773 lines
20 KiB
773 lines
20 KiB
/* |
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vgui_draw.c - vgui draw methods |
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Copyright (C) 2011 Uncle Mike |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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*/ |
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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 "client.h" |
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#include "gl_local.h" |
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#include "vgui_draw.h" |
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#include "vgui_api.h" |
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#include "library.h" |
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#include "keydefs.h" |
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#include "gl_local.h" |
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#ifdef XASH_SDL |
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#include <SDL_events.h> |
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static SDL_Cursor* s_pDefaultCursor[20]; |
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#endif |
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#include "platform/platform.h" |
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int g_textures[VGUI_MAX_TEXTURES]; |
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int g_textureId = 0; |
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int g_iBoundTexture; |
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static enum VGUI_KeyCode s_pVirtualKeyTrans[256]; |
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static enum VGUI_DefaultCursor s_currentCursor; |
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static HINSTANCE 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_DrawShutdown( void ); |
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void VGUI_SetupDrawingText( int *pColor ); |
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void VGUI_SetupDrawingRect( int *pColor ); |
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void VGUI_SetupDrawingImage( int *pColor ); |
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void VGUI_BindTexture( int id ); |
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void VGUI_EnableTexture( qboolean enable ); |
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void VGUI_CreateTexture( int id, int width, int height ); |
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void VGUI_UploadTexture( int id, const char *buffer, int width, int height ); |
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void VGUI_UploadTextureBlock( int id, int drawX, int drawY, const byte *rgba, int blockWidth, int blockHeight ); |
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void VGUI_DrawQuad( const vpoint_t *ul, const vpoint_t *lr ); |
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void VGUI_GetTextureSizes( int *width, int *height ); |
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int VGUI_GenerateTexture( void ); |
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// Helper functions for vgui backend |
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/*void VGUI_HideCursor( void ) |
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{ |
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host.mouse_visible = false; |
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SDL_HideCursor(); |
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} |
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void VGUI_ShowCursor( void ) |
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{ |
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host.mouse_visible = true; |
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SDL_ShowCursor(); |
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}*/ |
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void GAME_EXPORT *VGUI_EngineMalloc(size_t size) |
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{ |
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return Z_Malloc( size ); |
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} |
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qboolean GAME_EXPORT VGUI_IsInGame( void ) |
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{ |
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return cls.state == ca_active && cls.key_dest == key_game; |
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} |
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void GAME_EXPORT VGUI_GetMousePos( int *_x, int *_y ) |
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{ |
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float xscale = (float)glState.width / (float)clgame.scrInfo.iWidth; |
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float yscale = (float)glState.height / (float)clgame.scrInfo.iHeight; |
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int x, y; |
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Platform_GetMousePos( &x, &y ); |
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*_x = x / xscale, *_y = y / yscale; |
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} |
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void VGUI_InitCursors( void ) |
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{ |
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// load up all default cursors |
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#ifdef XASH_SDL |
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s_pDefaultCursor[dc_none] = NULL; |
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s_pDefaultCursor[dc_arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); |
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s_pDefaultCursor[dc_ibeam] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); |
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s_pDefaultCursor[dc_hourglass]= SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT); |
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s_pDefaultCursor[dc_crosshair]= SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_CROSSHAIR); |
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s_pDefaultCursor[dc_up] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); |
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s_pDefaultCursor[dc_sizenwse] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); |
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s_pDefaultCursor[dc_sizenesw] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); |
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s_pDefaultCursor[dc_sizewe] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); |
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s_pDefaultCursor[dc_sizens] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); |
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s_pDefaultCursor[dc_sizeall] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); |
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s_pDefaultCursor[dc_no] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); |
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s_pDefaultCursor[dc_hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); |
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//host.mouse_visible = true; |
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SDL_SetCursor( s_pDefaultCursor[dc_arrow] ); |
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#endif |
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} |
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void GAME_EXPORT VGUI_CursorSelect(enum VGUI_DefaultCursor cursor ) |
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{ |
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qboolean visible; |
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if( cls.key_dest != key_game || cl.paused ) |
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return; |
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switch( cursor ) |
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{ |
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case dc_user: |
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case dc_none: |
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visible = false; |
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break; |
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default: |
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visible = true; |
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break; |
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} |
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#ifdef XASH_SDL |
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if( host.mouse_visible ) |
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{ |
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SDL_SetRelativeMouseMode( SDL_FALSE ); |
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SDL_SetCursor( s_pDefaultCursor[cursor] ); |
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SDL_ShowCursor( true ); |
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} |
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else |
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{ |
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SDL_ShowCursor( false ); |
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if( host.mouse_visible ) |
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SDL_GetRelativeMouseState( NULL, NULL ); |
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} |
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//SDL_SetRelativeMouseMode(false); |
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#endif |
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if( s_currentCursor == cursor ) |
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return; |
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s_currentCursor = cursor; |
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host.mouse_visible = visible; |
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} |
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byte GAME_EXPORT VGUI_GetColor( int i, int j) |
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{ |
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return g_color_table[i][j]; |
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} |
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// Define and initialize vgui API |
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void GAME_EXPORT VGUI_SetVisible( qboolean state ) |
