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engine: client: vgui: rework loading VGUI and probing client for internal vgui support API

pull/2/head
Alibek Omarov 2 years ago
parent
commit
d27dd68072
  1. 27
      engine/client/cl_game.c
  2. 3
      engine/client/cl_main.c
  3. 8
      engine/client/cl_scrn.c
  4. 576
      engine/client/vgui/vgui_draw.c
  5. 16
      engine/client/vgui/vgui_draw.h

27
engine/client/cl_game.c

@ -3937,10 +3937,6 @@ qboolean CL_LoadProgs( const char *name )
clgame.mempool = Mem_AllocPool( "Client Edicts Zone" ); clgame.mempool = Mem_AllocPool( "Client Edicts Zone" );
clgame.entities = NULL; clgame.entities = NULL;
// NOTE: important stuff!
// vgui must startup BEFORE loading client.dll to avoid get error ERROR_NOACESS
// during LoadLibrary
VGui_Startup( name, gameui.globals->scrWidth, gameui.globals->scrHeight );
// a1ba: we need to check if client.dll has direct dependency on SDL2 // a1ba: we need to check if client.dll has direct dependency on SDL2
// and if so, disable relative mouse mode // and if so, disable relative mouse mode
@ -3959,8 +3955,29 @@ qboolean CL_LoadProgs( const char *name )
clgame.client_dll_uses_sdl = true; clgame.client_dll_uses_sdl = true;
#endif #endif
// NOTE: important stuff!
// vgui must startup BEFORE loading client.dll to avoid get error ERROR_NOACESS
// during LoadLibrary
if( !GI->internal_vgui_support && VGui_LoadProgs( NULL ))
{
VGui_Startup( refState.width, refState.height );
}
else
{
// we failed to load vgui_support, but let's probe client.dll for support anyway
GI->internal_vgui_support = true;
}
clgame.hInstance = COM_LoadLibrary( name, false, false ); clgame.hInstance = COM_LoadLibrary( name, false, false );
if( !clgame.hInstance ) return false;
if( !clgame.hInstance )
return false;
// delayed vgui initialization for internal support
if( GI->internal_vgui_support && VGui_LoadProgs( NULL ))
{
VGui_Startup( refState.width, refState.height );
}
// clear exports // clear exports
for( func = cdll_exports; func && func->name; func++ ) for( func = cdll_exports; func && func->name; func++ )

3
engine/client/cl_main.c

@ -3063,9 +3063,6 @@ void Host_ClientFrame( void )
// catch changes video settings // catch changes video settings
VID_CheckChanges(); VID_CheckChanges();
// process VGUI
VGui_RunFrame ();
// update the screen // update the screen
SCR_UpdateScreen (); SCR_UpdateScreen ();

8
engine/client/cl_scrn.c

@ -780,7 +780,6 @@ SCR_VidInit
*/ */
void SCR_VidInit( void ) void SCR_VidInit( void )
{ {
string libpath;
if( !ref.initialized ) // don't call VidInit too soon if( !ref.initialized ) // don't call VidInit too soon
return; return;
@ -795,8 +794,11 @@ void SCR_VidInit( void )
gameui.globals->scrHeight = refState.height; gameui.globals->scrHeight = refState.height;
} }
COM_GetCommonLibraryPath( LIBRARY_CLIENT, libpath, sizeof( libpath )); // notify vgui about screen size change
VGui_Startup( libpath, refState.width, refState.height ); if( clgame.hInstance )
{
VGui_Startup( refState.width, refState.height );
}
CL_ClearSpriteTextures(); // now all hud sprites are invalid CL_ClearSpriteTextures(); // now all hud sprites are invalid

576
engine/client/vgui/vgui_draw.c

@ -23,93 +23,101 @@ GNU General Public License for more details.
