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@ -15,14 +15,15 @@ GNU General Public License for more details. |
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#ifndef XASH_DEDICATED |
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#ifndef XASH_DEDICATED |
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#include <string.h> |
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#include "common.h" |
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#include "common.h" |
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#include "client.h" |
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#include "client.h" |
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#include "gl_local.h" |
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#include "gl_local.h" |
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#include "vgui_draw.h" |
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#include "vgui_draw.h" |
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#include "vgui_api.h" |
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#include "vgui_api.h" |
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#include "library.h" |
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#include "library.h" |
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#include <string.h> |
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#include "keydefs.h" |
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#include "../keydefs.h" |
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#include "gl_local.h" |
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int g_textures[VGUI_MAX_TEXTURES]; |
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int g_textures[VGUI_MAX_TEXTURES]; |
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int g_textureId = 0; |
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int g_textureId = 0; |
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@ -35,6 +36,7 @@ static enum VGUI_DefaultCursor s_currentCursor; |
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static SDL_Cursor* s_pDefaultCursor[20]; |
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static SDL_Cursor* s_pDefaultCursor[20]; |
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#endif |
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#endif |
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static void *s_pVGuiSupport; // vgui_support library
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static void *s_pVGuiSupport; // vgui_support library
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static convar_t *vgui_utf8 = NULL; |
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void VGUI_DrawInit( void ); |
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void VGUI_DrawInit( void ); |
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void VGUI_DrawShutdown( void ); |
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void VGUI_DrawShutdown( void ); |
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@ -76,8 +78,8 @@ qboolean GAME_EXPORT VGUI_IsInGame( void ) |
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void GAME_EXPORT VGUI_GetMousePos( int *_x, int *_y ) |
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void GAME_EXPORT VGUI_GetMousePos( int *_x, int *_y ) |
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{ |
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{ |
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float xscale = scr_width->value / (float)clgame.scrInfo.iWidth; |
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float xscale = (float)glState.width / (float)clgame.scrInfo.iWidth; |
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float yscale = scr_height->value / (float)clgame.scrInfo.iHeight; |
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float yscale = (float)glState.height / (float)clgame.scrInfo.iHeight; |
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int x, y; |
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int x, y; |
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CL_GetMousePosition( &x, &y ); |
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CL_GetMousePosition( &x, &y ); |
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@ -109,7 +111,7 @@ void VGUI_InitCursors( void ) |
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void GAME_EXPORT VGUI_CursorSelect(enum VGUI_DefaultCursor cursor ) |
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void GAME_EXPORT VGUI_CursorSelect(enum VGUI_DefaultCursor cursor ) |
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{ |
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{ |
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qboolean visible; |
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qboolean visible; |
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if( cls.key_dest != key_game || cl.refdef.paused ) |
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if( cls.key_dest != key_game || cl.paused ) |
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return; |
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return; |
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switch( cursor ) |
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switch( cursor ) |
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@ -166,7 +168,7 @@ void GAME_EXPORT VGUI_SetVisible( qboolean state ) |
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int GAME_EXPORT VGUI_UtfProcessChar( int in ) |
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int GAME_EXPORT VGUI_UtfProcessChar( int in ) |
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{ |
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{ |
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if( vgui_utf8->integer ) |
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if( CVAR_TO_BOOL( vgui_utf8 ) ) |
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return Con_UtfProcessCharForce( in ); |
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return Con_UtfProcessCharForce( in ); |
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else |
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else |
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return in; |
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return in; |
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@ -233,12 +235,14 @@ void VGui_Startup( int width, int height ) |
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if( !vgui.initialized ) |
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if( !vgui.initialized ) |
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{ |
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{ |
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vgui_utf8 = Cvar_Get( "vgui_utf8", "0", FCVAR_ARCHIVE, "enable utf-8 support for vgui text" ); |
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#ifdef XASH_INTERNAL_GAMELIBS |
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#ifdef XASH_INTERNAL_GAMELIBS |
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s_pVGuiSupport = Com_LoadLibrary( "client", false ); |
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s_pVGuiSupport = COM_LoadLibrary( "client", false, false ); |
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if( s_pVGuiSupport ) |
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if( s_pVGuiSupport ) |
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{ |
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{ |
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F = Com_GetProcAddress( s_pVGuiSupport, "InitVGUISupportAPI" ); |
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F = COM_GetProcAddress( s_pVGuiSupport, "InitVGUISupportAPI" ); |
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if( F ) |
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if( F ) |
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{ |
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{ |
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F( &vgui ); |
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F( &vgui ); |
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@ -249,7 +253,7 @@ void VGui_Startup( int width, int height ) |
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} |
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} |
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#endif // XASH_INTERNAL_GAMELIBS
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#endif // XASH_INTERNAL_GAMELIBS
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Com_ResetLibraryError(); |
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COM_ResetLibraryError(); |
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// HACKHACK: load vgui with correct path first if specified.
