/* cl_menu.c - menu dlls interaction Copyright (C) 2010 Uncle Mike This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. */ #include "common.h" #include "client.h" #include "const.h" #include "gl_local.h" #include "library.h" #include "input.h" #include "server.h" // !!svgame.hInstance static MENUAPI GetMenuAPI; static ADDTOUCHBUTTONTOLIST pfnAddTouchButtonToList; static void UI_UpdateUserinfo( void ); gameui_static_t gameui; void UI_UpdateMenu( float realtime ) { if( !gameui.hInstance ) return; // menu time (not paused, not clamped) gameui.globals->time = host.realtime; gameui.globals->frametime = host.realframetime; gameui.globals->demoplayback = cls.demoplayback; gameui.globals->demorecording = cls.demorecording; gameui.globals->developer = host.allow_console; gameui.dllFuncs.pfnRedraw( realtime ); UI_UpdateUserinfo(); } void UI_KeyEvent( int key, qboolean down ) { if( !gameui.hInstance ) return; gameui.dllFuncs.pfnKeyEvent( key, down ); } void UI_MouseMove( int x, int y ) { if( !gameui.hInstance ) return; gameui.dllFuncs.pfnMouseMove( x, y ); } void UI_SetActiveMenu( qboolean fActive ) { movie_state_t *cin_state; if( !gameui.hInstance ) { if( !fActive ) Key_SetKeyDest( key_game ); return; } gameui.drawLogo = fActive; gameui.dllFuncs.pfnSetActiveMenu( fActive ); if( !fActive ) { // close logo when menu is shutdown cin_state = AVI_GetState( CIN_LOGO ); AVI_CloseVideo( cin_state ); } } void UI_AddServerToList( netadr_t adr, const char *info ) { if( !gameui.hInstance ) return; gameui.dllFuncs.pfnAddServerToList( adr, info ); } void UI_GetCursorPos( int *pos_x, int *pos_y ) { if( !gameui.hInstance ) return; gameui.dllFuncs.pfnGetCursorPos( pos_x, pos_y ); } void UI_SetCursorPos( int pos_x, int pos_y ) { if( !gameui.hInstance ) return; gameui.dllFuncs.pfnSetCursorPos( pos_x, pos_y ); } void UI_ShowCursor( qboolean show ) { if( !gameui.hInstance ) return; gameui.dllFuncs.pfnShowCursor( show ); } qboolean UI_CreditsActive( void ) { if( !gameui.hInstance ) return 0; return gameui.dllFuncs.pfnCreditsActive(); } void UI_CharEvent( int key ) { if( !gameui.hInstance ) return; gameui.dllFuncs.pfnCharEvent( key ); } qboolean UI_MouseInRect( void ) { if( !gameui.hInstance ) return 1; return gameui.dllFuncs.pfnMouseInRect(); } qboolean UI_IsVisible( void ) { if( !gameui.hInstance ) return 0; return gameui.dllFuncs.pfnIsVisible(); } static void UI_DrawLogo( const char *filename, float x, float y, float width, float height ) { static float cin_time; static int last_frame = -1; byte *cin_data = NULL; movie_state_t *cin_state; int cin_frame; qboolean redraw = false; if( !gameui.drawLogo ) return; cin_state = AVI_GetState( CIN_LOGO ); if( !AVI_IsActive( cin_state )) { string path; const char *fullpath; // run cinematic if not Q_snprintf( path, sizeof( path ), "media/%s", filename ); COM_DefaultExtension( path, ".avi" ); fullpath = FS_GetDiskPath( path, false ); if( FS_FileExists( path, false ) && !fullpath ) { MsgDev( D_ERROR, "Couldn't load %s from packfile. Please extract it\n", path ); gameui.drawLogo = false; return; } AVI_OpenVideo( cin_state, fullpath, false, true ); if( !