#include "input.h" #include "input.h"
#include "platform/platform.h" #include "platform/platform.h"
static enum VGUI_KeyCode s_pVirtualKeyTrans[256]; CVAR_DEFINE_AUTO( vgui_utf8, "0", FCVAR_ARCHIVE, "enable utf-8 support for vgui text" );
static VGUI_DefaultCursor s_currentCursor = -1;
static HINSTANCE s_pVGuiSupport; // vgui_support library
static convar_t *vgui_utf8 = NULL;
void GAME_EXPORT *VGUI_EngineMalloc(size_t size) static void GAME_EXPORT *VGUI_EngineMalloc( size_t size );
static void GAME_EXPORT VGUI_GetMousePos( int *, int * );
static void GAME_EXPORT VGUI_CursorSelect( VGUI_DefaultCursor );
static byte GAME_EXPORT VGUI_GetColor( int, int );
static int GAME_EXPORT VGUI_UtfProcessChar( int in );
static qboolean GAME_EXPORT VGUI_IsInGame( void );
static struct
{
qboolean initialized;
vguiapi_t dllFuncs;
VGUI_DefaultCursor cursor;
HINSTANCE hInstance;
enum VGUI_KeyCode virtualKeyTrans[256];
} vgui =
{
false,
{
false, // Not initialized yet
NULL, // VGUI_DrawInit,
NULL, // VGUI_DrawShutdown,
NULL, // VGUI_SetupDrawingText,
NULL, // VGUI_SetupDrawingRect,
NULL, // VGUI_SetupDrawingImage,
NULL, // VGUI_BindTexture,
NULL, // VGUI_EnableTexture,
NULL, // VGUI_CreateTexture,
NULL, // VGUI_UploadTexture,
NULL, // VGUI_UploadTextureBlock,
NULL, // VGUI_DrawQuad,
NULL, // VGUI_GetTextureSizes,
NULL, // VGUI_GenerateTexture,
VGUI_EngineMalloc,
VGUI_CursorSelect,
VGUI_GetColor,
VGUI_IsInGame,
NULL,
VGUI_GetMousePos,
VGUI_UtfProcessChar,
Platform_GetClipboardText,
Platform_SetClipboardText,
Platform_GetKeyModifiers,
},
-1
};
static void GAME_EXPORT *VGUI_EngineMalloc( size_t size )
{ {
return Z_Malloc( size ); return Z_Malloc( size );
} }
qboolean GAME_EXPORT VGUI_IsInGame( void ) static qboolean GAME_EXPORT VGUI_IsInGame( void )
{ {
return cls.state == ca_active && cls.key_dest == key_game; return cls.state == ca_active && cls.key_dest == key_game;
} }
void GAME_EXPORT VGUI_GetMousePos( int *_x, int *_y ) static void GAME_EXPORT VGUI_GetMousePos( int *_x, int *_y )
{ {
float xscale = (float)refState.width / (float)clgame.scrInfo.iWidth; float xscale = (float)refState.width / (float)clgame.scrInfo.iWidth;
float yscale = (float)refState.height / (float)clgame.scrInfo.iHeight; float yscale = (float)refState.height / (float)clgame.scrInfo.iHeight;
int x, y; int x, y;
Platform_GetMousePos( &x, &y ); Platform_GetMousePos( &x, &y );
*_x = x / xscale, *_y = y / yscale; *_x = x / xscale;
*_y = y / yscale;
} }
void GAME_EXPORT VGUI_CursorSelect( VGUI_DefaultCursor cursor ) static void GAME_EXPORT VGUI_CursorSelect( VGUI_DefaultCursor cursor )
{ {
if( s_currentCursor != cursor ) if( vgui.cursor != cursor )
Platform_SetCursorType( cursor ); Platform_SetCursorType( cursor );
} }
byte GAME_EXPORT VGUI_GetColor( int i, int j) static byte GAME_EXPORT VGUI_GetColor( int i, int j )
{ {
return g_color_table[i][j]; return g_color_table[i][j];
} }
// Define and initialize vgui API static int GAME_EXPORT VGUI_UtfProcessChar( int in )
int GAME_EXPORT VGUI_UtfProcessChar( int in )
{ {
if( CVAR_TO_BOOL( vgui_utf8 )) if( vgui_utf8.value )
return Con_UtfProcessCharForce( in ); return Con_UtfProcessCharForce( in );
else return in;
return in;
} }
vguiapi_t vgui =
{
false, // Not initialized yet
NULL, // VGUI_DrawInit,
NULL, // VGUI_DrawShutdown,
NULL, // VGUI_SetupDrawingText,
NULL, // VGUI_SetupDrawingRect,
NULL, // VGUI_SetupDrawingImage,