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// HACKHACK: load vgui with correct path first if specified.
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// it will be reused while resolving vgui support and client deps
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// it will be reused while resolving vgui support and client deps
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@ -260,7 +264,7 @@ void VGui_Startup( int width, int height ) |
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else |
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else |
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Q_strncpy( vguiloader, VGUI_SUPPORT_DLL, 256 ); |
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Q_strncpy( vguiloader, VGUI_SUPPORT_DLL, 256 ); |
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if( !Com_LoadLibrary( vguilib, false ) ) |
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if( !COM_LoadLibrary( vguilib, false, false ) ) |
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MsgDev( D_WARN, "VGUI preloading failed. Default library will be used!\n"); |
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MsgDev( D_WARN, "VGUI preloading failed. Default library will be used!\n"); |
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} |
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} |
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@ -270,23 +274,23 @@ void VGui_Startup( int width, int height ) |
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if( !vguiloader[0] && !Sys_GetParmFromCmdLine( "-vguiloader", vguiloader ) ) |
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if( !vguiloader[0] && !Sys_GetParmFromCmdLine( "-vguiloader", vguiloader ) ) |
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Q_strncpy( vguiloader, VGUI_SUPPORT_DLL, 256 ); |
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Q_strncpy( vguiloader, VGUI_SUPPORT_DLL, 256 ); |
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s_pVGuiSupport = Com_LoadLibrary( vguiloader, false ); |
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s_pVGuiSupport = COM_LoadLibrary( vguiloader, false, false ); |
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if( !s_pVGuiSupport ) |
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if( !s_pVGuiSupport ) |
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{ |
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{ |
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s_pVGuiSupport = Com_LoadLibrary( va( "../%s", vguiloader ), false ); |
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s_pVGuiSupport = COM_LoadLibrary( va( "../%s", vguiloader ), false, false ); |
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} |
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} |
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if( !s_pVGuiSupport ) |
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if( !s_pVGuiSupport ) |
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{ |
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{ |
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if( FS_SysFileExists( vguiloader, false ) ) |
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if( FS_FileExists( vguiloader, false ) ) |
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MsgDev( D_ERROR, "Failed to load vgui_support library: %s", Com_GetLibraryError() ); |
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MsgDev( D_ERROR, "Failed to load vgui_support library: %s", COM_GetLibraryError() ); |
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else |
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else |
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MsgDev( D_INFO, "vgui_support: not found\n" ); |
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MsgDev( D_INFO, "vgui_support: not found\n" ); |
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} |
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} |
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else |
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else |
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{ |
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{ |
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F = Com_GetProcAddress( s_pVGuiSupport, "InitAPI" ); |
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F = COM_GetProcAddress( s_pVGuiSupport, "InitAPI" ); |
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if( F ) |
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if( F ) |
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{ |
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{ |
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F( &vgui ); |
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F( &vgui ); |
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@ -343,7 +347,7 @@ void VGui_Shutdown( void ) |
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vgui.Shutdown(); |
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vgui.Shutdown(); |
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if( s_pVGuiSupport ) |
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if( s_pVGuiSupport ) |
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Com_FreeLibrary( s_pVGuiSupport ); |
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COM_FreeLibrary( s_pVGuiSupport ); |
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s_pVGuiSupport = NULL; |
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s_pVGuiSupport = NULL; |
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vgui.initialized = false; |
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vgui.initialized = false; |
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@ -359,7 +363,7 @@ void VGUI_InitKeyTranslationTable( void ) |
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bInitted = true; |
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bInitted = true; |
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// set virtual key translation table
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// set virtual key translation table
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Q_memset( s_pVirtualKeyTrans, -1, sizeof( s_pVirtualKeyTrans ) ); |
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memset( s_pVirtualKeyTrans, -1, sizeof( s_pVirtualKeyTrans ) ); |
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s_pVirtualKeyTrans['0'] = KEY_0; |
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s_pVirtualKeyTrans['0'] = KEY_0; |
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s_pVirtualKeyTrans['1'] = KEY_1; |
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s_pVirtualKeyTrans['1'] = KEY_1; |
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@ -522,8 +526,8 @@ void VGui_KeyEvent( int key, int down ) |
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void VGui_MouseMove( int x, int y ) |
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void VGui_MouseMove( int x, int y ) |
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{ |
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{ |
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float xscale = scr_width->value / (float)clgame.scrInfo.iWidth; |
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float xscale = (float)glState.width / (float)clgame.scrInfo.iWidth; |
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float yscale = scr_height->value / (float)clgame.scrInfo.iHeight; |
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float yscale = (float)glState.height / (float)clgame.scrInfo.iHeight; |
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if( vgui.initialized ) |
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if( vgui.initialized ) |
