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion );
int DLLEXPORT HUD_VidInit( void );
void DLLEXPORT HUD_Init( void );
int DLLEXPORT HUD_Redraw( float flTime, int intermission );
int DLLEXPORT HUD_UpdateClientData( client_data_t *cdata, float flTime );
void DLLEXPORT HUD_Reset ( void );
void DLLEXPORT HUD_PlayerMove( struct playermove_s *ppmove, int server );
void DLLEXPORT HUD_PlayerMoveInit( struct playermove_s *ppmove );
char DLLEXPORT HUD_PlayerMoveTexture( char *name );
int DLLEXPORT HUD_ConnectionlessPacket( const struct netadr_s *net_from, const char *args, char *response_buffer, int *response_buffer_size );
int DLLEXPORT HUD_GetHullBounds( int hullnumber, float *mins, float *maxs );
void DLLEXPORT HUD_Frame( double time );
void DLLEXPORT HUD_VoiceStatus(int entindex, qboolean bTalking);
void DLLEXPORT HUD_DirectorMessage( int iSize, void *pbuf );
void DLLEXPORT HUD_MobilityInterface( mobile_engfuncs_t *gpMobileEngfuncs );
}
/*
================================
HUD_GetHullBounds
Engine calls this to enumerate player collision hulls, for prediction. Return 0 if the hullnumber doesn't exist.
================================
*/
int DLLEXPORT HUD_GetHullBounds( int hullnumber, float *mins, float *maxs )
{
int iret = 0;
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switch( hullnumber )
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{
case 0: // Normal player
Vector( -16, -16, -36 ).CopyToArray(mins);
Vector( 16, 16, 36 ).CopyToArray(maxs);
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iret = 1;
break;
case 1: // Crouched player
Vector( -16, -16, -18 ).CopyToArray(mins);
Vector( 16, 16, 18 ).CopyToArray(maxs);
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iret = 1;
break;
case 2: // Point based hull
Vector( 0, 0, 0 ).CopyToArray(mins);
Vector( 0, 0, 0 ).CopyToArray(maxs);
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iret = 1;
break;
}
return iret;
}
/*
================================
HUD_ConnectionlessPacket
Return 1 if the packet is valid. Set response_buffer_size if you want to send a response packet. Incoming, it holds the max
size of the response_buffer, so you must zero it out if you choose not to respond.
================================
*/
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int DLLEXPORT HUD_ConnectionlessPacket( const struct netadr_s *net_from, const char *args, char *response_buffer, int *response_buffer_size )
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{
// Parse stuff from args
// int max_buffer_size = *response_buffer_size;
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// Zero it out since we aren't going to respond.
// If we wanted to response, we'd write data into response_buffer
*response_buffer_size = 0;
// Since we don't listen for anything here, just respond that it's a bogus message
// If we didn't reject the message, we'd return 1 for success instead.
return 0;
}
void DLLEXPORT HUD_PlayerMoveInit( struct playermove_s *ppmove )
{
PM_Init( ppmove );
}
char DLLEXPORT HUD_PlayerMoveTexture( char *name )
{
return PM_FindTextureType( name );
}
void DLLEXPORT HUD_PlayerMove( struct playermove_s *ppmove, int server )
{
PM_Move( ppmove, server );
}
int DLLEXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion )
{
gEngfuncs = *pEnginefuncs;
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if( iVersion != CLDLL_INTERFACE_VERSION )
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return 0;
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memcpy( &gEngfuncs, pEnginefuncs, sizeof(cl_enginefunc_t) );
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EV_HookEvents();
return 1;
}
/*
=================
HUD_GetRect
VGui stub
=================
*/
int *HUD_GetRect( void )
{
static int extent[4];
extent[0] = gEngfuncs.GetWindowCenterX() - ScreenWidth / 2;
extent[1] = gEngfuncs.GetWindowCenterY() - ScreenHeight / 2;
extent[2] = gEngfuncs.GetWindowCenterX() + ScreenWidth / 2;
extent[3] = gEngfuncs.GetWindowCenterY() + ScreenHeight / 2;
return extent;
}
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#if USE_FAKE_VGUI
class TeamFortressViewport : public vgui::Panel
{
public:
TeamFortressViewport(int x,int y,int wide,int tall);
void Initialize( void );
virtual void paintBackground();
void *operator new( size_t stAllocateBlock );
};
static TeamFortressViewport* gViewPort = NULL;
TeamFortressViewport::TeamFortressViewport(int x, int y, int wide, int tall) : Panel(x, y, wide, tall)
{
gViewPort = this;
Initialize();
}
void TeamFortressViewport::Initialize()
{
//vgui::App::getInstance()->setCursorOveride( vgui::App::getInstance()->getScheme()->getCursor(vgui::Scheme::scu_none) );
}
void TeamFortressViewport::paintBackground()
{
// int wide, tall;
// getParent()->getSize( wide, tall );
// setSize( wide, tall );
int extents[4];
getParent()->getAbsExtents(extents[0],extents[1],extents[2],extents[3]);
gEngfuncs.VGui_ViewportPaintBackground(extents);
}
void *TeamFortressViewport::operator new( size_t stAllocateBlock )
{
void *mem = ::operator new( stAllocateBlock );
memset( mem, 0, stAllocateBlock );
return mem;
}
#endif
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/*
==========================
HUD_VidInit
Called when the game initializes
and whenever the vid_mode is changed
so the HUD can reinitialize itself.