NULL, // VGUI_BindTexture,
NULL, // VGUI_EnableTexture,
NULL, // VGUI_CreateTexture,
NULL, // VGUI_UploadTexture,
NULL, // VGUI_UploadTextureBlock,
NULL, // VGUI_DrawQuad,
NULL, // VGUI_GetTextureSizes,
NULL, // VGUI_GenerateTexture,
VGUI_EngineMalloc,
VGUI_CursorSelect,
VGUI_GetColor,
VGUI_IsInGame,
NULL,
VGUI_GetMousePos,
VGUI_UtfProcessChar,
Platform_GetClipboardText,
Platform_SetClipboardText,
Platform_GetKeyModifiers,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL
};
qboolean VGui_IsActive( void ) qboolean VGui_IsActive( void )
{ {
return vgui.initialized; return vgui.initialized;
} }
void VGui_FillAPIFromRef( vguiapi_t *to, const ref_interface_t *from ) static void VGui_FillAPIFromRef( vguiapi_t *to, const ref_interface_t *from )
{ {
to->DrawInit = from->VGUI_DrawInit; to->DrawInit = from->VGUI_DrawInit;
to->DrawShutdown = from->VGUI_DrawShutdown; to->DrawShutdown = from->VGUI_DrawShutdown;
@ -126,136 +134,86 @@ void VGui_FillAPIFromRef( vguiapi_t *to, const ref_interface_t *from )
to->GenerateTexture = from->VGUI_GenerateTexture; to->GenerateTexture = from->VGUI_GenerateTexture;
} }
/* void VGui_RegisterCvars( void )
================
VGui_Startup
Load vgui_support library and call VGui_Startup
================
*/
void VGui_Startup( const char *clientlib, int width, int height )
{ {
static qboolean failed = false; Cvar_RegisterVariable( &vgui_utf8 );
}
void (*F) ( vguiapi_t * );
char vguiloader[256];
char vguilib[256];
vguiloader[0] = vguilib[0] = '\0';
if( failed ) qboolean VGui_LoadProgs( HINSTANCE hInstance )
return; {
void (*F)( vguiapi_t* );
qboolean client = hInstance != NULL;
if( !vgui.initialized ) // not loading interface from client.dll, load vgui_support.dll instead
if( !client )
{ {
vgui_utf8 = Cvar_Get( "vgui_utf8", "0", FCVAR_ARCHIVE, "enable utf-8 support for vgui text" ); string vguiloader, vguilib;
VGui_FillAPIFromRef( &vgui, &ref.dllFuncs ); // HACKHACK: try to load path from custom path
// to support having different versions of VGUI
s_pVGuiSupport = COM_LoadLibrary( clientlib, false, false ); if( Sys_GetParmFromCmdLine( "-vguilib", vguilib ) && !COM_LoadLibrary( vguilib, false, false ))
{
Con_Reportf( S_WARN "VGUI preloading failed. Default library will be used! Reason: %s", COM_GetLibraryError());
}
if( s_pVGuiSupport ) if( !Sys_GetParmFromCmdLine( "-vguiloader", vguiloader ))
{ {
F = COM_GetProcAddress( s_pVGuiSupport, "InitVGUISupportAPI" ); Q_strncpy( vguiloader, VGUI_SUPPORT_DLL, sizeof( vguiloader ));
if( F )
{
F( &vgui );
vgui.initialized = true;
Con_Reportf( "vgui_support: found internal client support\n" );
}
else
{
COM_FreeLibrary( s_pVGuiSupport );
}
} }
if( !vgui.initialized ) hInstance = vgui.hInstance = COM_LoadLibrary( vguiloader, false, false );
if( !vgui.hInstance )
{ {
// HACKHACK: load vgui with correct path first if specified. if( FS_FileExists( vguiloader, false ))
// it will be reused while resolving vgui support and client deps Con_Reportf( S_ERROR "Failed to load vgui_support library: %s\n", COM_GetLibraryError() );
if( Sys_GetParmFromCmdLine( "-vguilib", vguilib )) else Con_Reportf( "vgui_support: not found\n" );
{
if( Q_strstr( vguilib, ".dll" )) return false;
Q_strncpy( vguiloader, "vgui_support.dll", 256 );
else
Q_strncpy( vguiloader, VGUI_SUPPORT_DLL, 256 );
if( !COM_LoadLibrary( vguilib, false, false ))
Con_Reportf( S_WARN "VGUI preloading failed. Default library will be used! Reason: %s\n", COM_GetLibraryError() );