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vgui.MouseMove( x / xscale, y / yscale ); |
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vgui.MouseMove( x / xscale, y / yscale ); |
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} |
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} |
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@ -537,7 +541,7 @@ Startup VGUI backend |
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*/ |
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*/ |
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void GAME_EXPORT VGUI_DrawInit( void ) |
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void GAME_EXPORT VGUI_DrawInit( void ) |
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{ |
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{ |
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Q_memset( g_textures, 0, sizeof( g_textures )); |
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memset( g_textures, 0, sizeof( g_textures )); |
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g_textureId = g_iBoundTexture = 0; |
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g_textureId = g_iBoundTexture = 0; |
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} |
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} |
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@ -591,7 +595,7 @@ void GAME_EXPORT VGUI_UploadTexture( int id, const char *buffer, int width, int |
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} |
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} |
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Q_snprintf( texName, sizeof( texName ), "*vgui%i", id ); |
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Q_snprintf( texName, sizeof( texName ), "*vgui%i", id ); |
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Q_memset( &r_image, 0, sizeof( r_image )); |
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memset( &r_image, 0, sizeof( r_image )); |
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r_image.width = width; |
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r_image.width = width; |
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r_image.height = height; |
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r_image.height = height; |
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@ -601,7 +605,6 @@ void GAME_EXPORT VGUI_UploadTexture( int id, const char *buffer, int width, int |
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r_image.buffer = (byte *)buffer; |
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r_image.buffer = (byte *)buffer; |
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g_textures[id] = GL_LoadTextureInternal( texName, &r_image, TF_IMAGE, false ); |
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g_textures[id] = GL_LoadTextureInternal( texName, &r_image, TF_IMAGE, false ); |
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GL_SetTextureType( g_textures[id], TEX_VGUI ); |
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g_iBoundTexture = id; |
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g_iBoundTexture = id; |
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} |
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} |
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@ -624,7 +627,7 @@ void GAME_EXPORT VGUI_CreateTexture( int id, int width, int height ) |
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} |
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} |
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Q_snprintf( texName, sizeof( texName ), "*vgui%i", id ); |
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Q_snprintf( texName, sizeof( texName ), "*vgui%i", id ); |
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Q_memset( &r_image, 0, sizeof( r_image )); |
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memset( &r_image, 0, sizeof( r_image )); |
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r_image.width = width; |
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r_image.width = width; |
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r_image.height = height; |
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r_image.height = height; |
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@ -634,13 +637,12 @@ void GAME_EXPORT VGUI_CreateTexture( int id, int width, int height ) |
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r_image.buffer = NULL; |
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r_image.buffer = NULL; |
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g_textures[id] = GL_LoadTextureInternal( texName, &r_image, TF_IMAGE|TF_NEAREST, false ); |
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g_textures[id] = GL_LoadTextureInternal( texName, &r_image, TF_IMAGE|TF_NEAREST, false ); |
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GL_SetTextureType( g_textures[id], TEX_VGUI ); |
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g_iBoundTexture = id; |
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g_iBoundTexture = id; |
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} |
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} |
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void GAME_EXPORT VGUI_UploadTextureBlock( int id, int drawX, int drawY, const byte *rgba, int blockWidth, int blockHeight ) |
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void GAME_EXPORT VGUI_UploadTextureBlock( int id, int drawX, int drawY, const byte *rgba, int blockWidth, int blockHeight ) |
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{ |
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{ |
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if( id <= 0 || id >= VGUI_MAX_TEXTURES || g_textures[id] == 0 || g_textures[id] == cls.fillImage ) |
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if( id <= 0 || id >= VGUI_MAX_TEXTURES || g_textures[id] == 0 || g_textures[id] == tr.whiteTexture ) |
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{ |
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{ |
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MsgDev( D_ERROR, "VGUI_UploadTextureBlock: bad texture %i. Ignored\n", id ); |
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MsgDev( D_ERROR, "VGUI_UploadTextureBlock: bad texture %i. Ignored\n", id ); |
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return; |
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return; |
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@ -736,8 +738,8 @@ generic method to fill rectangle |
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*/ |
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*/ |
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void GAME_EXPORT VGUI_DrawQuad( const vpoint_t *ul, const vpoint_t *lr ) |
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void GAME_EXPORT VGUI_DrawQuad( const vpoint_t *ul, const vpoint_t *lr ) |
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{ |
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{ |
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float xscale = scr_width->value / (float)clgame.scrInfo.iWidth; |
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float xscale = glState.width / (float)clgame.scrInfo.iWidth; |
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float yscale = scr_height->value / (float)clgame.scrInfo.iHeight; |
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float yscale = glState.height / (float)clgame.scrInfo.iHeight; |
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ASSERT( ul != NULL && lr != NULL ); |
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ASSERT( ul != NULL && lr != NULL ); |
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