( AVI_GetVideoInfo( cin_state, &gameui.logo_xres, &gameui.logo_yres, &gameui.logo_length ))) { AVI_CloseVideo( cin_state ); gameui.drawLogo = false; return; } cin_time = 0.0f; last_frame = -1; } if( width <= 0 || height <= 0 ) { // precache call, don't draw cin_time = 0.0f; last_frame = -1; return; } // advances cinematic time (ignores maxfps and host_framerate settings) cin_time += host.realframetime; // restarts the cinematic if( cin_time > gameui.logo_length ) cin_time = 0.0f; // read the next frame cin_frame = AVI_GetVideoFrameNumber( cin_state, cin_time ); if( cin_frame != last_frame ) { cin_data = AVI_GetVideoFrame( cin_state, cin_frame ); last_frame = cin_frame; redraw = true; } R_DrawStretchRaw( x, y, width, height, gameui.logo_xres, gameui.logo_yres, cin_data, redraw ); } static int UI_GetLogoWidth( void ) { return gameui.logo_xres; } static int UI_GetLogoHeight( void ) { return gameui.logo_yres; } static float UI_GetLogoLength( void ) { return gameui.logo_length; } static void UI_UpdateUserinfo( void ) { player_info_t *player; if( !host.userinfo_changed ) return; player = &gameui.playerinfo; Q_strncpy( player->userinfo, cls.userinfo, sizeof( player->userinfo )); Q_strncpy( player->name, Info_ValueForKey( player->userinfo, "name" ), sizeof( player->name )); Q_strncpy( player->model, Info_ValueForKey( player->userinfo, "model" ), sizeof( player->model )); player->topcolor = Q_atoi( Info_ValueForKey( player->userinfo, "topcolor" )); player->bottomcolor = Q_atoi( Info_ValueForKey( player->userinfo, "bottomcolor" )); host.userinfo_changed = false; // we got it } void Host_Credits( void ) { if( !gameui.hInstance ) return; gameui.dllFuncs.pfnFinalCredits(); } static void UI_ConvertGameInfo( GAMEINFO *out, gameinfo_t *in ) { Q_strncpy( out->gamefolder, in->gamefolder, sizeof( out->gamefolder )); Q_strncpy( out->startmap, in->startmap, sizeof( out->startmap )); Q_strncpy( out->trainmap, in->trainmap, sizeof( out->trainmap )); Q_strncpy( out->title, in->title, sizeof( out->title )); Q_strncpy( out->version, va( "%g", in->version ), sizeof( out->version )); Q_strncpy( out->game_url, in->game_url, sizeof( out->game_url )); Q_strncpy( out->update_url, in->update_url, sizeof( out->update_url )); Q_strncpy( out->size, Q_pretifymem( in->size, 0 ), sizeof( out->size )); Q_strncpy( out->type, in->type, sizeof( out->type )); Q_strncpy( out->date, in->date, sizeof( out->date )); out->gamemode = in->gamemode; if( in->nomodels ) out->flags |= GFL_NOMODELS; } static qboolean PIC_Scissor( float *x, float *y, float *width, float *height, float *u0, float *v0, float *u1, float *v1 ) { float dudx, dvdy; // clip sub rect to sprite if(( width == 0 ) || ( height == 0 )) return false; if( *x + *width <= gameui.ds.scissor_x ) return false; if( *x >= gameui.ds.scissor_x + gameui.ds.scissor_width ) return false; if( *y + *height <= gameui.ds.scissor_y ) return false; if( *y >= gameui.ds.scissor_y + gameui.ds.scissor_height ) return false; dudx = (*u1 - *u0) / *width; dvdy = (*v1 - *v0) / *height; if( *x < gameui.ds.scissor_x ) { *u0 += (gameui.ds.scissor_x - *x) * dudx; *width -= gameui.ds.scissor_x - *x; *x = gameui.ds.scissor_x; } if( *x + *width > gameui.ds.scissor_x + gameui.ds.scissor_width ) { *u1 -= (*x + *width - (gameui.ds.scissor_x + gameui.ds.scissor_width)) * dudx; *width = gameui.ds.scissor_x + gameui.ds.scissor_width - *x; } if( *y < gameui.ds.scissor_y ) { *v0 += (gameui.ds.scissor_y - *y) * dvdy; *height -= gameui.ds.scissor_y - *y; *y = gameui.ds.scissor_y; } if( *y + *height > gameui.ds.scissor_y + gameui.ds.scissor_height ) { *v1 -= (*y + *height - (gameui.ds.scissor_y + gameui.ds.scissor_height)) * dvdy; *height = gameui.ds.scissor_y + gameui.ds.scissor_height - *y; } return true; } /* ==================== PIC_DrawGeneric draw hudsprite routine ==================== */ static void PIC_DrawGeneric( float x, float y, float width, float height, const wrect_t *prc ) { float s1, s2, t1, t2; int w, h; // assume we get sizes from image R_GetTextureParms( &w, &h, gameui.ds.gl_texturenum ); if( prc ) { // calc user-defined rectangle s1 = (float)prc->left / (float)w; t1 = (float)prc->top / (float)h; s2 = (float)prc->right / (float)w; t2 = (float)prc->bottom / (float)h; if( width == -1 && height == -1 ) { width = prc->right - prc->left; height = prc->bottom - prc->top; } } else { s1 = t1 = 0.0f; s2 = t2 = 1.0f; } if( width == -1 && height == -1 ) { width = w; height = h; } // pass scissor test if supposed if( gameui.ds.scissor_test && !PIC_Scissor( &x, &y, &width, &height, &s1, &t1, &s2, &t2 )) return; PicAdjustSize( &x, &y, &width, &height ); R_DrawStretchPic( x, y, width, height, s1, t1, s2, t2, gameui.ds.gl_texturenum ); pglColor4ub( 255, 255, 255, 255 ); } /* =============================================================================== MainUI Builtin Functions =============================================================================== */ /* ========= pfnPIC_Load ========= */ static HIMAGE pfnPIC_Load( const char *szPicName, const byte *image_buf, long image_size, long flags ) { HIMAGE tx; if( !szPicName || !*szPicName ) { MsgDev( D_ERROR, "CL_LoadImage: bad name!\n" ); return 0; } // add default parms to image SetBits( flags, TF_IMAGE ); Image_SetForceFlags( IL_LOAD_DECAL ); // allow decal images for menu tx = GL_LoadTexture( szPicName, image_buf, image_size, flags, NULL ); Image_ClearForceFlags(); return tx; } /* ========= pfnPIC_Width ========= */ static int pfnPIC_Width( HIMAGE hPic ) { int picWidth; R_GetTextureParms( &picWidth, NULL, hPic ); return picWidth; } /* ========= pfnPIC_Height ========= */ static int pfnPIC_Height( HIMAGE hPic ) { int picHeight; R_GetTextureParms( NULL, &picHeight, hPic ); return picHeight; } /* ========= pfnPIC_Set ========= */ void pfnPIC_Set( HIMAGE hPic, int r, int g, int b, int a ) { gameui.ds.gl_texturenum = hPic; r = bound( 0, r, 255 ); g = bound( 0, g, 255 ); b = bound( 0, b, 255 ); a = bound( 0, a, 255 ); pglColor4ub( r, g, b, a ); } /* ========= pfnPIC_Draw ========= */ void pfnPIC_Draw( int x, int y, int width, int height, const wrect_t *prc ) { GL_SetRenderMode( kRenderNormal ); PIC_DrawGeneric( x, y, width, height, prc ); } /* ========= pfnPIC_DrawTrans ========= */ void pfnPIC_DrawTrans( int x, int y, int width, int height, const wrect_t *prc ) { GL_SetRenderMode( kRenderTransTexture ); PIC_DrawGeneric( x, y, width, height, prc ); } /* ========= pfnPIC_DrawHoles ========= */ void pfnPIC_DrawHoles( int x, int y, int width, int height, const wrect_t *prc ) { GL_SetRenderMode( kRenderTransAlpha ); PIC_DrawGeneric( x, y, width, height, prc ); } /* ========= pfnPIC_DrawAdditive ========= */ void pfnPIC_DrawAdditive( int x, int y, int width, int height, const wrect_t *prc ) { GL_SetRenderMode( kRenderTransAdd ); PIC_DrawGeneric( x, y, width, height, prc ); } /* ======================= UI_AddTouchButtonToList send button parameters to menu ======================= */ void UI_AddTouchButtonToList( const char *name, const char *texture, const char *command, unsigned char *color, int flags ) { if( pfnAddTouchButtonToList ) { pfnAddTouchButtonToList( name, texture, command, color, flags ); } } /* ========= pfnPIC_EnableScissor ========= */ static void pfnPIC_EnableScissor( int x, int y, int width, int height ) { // check bounds x = bound( 0, x, gameui.globals->scrWidth ); y = bound( 0, y, gameui.globals->scrHeight ); width = bound( 0, width, gameui.globals->scrWidth - x ); height = bound( 0, height, gameui.globals->scrHeight - y ); gameui.ds.scissor_x = x; gameui.ds.scissor_width = width; gameui.ds.scissor_y = y; gameui.ds.scissor_height = height; gameui.ds.scissor_test = true; } /* ========= pfnPIC_DisableScissor ========= */ static void pfnPIC_DisableScissor( void ) { gameui.ds.scissor_x = 0; gameui.ds.scissor_width = 0; gameui.ds.scissor_y = 0; gameui.ds.scissor_height = 0; gameui.ds.scissor_test = false; } /* ============= pfnFillRGBA ============= */ static void pfnFillRGBA( int x, int y, int width, int height, int r, int g, int b, int a ) { r = bound( 0, r, 255 ); g = bound( 0, g, 255 ); b = bound( 0, b, 255 ); a = bound( 0, a, 255 ); pglColor4ub( r, g, b, a ); GL_SetRenderMode( kRenderTransTexture ); R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, tr.whiteTexture ); pglColor4ub( 255, 255, 255, 255 ); } /* ============= pfnClientCmd ============= */ static void pfnClientCmd( int exec_now, const char *szCmdString ) { if( !szCmdString || !szCmdString[0] ) return; Cbuf_AddText( szCmdString ); Cbuf_AddText( "\n" ); // client command executes immediately if( exec_now ) Cbuf_Execute(); } /* ============= pfnPlaySound ============= */ static void pfnPlaySound( const char *szSound ) { if( !COM_CheckString( szSound )) return; S_StartLocalSound( szSound, VOL_NORM, false ); } /* ============= pfnDrawCharacter quakefont draw character ============= */ static void pfnDrawCharacter( int ix, int iy, int iwidth, int iheight, int ch, int ulRGBA, HIMAGE hFont ) { rgba_t color; float row, col, size; float s1, t1, s2, t2; float x = ix, y = iy; float width = iwidth; float height = iheight; ch &= 255; if( ch == ' ' ) return; if( y < -height ) return; color[3] = (ulRGBA & 0xFF000000) >> 24; color[0] = (ulRGBA & 0xFF0000) >> 16; color[1] = (ulRGBA & 0xFF00) >> 8; color[2] = (ulRGBA & 0xFF) >> 0; pglColor4ubv( color ); col = (ch & 15) * 0.0625f + (0.5f / 256.0f); row = (ch >> 4) * 0.0625f + (0.5f / 256.0f); size = 0.0625f - (1.0f / 256.0f); s1 = col; t1 = row; s2 = s1 + size; t2 = t1 + size; // pass scissor test if supposed if( gameui.ds.scissor_test && !PIC_Scissor( &x, &y, &width, &height, &s1, &t1, &s2, &t2 )) return; GL_SetRenderMode( kRenderTransTexture ); R_DrawStretchPic( x, y, width, height, s1, t1, s2, t2, hFont ); pglColor4ub( 255, 255, 255, 255 ); } /* ============= UI_DrawConsoleString drawing string like a console string ============= */ static int UI_DrawConsoleString( int x, int y, const char *string ) { int drawLen; if( !string || !