}
if( Q_strstr( clientlib, ".dll" ))
Q_strncpy( vguiloader, "vgui_support.dll", 256 );
if( !vguiloader[0] && !Sys_GetParmFromCmdLine( "-vguiloader", vguiloader ))
Q_strncpy( vguiloader, VGUI_SUPPORT_DLL, 256 );
s_pVGuiSupport = COM_LoadLibrary( vguiloader, false, false );
if( !s_pVGuiSupport )
{
s_pVGuiSupport = COM_LoadLibrary( va( "../%s", vguiloader ), false, false );
}
if( !s_pVGuiSupport )
{
if( FS_FileExists( vguiloader, false ))
{
Con_Reportf( S_ERROR "Failed to load vgui_support library: %s\n", COM_GetLibraryError() );
}
else
{
Con_Reportf( "vgui_support: not found\n" );
}
failed = true;
}
else
{
F = COM_GetProcAddress( s_pVGuiSupport, "InitAPI" );
if( F )
{
F( &vgui );
vgui.initialized = true;
}
else
{
Con_Reportf( S_ERROR "Failed to find vgui_support library entry point!\n" );
failed = true;
COM_FreeLibrary( s_pVGuiSupport );
}
}
} }
} }
if( height < 480 ) // try legacy API first
height = 480; F = COM_GetProcAddress( hInstance, client ? "InitVGUISupportAPI" : "InitAPI" );
if( width <= 640 ) if( F )
width = 640;
else if( width <= 800 )
width = 800;
else if( width <= 1024 )
width = 1024;
else if( width <= 1152 )
width = 1152;
else if( width <= 1280 )
width = 1280;
else if( width <= 1600 )
width = 1600;
#ifdef XASH_DLL_LOADER
else if ( Q_strstr( vguiloader, ".dll" ) )
width = 1600;
#endif
if( vgui.initialized )
{
vgui.Startup( width, height );
}
else if ( COM_CheckString( clientlib ) )
{ {
failed = true; VGui_FillAPIFromRef( &vgui.dllFuncs, &ref.dllFuncs );
F( &vgui.dllFuncs );
vgui.initialized = vgui.dllFuncs.initialized = true;
Con_Reportf( "vgui_support: initialized legacy API in %s module\n", client ? "client" : "support" );
return true;
} }
Con_Reportf( S_ERROR "Failed to find VGUI support API entry point in %s module\n", client ? "client" : "support" );
return false;
}
/*
================
VGui_Startup
================
*/
void VGui_Startup( int width, int height )
{
// vgui not initialized from both support and client modules, skip
if( !vgui.initialized )
return;
height = Q_min( 480, height );
if( width <= 640 ) width = 640;
else if( width <= 800 ) width = 800;
else if( width <= 1024 ) width = 1024;
else if( width <= 1152 ) width = 1152;
else if( width <= 1280 ) width = 1280;
else if( width <= 1600 ) width = 1600;
if( vgui.dllFuncs.Startup )
vgui.dllFuncs.Startup( width, height );
} }
@ -269,146 +227,138 @@ Unload vgui_support library and call VGui_Shutdown
*/ */
void VGui_Shutdown( void ) void VGui_Shutdown( void )
{ {
if( vgui.Shutdown ) if( vgui.dllFuncs.Shutdown )
vgui.Shutdown(); vgui.dllFuncs.Shutdown();
if( s_pVGuiSupport ) if( vgui.hInstance )
COM_FreeLibrary( s_pVGuiSupport ); COM_FreeLibrary( vgui.hInstance );
s_pVGuiSupport = NULL;
vgui.hInstance = NULL;
vgui.initialized = false; vgui.initialized = false;
} }
void VGUI_InitKeyTranslationTable( void ) static void VGUI_InitKeyTranslationTable( void )
{ {
static qboolean bInitted = false; static qboolean initialized = false;
if( bInitted ) if( initialized ) return;
return;
bInitted = true; initialized = true;
// set virtual key translation table // set virtual key translation table
memset( s_pVirtualKeyTrans, -1, sizeof( s_pVirtualKeyTrans ) ); memset( vgui.virtualKeyTrans, -1, sizeof( vgui.virtualKeyTrans ) );
s_pVirtualKeyTrans['0'] = KEY_0; // TODO: engine keys are not enough here!