==========================
*/
int DLLEXPORT HUD_VidInit( void )
{
gHUD.VidInit();
#if USE_FAKE_VGUI
vgui::Panel* root=(vgui::Panel*)gEngfuncs.VGui_GetPanel();
if (root) {
gEngfuncs.Con_Printf( "Root VGUI panel exists\n" );
root->setBgColor(128,128,0,0);
if (gViewPort != NULL)
{
gViewPort->Initialize();
}
else
{
gViewPort = new TeamFortressViewport(0,0,root->getWide(),root->getTall());
gViewPort->setParent(root);
}
} else {
gEngfuncs.Con_Printf( "Root VGUI panel does not exist\n" );
}
#elif USE_VGUI
VGui_Startup();
#endif
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return 1;
}
/*
==========================
HUD_Init
Called whenever the client connects
to a server. Reinitializes all
the hud variables.
==========================
*/
void DLLEXPORT HUD_Init( void )
{
InitInput();
gHUD.Init();
#if USE_VGUI
Scheme_Init();
#endif
gEngfuncs.pfnHookUserMsg( "Bhopcap", __MsgFunc_Bhopcap );
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}
/*
==========================
HUD_Redraw
called every screen frame to
redraw the HUD.
===========================
*/
int DLLEXPORT HUD_Redraw( float time, int intermission )
{
gHUD.Redraw( time, intermission );
return 1;
}
/*
==========================
HUD_UpdateClientData
called every time shared client
dll/engine data gets changed,
and gives the cdll a chance
to modify the data.
returns 1 if anything has been changed, 0 otherwise.
==========================
*/
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int DLLEXPORT HUD_UpdateClientData( client_data_t *pcldata, float flTime )
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{
IN_Commands();
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return gHUD.UpdateClientData( pcldata, flTime );
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}
/*
==========================
HUD_Reset
Called at start and end of demos to restore to "non"HUD state.
==========================
*/
void DLLEXPORT HUD_Reset( void )
{
gHUD.VidInit();
}
/*
==========================
HUD_Frame
Called by engine every frame that client .dll is loaded
==========================
*/
void DLLEXPORT HUD_Frame( double time )
{
#if USE_VGUI
GetClientVoiceMgr()->Frame(time);
#elif USE_FAKE_VGUI
if (!gViewPort)
gEngfuncs.VGui_ViewportPaintBackground(HUD_GetRect());
#else
gEngfuncs.VGui_ViewportPaintBackground(HUD_GetRect());
#endif
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}
/*
==========================
HUD_VoiceStatus
Called when a player starts or stops talking.
==========================
*/
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void DLLEXPORT HUD_VoiceStatus( int entindex, qboolean bTalking )
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{
#if USE_VGUI
GetClientVoiceMgr()->UpdateSpeakerStatus(entindex, bTalking);
#endif
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}
/*
==========================
HUD_DirectorEvent
Called when a director event message was received
==========================
*/
void DLLEXPORT HUD_DirectorMessage( int iSize, void *pbuf )
{
gHUD.m_Spectator.DirectorMessage( iSize, pbuf );
}
void DLLEXPORT HUD_MobilityInterface( mobile_engfuncs_t *gpMobileEngfuncs )
{
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if( gpMobileEngfuncs->version != MOBILITY_API_VERSION )
return;
gMobileEngfuncs = gpMobileEngfuncs;
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}
bool HUD_MessageBox( const char *msg )
{
gEngfuncs.Con_Printf( msg ); // just in case
if( IsXashFWGS() )
{
gMobileEngfuncs->pfnSys_Warn( msg );
return true;
}
// TODO: Load SDL2 and call ShowSimpleMessageBox
return false;
}
bool IsXashFWGS()
{
return gMobileEngfuncs != NULL;
}