*string ) return 0; // silent ignore drawLen = Con_DrawString( x, y, string, gameui.ds.textColor ); MakeRGBA( gameui.ds.textColor, 255, 255, 255, 255 ); return (x + drawLen); // exclude color prexfixes } /* ============= pfnDrawSetTextColor set color for anything ============= */ static void UI_DrawSetTextColor( int r, int g, int b, int alpha ) { // bound color and convert to byte gameui.ds.textColor[0] = r; gameui.ds.textColor[1] = g; gameui.ds.textColor[2] = b; gameui.ds.textColor[3] = alpha; } /* ==================== pfnGetPlayerModel for drawing playermodel previews ==================== */ static cl_entity_t* pfnGetPlayerModel( void ) { return &gameui.playermodel; } /* ==================== pfnSetPlayerModel for drawing playermodel previews ==================== */ static void pfnSetPlayerModel( cl_entity_t *ent, const char *path ) { ent->model = Mod_ForName( path, false, false ); ent->curstate.modelindex = MAX_MODELS; // unreachable index } /* ==================== pfnClearScene for drawing playermodel previews ==================== */ static void pfnClearScene( void ) { R_PushScene(); R_ClearScene(); } /* ==================== pfnRenderScene for drawing playermodel previews ==================== */ static void pfnRenderScene( const ref_viewpass_t *rvp ) { // to avoid division by zero if( !rvp || rvp->fov_x <= 0.0f || rvp->fov_y <= 0.0f ) return; // don't allow special modes from menu ((ref_viewpass_t *)&rvp)->flags = 0; R_Set2DMode( false ); R_RenderFrame( rvp ); R_Set2DMode( true ); R_PopScene(); } /* ==================== pfnAddEntity adding player model into visible list ==================== */ static int pfnAddEntity( int entityType, cl_entity_t *ent ) { if( !R_AddEntity( ent, entityType )) return false; return true; } /* ==================== pfnClientJoin send client connect ==================== */ static void pfnClientJoin( const netadr_t adr ) { Cbuf_AddText( va( "connect %s\n", NET_AdrToString( adr ))); } /* ==================== pfnKeyGetOverstrikeMode get global key overstrike state ==================== */ static int pfnKeyGetOverstrikeMode( void ) { return host.key_overstrike; } /* ==================== pfnKeySetOverstrikeMode set global key overstrike mode ==================== */ static void pfnKeySetOverstrikeMode( int fActive ) { host.key_overstrike = fActive; } /* ==================== pfnKeyGetState returns kbutton struct if found ==================== */ static void *pfnKeyGetState( const char *name ) { if( clgame.dllFuncs.KB_Find ) return clgame.dllFuncs.KB_Find( name ); return NULL; } /* ========= pfnMemAlloc ========= */ static void *pfnMemAlloc( size_t cb, const char *filename, const int fileline ) { return _Mem_Alloc( gameui.mempool, cb, filename, fileline ); } /* ========= pfnMemFree ========= */ static void pfnMemFree( void *mem, const char *filename, const int fileline ) { _Mem_Free( mem, filename, fileline ); } /* ========= pfnGetGameInfo ========= */ static int pfnGetGameInfo( GAMEINFO *pgameinfo ) { if( !pgameinfo ) return 0; *pgameinfo = gameui.gameInfo; return 1; } /* ========= pfnGetGamesList ========= */ static GAMEINFO **pfnGetGamesList( int *numGames ) { if( numGames ) *numGames = SI.numgames; return gameui.modsInfo; } /* ========= pfnGetFilesList release prev search on a next call ========= */ static char **pfnGetFilesList( const char *pattern, int *numFiles, int gamedironly ) { static search_t *t = NULL; if( t ) Mem_Free( t ); // release prev search t = FS_Search( pattern, true, gamedironly ); if( !t ) { if( numFiles ) *numFiles = 0; return NULL; } if( numFiles ) *numFiles = t->numfilenames; return t->filenames; } /* ========= pfnGetClipboardData pointer must be released in call place ========= */ static char *pfnGetClipboardData( void ) { return Sys_GetClipboardData(); } /* ========= pfnCheckGameDll ========= */ int pfnCheckGameDll( void ) { void *hInst; #if TARGET_OS_IPHONE // loading server library drains too many ram // so 512MB iPod Touch cannot even connect to // to servers in cstrike return true; #endif if( svgame.hInstance ) return true; COM_ResetLibraryError(); if(( hInst = COM_LoadLibrary( SI.gamedll, true, false )) != NULL ) { COM_FreeLibrary( hInst ); // don't increase linker's reference counter return true; } MsgDev( D_WARN, "Could not load server library:\n%s", COM_GetLibraryError() ); COM_ResetLibraryError(); return false; } /* ========= pfnChangeInstance ========= */ static void pfnChangeInstance( const char *newInstance, const char *szFinalMessage ) { if( !szFinalMessage ) szFinalMessage = ""; if( !newInstance || !*newInstance ) return; Host_NewInstance( newInstance, szFinalMessage ); } /* ========= pfnHostEndGame ========= */ static void pfnHostEndGame( const char *szFinalMessage ) { if( !szFinalMessage ) szFinalMessage = ""; Host_EndGame( true, "%s", szFinalMessage ); } /* ========= pfnStartBackgroundTrack ========= */ static void pfnStartBackgroundTrack( const char *introTrack, const char *mainTrack ) { S_StartBackgroundTrack( introTrack, mainTrack, 0, false ); } // engine callbacks static ui_enginefuncs_t gEngfuncs = { pfnPIC_Load, GL_FreeImage, pfnPIC_Width, pfnPIC_Height, pfnPIC_Set, pfnPIC_Draw, pfnPIC_DrawHoles, pfnPIC_DrawTrans, pfnPIC_DrawAdditive, pfnPIC_EnableScissor, pfnPIC_DisableScissor, pfnFillRGBA, pfnCvar_RegisterGameUIVariable, Cvar_VariableValue, Cvar_VariableString, Cvar_Set, Cvar_SetValue, Cmd_AddGameUICommand, pfnClientCmd, Cmd_RemoveCommand, Cmd_Argc, Cmd_Argv, Cmd_Args, Con_Printf, Con_DPrintf, UI_NPrintf, UI_NXPrintf, pfnPlaySound, UI_DrawLogo, UI_GetLogoWidth, UI_GetLogoHeight, UI_GetLogoLength, pfnDrawCharacter, UI_DrawConsoleString, UI_DrawSetTextColor, Con_DrawStringLen, Con_DefaultColor, pfnGetPlayerModel, pfnSetPlayerModel, pfnClearScene, pfnRenderScene, pfnAddEntity, Host_Error, FS_FileExists, pfnGetGameDir, Cmd_CheckMapsList, CL_Active, pfnClientJoin, COM_LoadFileForMe, COM_ParseFile, COM_FreeFile, Key_ClearStates, Key_SetKeyDest, Key_KeynumToString, Key_GetBinding, Key_SetBinding, Key_IsDown, pfnKeyGetOverstrikeMode, pfnKeySetOverstrikeMode, pfnKeyGetState, pfnMemAlloc, pfnMemFree, pfnGetGameInfo, pfnGetGamesList, pfnGetFilesList, SV_GetSaveComment, CL_GetDemoComment, pfnCheckGameDll, pfnGetClipboardData, Sys_ShellExecute, Host_WriteServerConfig, pfnChangeInstance, pfnStartBackgroundTrack, pfnHostEndGame, COM_RandomFloat, COM_RandomLong, IN_SetCursor, pfnIsMapValid, GL_ProcessTexture, COM_CompareFileTime, VID_GetModeString, (void*)COM_SaveFile, (void*)FS_Delete }; static void pfnEnableTextInput( int enable ) { Key_EnableTextInput( enable, false ); } static ui_textfuncs_t gTextfuncs = { pfnEnableTextInput, Con_UtfProcessChar, Con_UtfMoveLeft, Con_UtfMoveRight }; void UI_UnloadProgs( void ) { if( !gameui.hInstance ) return; // deinitialize game gameui.dllFuncs.pfnShutdown(); Cvar_FullSet( "host_gameuiloaded", "0", FCVAR_READ_ONLY ); COM_FreeLibrary( gameui.hInstance ); Mem_FreePool( &gameui.mempool ); memset( &gameui, 0, sizeof( gameui )); Cvar_Unlink( FCVAR_GAMEUIDLL ); Cmd_Unlink( CMD_GAMEUIDLL ); } qboolean UI_LoadProgs( void ) { static ui_enginefuncs_t gpEngfuncs; static ui_textfuncs_t gpTextfuncs; static ui_globalvars_t gpGlobals; UITEXTAPI GiveTextApi; int i; if( gameui.hInstance ) UI_UnloadProgs(); // setup globals gameui.globals = &gpGlobals; #ifdef XASH_INTERNAL_GAMELIBS if(!( gameui.hInstance = COM_LoadLibrary( "menu", false, false ))) return false; #else if(!( gameui.hInstance = COM_LoadLibrary( va( "%s/" MENUDLL, GI->dll_path ), false, false ))) { FS_AllowDirectPaths( true ); if(!( gameui.hInstance = COM_LoadLibrary( "../" MENUDLL, false, false )) && !( gameui.hInstance = COM_LoadLibrary( MENUDLL, false, false ))) { FS_AllowDirectPaths( false ); return false; } } #endif FS_AllowDirectPaths( false ); if(( GetMenuAPI = (MENUAPI)COM_GetProcAddress( gameui.hInstance, "GetMenuAPI" )) == NULL ) { COM_FreeLibrary( gameui.hInstance ); MsgDev( D_NOTE, "UI_LoadProgs: can't init menu API\n" ); gameui.hInstance = NULL; return false; } gameui.use_text_api = false; if( ( GiveTextApi = (UITEXTAPI)COM_GetProcAddress( gameui.hInstance, "GiveTextAPI" ) ) ) { MsgDev( D_NOTE, "UI_LoadProgs: extended Text API initialized\n" ); // make local copy of engfuncs to prevent overwrite it with user dll memcpy( &gpTextfuncs, &gTextfuncs, sizeof( gpTextfuncs )); if( GiveTextApi( &gpTextfuncs ) ) gameui.use_text_api = true; } pfnAddTouchButtonToList = (ADDTOUCHBUTTONTOLIST)COM_GetProcAddress( gameui.hInstance, "AddTouchButtonToList" ); if( pfnAddTouchButtonToList ) { MsgDev( D_NOTE, "UI_LoadProgs: AddTouchButtonToList call found\n" ); } // make local copy of engfuncs to prevent overwrite it with user dll memcpy( &gpEngfuncs, &gEngfuncs, sizeof( gpEngfuncs )); gameui.mempool = Mem_AllocPool( "Menu Pool" ); if( !GetMenuAPI( &gameui.dllFuncs, &gpEngfuncs, gameui.globals )) { COM_FreeLibrary( gameui.hInstance ); MsgDev( D_NOTE, "UI_LoadProgs: can't init menu API\n" ); Mem_FreePool( &gameui.mempool ); gameui.hInstance = NULL; return false; } Cvar_FullSet( "host_gameuiloaded", "1", FCVAR_READ_ONLY ); // setup gameinfo for( i = 0; i < SI.numgames; i++ ) { gameui.modsInfo[i] = Mem_Alloc( gameui.mempool, sizeof( GAMEINFO )); UI_ConvertGameInfo( gameui.modsInfo[i], SI.games[i] ); } UI_ConvertGameInfo( &gameui.gameInfo, SI.GameInfo ); // current gameinfo // setup globals gameui.globals->developer = host.allow_console; // initialize game gameui.dllFuncs.pfnInit(); return true; }