s_pVirtualKeyTrans['1'] = KEY_1; // make crossplatform way to pass SDL keys here
s_pVirtualKeyTrans['2'] = KEY_2;
s_pVirtualKeyTrans['3'] = KEY_3; vgui.virtualKeyTrans['0'] = KEY_0;
s_pVirtualKeyTrans['4'] = KEY_4; vgui.virtualKeyTrans['1'] = KEY_1;
s_pVirtualKeyTrans['5'] = KEY_5; vgui.virtualKeyTrans['2'] = KEY_2;
s_pVirtualKeyTrans['6'] = KEY_6; vgui.virtualKeyTrans['3'] = KEY_3;
s_pVirtualKeyTrans['7'] = KEY_7; vgui.virtualKeyTrans['4'] = KEY_4;
s_pVirtualKeyTrans['8'] = KEY_8; vgui.virtualKeyTrans['5'] = KEY_5;
s_pVirtualKeyTrans['9'] = KEY_9; vgui.virtualKeyTrans['6'] = KEY_6;
s_pVirtualKeyTrans['A'] = s_pVirtualKeyTrans['a'] = KEY_A; vgui.virtualKeyTrans['7'] = KEY_7;
s_pVirtualKeyTrans['B'] = s_pVirtualKeyTrans['b'] = KEY_B; vgui.virtualKeyTrans['8'] = KEY_8;
s_pVirtualKeyTrans['C'] = s_pVirtualKeyTrans['c'] = KEY_C; vgui.virtualKeyTrans['9'] = KEY_9;
s_pVirtualKeyTrans['D'] = s_pVirtualKeyTrans['d'] = KEY_D; vgui.virtualKeyTrans['A'] = vgui.virtualKeyTrans['a'] = KEY_A;
s_pVirtualKeyTrans['E'] = s_pVirtualKeyTrans['e'] = KEY_E; vgui.virtualKeyTrans['B'] = vgui.virtualKeyTrans['b'] = KEY_B;
s_pVirtualKeyTrans['F'] = s_pVirtualKeyTrans['f'] = KEY_F; vgui.virtualKeyTrans['C'] = vgui.virtualKeyTrans['c'] = KEY_C;
s_pVirtualKeyTrans['G'] = s_pVirtualKeyTrans['g'] = KEY_G; vgui.virtualKeyTrans['D'] = vgui.virtualKeyTrans['d'] = KEY_D;
s_pVirtualKeyTrans['H'] = s_pVirtualKeyTrans['h'] = KEY_H; vgui.virtualKeyTrans['E'] = vgui.virtualKeyTrans['e'] = KEY_E;
s_pVirtualKeyTrans['I'] = s_pVirtualKeyTrans['i'] = KEY_I; vgui.virtualKeyTrans['F'] = vgui.virtualKeyTrans['f'] = KEY_F;
s_pVirtualKeyTrans['J'] = s_pVirtualKeyTrans['j'] = KEY_J; vgui.virtualKeyTrans['G'] = vgui.virtualKeyTrans['g'] = KEY_G;
s_pVirtualKeyTrans['K'] = s_pVirtualKeyTrans['k'] = KEY_K; vgui.virtualKeyTrans['H'] = vgui.virtualKeyTrans['h'] = KEY_H;
s_pVirtualKeyTrans['L'] = s_pVirtualKeyTrans['l'] = KEY_L; vgui.virtualKeyTrans['I'] = vgui.virtualKeyTrans['i'] = KEY_I;
s_pVirtualKeyTrans['M'] = s_pVirtualKeyTrans['m'] = KEY_M; vgui.virtualKeyTrans['J'] = vgui.virtualKeyTrans['j'] = KEY_J;
s_pVirtualKeyTrans['N'] = s_pVirtualKeyTrans['n'] = KEY_N; vgui.virtualKeyTrans['K'] = vgui.virtualKeyTrans['k'] = KEY_K;
s_pVirtualKeyTrans['O'] = s_pVirtualKeyTrans['o'] = KEY_O; vgui.virtualKeyTrans['L'] = vgui.virtualKeyTrans['l'] = KEY_L;
s_pVirtualKeyTrans['P'] = s_pVirtualKeyTrans['p'] = KEY_P; vgui.virtualKeyTrans['M'] = vgui.virtualKeyTrans['m'] = KEY_M;
s_pVirtualKeyTrans['Q'] = s_pVirtualKeyTrans['q'] = KEY_Q; vgui.virtualKeyTrans['N'] = vgui.virtualKeyTrans['n'] = KEY_N;
s_pVirtualKeyTrans['R'] = s_pVirtualKeyTrans['r'] = KEY_R; vgui.virtualKeyTrans['O'] = vgui.virtualKeyTrans['o'] = KEY_O;
s_pVirtualKeyTrans['S'] = s_pVirtualKeyTrans['s'] = KEY_S; vgui.virtualKeyTrans['P'] = vgui.virtualKeyTrans['p'] = KEY_P;
s_pVirtualKeyTrans['T'] = s_pVirtualKeyTrans['t'] = KEY_T; vgui.virtualKeyTrans['Q'] = vgui.virtualKeyTrans['q'] = KEY_Q;
s_pVirtualKeyTrans['U'] = s_pVirtualKeyTrans['u'] = KEY_U; vgui.virtualKeyTrans['R'] = vgui.virtualKeyTrans['r'] = KEY_R;
s_pVirtualKeyTrans['V'] = s_pVirtualKeyTrans['v'] = KEY_V; vgui.virtualKeyTrans['S'] = vgui.virtualKeyTrans['s'] = KEY_S;
s_pVirtualKeyTrans['W'] = s_pVirtualKeyTrans['w'] = KEY_W; vgui.virtualKeyTrans['T'] = vgui.virtualKeyTrans['t'] = KEY_T;
s_pVirtualKeyTrans['X'] = s_pVirtualKeyTrans['x'] = KEY_X; vgui.virtualKeyTrans['U'] = vgui.virtualKeyTrans['u'] = KEY_U;
s_pVirtualKeyTrans['Y'] = s_pVirtualKeyTrans['y'] = KEY_Y; vgui.virtualKeyTrans['V'] = vgui.virtualKeyTrans['v'] = KEY_V;
s_pVirtualKeyTrans['Z'] = s_pVirtualKeyTrans['z'] = KEY_Z; vgui.virtualKeyTrans['W'] = vgui.virtualKeyTrans['w'] = KEY_W;
vgui.virtualKeyTrans['X'] = vgui.virtualKeyTrans['x'] = KEY_X;
s_pVirtualKeyTrans[K_KP_5 - 5] = KEY_PAD_0; vgui.virtualKeyTrans['Y'] = vgui.virtualKeyTrans['y'] = KEY_Y;
s_pVirtualKeyTrans[K_KP_5 - 4] = KEY_PAD_1; vgui.virtualKeyTrans['Z'] = vgui.virtualKeyTrans['z'] = KEY_Z;
s_pVirtualKeyTrans[K_KP_5 - 3] = KEY_PAD_2;
s_pVirtualKeyTrans[K_KP_5 - 2] = KEY_PAD_3; vgui.virtualKeyTrans[K_KP_5 - 5] = KEY_PAD_0;
s_pVirtualKeyTrans[K_KP_5 - 1] = KEY_PAD_4; vgui.virtualKeyTrans[K_KP_5 - 4] = KEY_PAD_1;
s_pVirtualKeyTrans[K_KP_5 - 0] = KEY_PAD_5; vgui.virtualKeyTrans[K_KP_5 - 3] = KEY_PAD_2;
s_pVirtualKeyTrans[K_KP_5 + 1] = KEY_PAD_6; vgui.virtualKeyTrans[K_KP_5 - 2] = KEY_PAD_3;
s_pVirtualKeyTrans[K_KP_5 + 2] = KEY_PAD_7; vgui.virtualKeyTrans[K_KP_5 - 1] = KEY_PAD_4;
s_pVirtualKeyTrans[K_KP_5 + 3] = KEY_PAD_8; vgui.virtualKeyTrans[K_KP_5 - 0] = KEY_PAD_5;
s_pVirtualKeyTrans[K_KP_5 + 4] = KEY_PAD_9; vgui.virtualKeyTrans[K_KP_5 + 1] = KEY_PAD_6;
s_pVirtualKeyTrans[K_KP_SLASH] = KEY_PAD_DIVIDE; vgui.virtualKeyTrans[K_KP_5 + 2] = KEY_PAD_7;
s_pVirtualKeyTrans['*'] = KEY_PAD_MULTIPLY; vgui.virtualKeyTrans[K_KP_5 + 3] = KEY_PAD_8;
s_pVirtualKeyTrans[K_KP_MINUS] = KEY_PAD_MINUS; vgui.virtualKeyTrans[K_KP_5 + 4] = KEY_PAD_9;
s_pVirtualKeyTrans[K_KP_PLUS] = KEY_PAD_PLUS; vgui.virtualKeyTrans[K_KP_SLASH] = KEY_PAD_DIVIDE;
s_pVirtualKeyTrans[K_KP_ENTER] = KEY_PAD_ENTER; vgui.virtualKeyTrans['*'] = KEY_PAD_MULTIPLY;
//s_pVirtualKeyTrans[K_KP_DECIMAL] = KEY_PAD_DECIMAL; vgui.virtualKeyTrans[K_KP_MINUS] = KEY_PAD_MINUS;
s_pVirtualKeyTrans['['] = KEY_LBRACKET; vgui.virtualKeyTrans[K_KP_PLUS] = KEY_PAD_PLUS;
s_pVirtualKeyTrans[']'] = KEY_RBRACKET; vgui.virtualKeyTrans[K_KP_ENTER] = KEY_PAD_ENTER;
s_pVirtualKeyTrans[';'] = KEY_SEMICOLON; vgui.virtualKeyTrans[K_KP_NUMLOCK] = KEY_NUMLOCK;
s_pVirtualKeyTrans['\''] = KEY_APOSTROPHE; vgui.virtualKeyTrans['['] = KEY_LBRACKET;
s_pVirtualKeyTrans['`'] = KEY_BACKQUOTE; vgui.virtualKeyTrans[']'] = KEY_RBRACKET;
s_pVirtualKeyTrans[','] = KEY_COMMA; vgui.virtualKeyTrans[';'] = KEY_SEMICOLON;
s_pVirtualKeyTrans['.'] = KEY_PERIOD; vgui.virtualKeyTrans['`'] = KEY_BACKQUOTE;
s_pVirtualKeyTrans[K_KP_SLASH] = KEY_SLASH; vgui.virtualKeyTrans[','] = KEY_COMMA;
s_pVirtualKeyTrans['\\'] = KEY_BACKSLASH; vgui.virtualKeyTrans['.'] = KEY_PERIOD;
s_pVirtualKeyTrans['-'] = KEY_MINUS; vgui.virtualKeyTrans['-'] = KEY_MINUS;
s_pVirtualKeyTrans['='] = KEY_EQUAL; vgui.virtualKeyTrans['='] = KEY_EQUAL;
s_pVirtualKeyTrans[K_ENTER] = KEY_ENTER; vgui.virtualKeyTrans['/'] = KEY_SLASH;
s_pVirtualKeyTrans[K_SPACE] = KEY_SPACE; vgui.virtualKeyTrans['\\'] = KEY_BACKSLASH;
s_pVirtualKeyTrans[K_BACKSPACE] = KEY_BACKSPACE; vgui.virtualKeyTrans['\''] = KEY_APOSTROPHE;
s_pVirtualKeyTrans[K_TAB] = KEY_TAB; vgui.virtualKeyTrans[K_TAB] = KEY_TAB;
s_pVirtualKeyTrans[K_CAPSLOCK] = KEY_CAPSLOCK; vgui.virtualKeyTrans[K_ENTER] = KEY_ENTER;
s_pVirtualKeyTrans[K_KP_NUMLOCK] = KEY_NUMLOCK; vgui.virtualKeyTrans[K_SPACE] = KEY_SPACE;
s_pVirtualKeyTrans[K_ESCAPE] = KEY_ESCAPE; vgui.virtualKeyTrans[K_CAPSLOCK] = KEY_CAPSLOCK;
//s_pVirtualKeyTrans[K_KP_SCROLLLOCK] = KEY_SCROLLLOCK; vgui.virtualKeyTrans[K_BACKSPACE] = KEY_BACKSPACE;
s_pVirtualKeyTrans[K_INS] = KEY_INSERT; vgui.virtualKeyTrans[K_ESCAPE] = KEY_ESCAPE;
s_pVirtualKeyTrans[K_DEL] = KEY_DELETE; vgui.virtualKeyTrans[K_INS] = KEY_INSERT;
s_pVirtualKeyTrans[K_HOME] = KEY_HOME; vgui.virtualKeyTrans[K_DEL] = KEY_DELETE;
s_pVirtualKeyTrans[K_END] = KEY_END; vgui.virtualKeyTrans[K_HOME] = KEY_HOME;
s_pVirtualKeyTrans[K_PGUP] = KEY_PAGEUP; vgui.virtualKeyTrans[K_END] = KEY_END;
s_pVirtualKeyTrans[K_PGDN] = KEY_PAGEDOWN; vgui.virtualKeyTrans[K_PGUP] = KEY_PAGEUP;
s_pVirtualKeyTrans[K_PAUSE] = KEY_BREAK; vgui.virtualKeyTrans[K_PGDN] = KEY_PAGEDOWN;
//s_pVirtualKeyTrans[K_SHIFT] = KEY_RSHIFT; vgui.virtualKeyTrans[K_PAUSE] = KEY_BREAK;
s_pVirtualKeyTrans[K_SHIFT] = KEY_LSHIFT; // SHIFT -> left SHIFT vgui.virtualKeyTrans[K_SHIFT] = KEY_LSHIFT; // SHIFT -> left SHIFT
//s_pVirtualKeyTrans[SDLK_RALT] = KEY_RALT; vgui.virtualKeyTrans[K_ALT] = KEY_LALT; // ALT -> left ALT
s_pVirtualKeyTrans[K_ALT] = KEY_LALT; // ALT -> left ALT vgui.virtualKeyTrans[K_CTRL] = KEY_LCONTROL; // CTRL -> left CTRL
//s_pVirtualKeyTrans[SDLK_RCTRL] = KEY_RCONTROL; vgui.virtualKeyTrans[K_WIN] = KEY_LWIN;
s_pVirtualKeyTrans[K_CTRL] = KEY_LCONTROL; // CTRL -> left CTRL vgui.virtualKeyTrans[K_UPARROW] = KEY_UP;
s_pVirtualKeyTrans[K_WIN] = KEY_LWIN; vgui.virtualKeyTrans[K_LEFTARROW] = KEY_LEFT;
//s_pVirtualKeyTrans[SDLK_APPLICATION] = KEY_RWIN; vgui.virtualKeyTrans[K_DOWNARROW] = KEY_DOWN;
//s_pVirtualKeyTrans[K_WIN] = KEY_APP; vgui.virtualKeyTrans[K_RIGHTARROW] = KEY_RIGHT;
s_pVirtualKeyTrans[K_UPARROW] = KEY_UP; vgui.virtualKeyTrans[K_F1] = KEY_F1;
s_pVirtualKeyTrans[K_LEFTARROW] = KEY_LEFT; vgui.virtualKeyTrans[K_F2] = KEY_F2;
s_pVirtualKeyTrans[K_DOWNARROW] = KEY_DOWN; vgui.virtualKeyTrans[K_F3] = KEY_F3;
s_pVirtualKeyTrans[K_RIGHTARROW] = KEY_RIGHT; vgui.virtualKeyTrans[K_F4] = KEY_F4;
s_pVirtualKeyTrans[K_F1] = KEY_F1; vgui.virtualKeyTrans[K_F5] = KEY_F5;
s_pVirtualKeyTrans[K_F2] = KEY_F2; vgui.virtualKeyTrans[K_F6] = KEY_F6;
s_pVirtualKeyTrans[K_F3] = KEY_F3; vgui.virtualKeyTrans[K_F7] = KEY_F7;
s_pVirtualKeyTrans[K_F4] = KEY_F4; vgui.virtualKeyTrans[K_F8] = KEY_F8;
s_pVirtualKeyTrans[K_F5] = KEY_F5; vgui.virtualKeyTrans[K_F9] = KEY_F9;
s_pVirtualKeyTrans[K_F6] = KEY_F6; vgui.virtualKeyTrans[K_F10] = KEY_F10;
s_pVirtualKeyTrans[K_F7] = KEY_F7; vgui.virtualKeyTrans[K_F11] = KEY_F11;
s_pVirtualKeyTrans[K_F8] = KEY_F8; vgui.virtualKeyTrans[K_F12] = KEY_F12;
s_pVirtualKeyTrans[K_F9] = KEY_F9;
s_pVirtualKeyTrans[K_F10] = KEY_F10;
s_pVirtualKeyTrans[K_F11] = KEY_F11;
s_pVirtualKeyTrans[K_F12] = KEY_F12;
} }
enum VGUI_KeyCode VGUI_MapKey( int keyCode ) static enum VGUI_KeyCode VGUI_MapKey( int keyCode )
{ {
VGUI_InitKeyTranslationTable(); VGUI_InitKeyTranslationTable();
if( keyCode < 0 || keyCode >= ARRAYSIZE( s_pVirtualKeyTrans )) if( keyCode >= 0 && keyCode < ARRAYSIZE( vgui.virtualKeyTrans ))
{ return vgui.virtualKeyTrans[keyCode];
return (enum VGUI_KeyCode)-1;
} return (enum VGUI_KeyCode)-1;
else
{
return s_pVirtualKeyTrans[keyCode];
}
} }
void VGui_MouseEvent( int key, int clicks ) void VGui_MouseEvent( int key, int clicks )
@ -416,7 +366,7 @@ void VGui_MouseEvent( int key, int clicks )
enum VGUI_MouseAction mact; enum VGUI_MouseAction mact;
enum VGUI_MouseCode code; enum VGUI_MouseCode code;
if( !vgui.initialized ) if( !vgui.dllFuncs.Mouse )
return; return;
switch( key ) switch( key )
@ -434,22 +384,22 @@ void VGui_MouseEvent( int key, int clicks )
else else
mact = MA_RELEASED; mact = MA_RELEASED;
vgui.Mouse( mact, code ); vgui.dllFuncs.Mouse( mact, code );
} }
void VGui_MWheelEvent( int y ) void VGui_MWheelEvent( int y )
{ {
if( !vgui.initialized ) if( !vgui.dllFuncs.Mouse )
return; return;
vgui.Mouse( MA_WHEEL, y ); vgui.dllFuncs.Mouse( MA_WHEEL, y );
} }
void VGui_KeyEvent( int key, int down ) void VGui_KeyEvent( int key, int down )
{ {
enum VGUI_KeyCode code; enum VGUI_KeyCode code;
if( !vgui.initialized ) if( !vgui.dllFuncs.Key )
return; return;
if(( code = VGUI_MapKey( key )) < 0 ) if(( code = VGUI_MapKey( key )) < 0 )
@ -457,47 +407,43 @@ void VGui_KeyEvent( int key, int down )
if( down ) if( down )
{ {
vgui.Key( KA_PRESSED, code ); vgui.dllFuncs.Key( KA_PRESSED, code );
vgui.Key( KA_TYPED, code ); vgui.dllFuncs.Key( KA_TYPED, code );
} }
else vgui.Key( KA_RELEASED, code ); else vgui.dllFuncs.Key( KA_RELEASED, code );
} }
void VGui_MouseMove( int x, int y ) void VGui_MouseMove( int x, int y )
{ {
if( vgui.initialized ) if( vgui.dllFuncs.MouseMove )
{ {
float xscale = (float)refState.width / (float)clgame.scrInfo.iWidth; float xscale = (float)refState.width / (float)clgame.scrInfo.iWidth;
float yscale = (float)refState.height / (float)clgame.scrInfo.iHeight; float yscale = (float)refState.height / (float)clgame.scrInfo.iHeight;
vgui.MouseMove( x / xscale, y / yscale ); vgui.dllFuncs.MouseMove( x / xscale, y / yscale );
} }
} }
void VGui_Paint( void ) void VGui_Paint( void )
{ {
if( vgui.initialized ) if( vgui.dllFuncs.Paint )
vgui.Paint(); vgui.dllFuncs.Paint();
}
void VGui_RunFrame( void )
{
//stub
} }
void VGui_UpdateInternalCursorState( VGUI_DefaultCursor cursorType ) void VGui_UpdateInternalCursorState( VGUI_DefaultCursor cursorType )
{ {
s_currentCursor = cursorType; vgui.cursor = cursorType;
} }
void *GAME_EXPORT VGui_GetPanel( void ) void *GAME_EXPORT VGui_GetPanel( void )
{ {
if( vgui.initialized ) if( vgui.dllFuncs.GetPanel )
return vgui.GetPanel(); return vgui.dllFuncs.GetPanel();
return NULL; return NULL;
} }
void VGui_ReportTextInput( const char *text ) void VGui_ReportTextInput( const char *text )
{ {
if ( vgui.initialized ) if( vgui.dllFuncs.TextInput )
vgui.TextInput( text ); vgui.dllFuncs.TextInput( text );
} }

16
engine/client/vgui/vgui_draw.h

@ -16,16 +16,12 @@ GNU General Public License for more details.
#ifndef VGUI_DRAW_H #ifndef VGUI_DRAW_H
#define VGUI_DRAW_H #define VGUI_DRAW_H
#ifdef __cplusplus
extern "C" {
#endif
#include "port.h"
// //
// vgui_draw.c // vgui_draw.c
// //
void VGui_Startup( const char *clientlib, int width, int height ); void VGui_RegisterCvars( void );
qboolean VGui_LoadProgs( HINSTANCE hInstance );
void VGui_Startup( int width, int height );
void VGui_Shutdown( void ); void VGui_Shutdown( void );
void VGui_Paint( void ); void VGui_Paint( void );
void VGui_RunFrame( void ); void VGui_RunFrame( void );
@ -37,7 +33,5 @@ qboolean VGui_IsActive( void );
void *VGui_GetPanel( void ); void *VGui_GetPanel( void );
void VGui_ReportTextInput( const char *text ); void VGui_ReportTextInput( const char *text );
void VGui_UpdateInternalCursorState( VGUI_DefaultCursor cursorType ); void VGui_UpdateInternalCursorState( VGUI_DefaultCursor cursorType );
#ifdef __cplusplus
} #endif // VGUI_DRAW_H
#endif
#endif//VGUI_DRAW_H

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