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{ |
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host.mouse_visible=state; |
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#ifdef XASH_SDL |
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SDL_ShowCursor( state ); |
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if( !state ) |
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SDL_GetRelativeMouseState( NULL, NULL ); |
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#endif |
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Key_EnableTextInput( state, true ); |
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} |
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int GAME_EXPORT VGUI_UtfProcessChar( int in ) |
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{ |
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if( CVAR_TO_BOOL( vgui_utf8 ) ) |
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return Con_UtfProcessCharForce( in ); |
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else |
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return in; |
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} |
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vguiapi_t vgui = |
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{ |
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false, // Not initialized yet |
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VGUI_DrawInit, |
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VGUI_DrawShutdown, |
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VGUI_SetupDrawingText, |
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VGUI_SetupDrawingRect, |
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VGUI_SetupDrawingImage, |
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VGUI_BindTexture, |
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VGUI_EnableTexture, |
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VGUI_CreateTexture, |
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VGUI_UploadTexture, |
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VGUI_UploadTextureBlock, |
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VGUI_DrawQuad, |
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VGUI_GetTextureSizes, |
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VGUI_GenerateTexture, |
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VGUI_EngineMalloc, |
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/* VGUI_ShowCursor, |
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VGUI_HideCursor,*/ |
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VGUI_CursorSelect, |
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VGUI_GetColor, |
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VGUI_IsInGame, |
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VGUI_SetVisible, |
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VGUI_GetMousePos, |
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VGUI_UtfProcessChar, |
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NULL, |
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NULL, |
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NULL, |
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NULL, |
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NULL, |
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NULL, |
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NULL, |
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}; |
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qboolean VGui_IsActive( void ) |
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{ |
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return vgui.initialized; |
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} |
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/* |
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================ |
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VGui_Startup |
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Load vgui_support library and call VGui_Startup |
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================ |
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*/ |
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void VGui_Startup( int width, int height ) |
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{ |
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static qboolean failed = false; |
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void (*F) ( vguiapi_t * ); |
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char vguiloader[256]; |
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char vguilib[256]; |
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vguiloader[0] = vguilib[0] = '\0'; |
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if( failed ) |
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return; |
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if( !vgui.initialized ) |
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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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s_pVGuiSupport = COM_LoadLibrary( "client", false, false ); |
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if( s_pVGuiSupport ) |
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{ |
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F = COM_GetProcAddress( s_pVGuiSupport, "InitVGUISupportAPI" ); |
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if( F ) |
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{ |
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F( &vgui ); |
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vgui.initialized = true; |
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VGUI_InitCursors(); |
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Con_Reportf( "vgui_support: found interal client support\n" ); |
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} |
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} |
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#endif // XASH_INTERNAL_GAMELIBS |
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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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if( Sys_GetParmFromCmdLine( "-vguilib", vguilib ) ) |
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{ |
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if( Q_strstr( vguilib, ".dll") ) |
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Q_strncpy( vguiloader, "vgui_support.dll", 256 ); |
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else |
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Q_strncpy( vguiloader, VGUI_SUPPORT_DLL, 256 ); |
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if( !COM_LoadLibrary( vguilib, false, false ) ) |
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Con_Reportf( S_WARN "VGUI preloading failed. Default library will be used! Reason: %s\n", COM_GetLibraryError()); |
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} |
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if( Q_strstr( GI->client_lib, ".dll" ) ) |
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Q_strncpy( vguiloader, "vgui_support.dll", 256 ); |
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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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s_pVGuiSupport = COM_LoadLibrary( vguiloader, false, false ); |
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if( !s_pVGuiSupport ) |
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{ |
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s_pVGuiSupport = COM_LoadLibrary( va( "../%s", vguiloader ), false, false ); |
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} |
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if( !s_pVGuiSupport ) |
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{ |
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if( FS_FileExists( vguiloader, false ) ) |
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Con_Reportf( S_ERROR "Failed to load vgui_support library: %s", COM_GetLibraryError() ); |
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else |
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Con_Reportf( "vgui_support: not found\n" ); |
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} |
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else |
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{ |
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F = COM_GetProcAddress( s_pVGuiSupport, "InitAPI" ); |
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if( F ) |
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{ |
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F( &vgui ); |
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vgui.initialized = true; |
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VGUI_InitCursors(); |
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} |
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else |
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Con_Reportf( S_ERROR "Failed to find vgui_support library entry point!\n" ); |
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} |
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} |
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if( height < 480 ) |
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height = 480; |
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if( width <= 640 ) |
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width = 640; |
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else if( width <= 800 ) |
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width = 800; |
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else if( width <= 1024 ) |
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width = 1024; |
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else if( width <= 1152 ) |
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width = 1152; |
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else if( width <= 1280 ) |
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width = 1280; |
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else if( width <= 1600 ) |
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width = 1600; |
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#ifdef DLL_LOADER |
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else if ( Q_strstr( vguiloader, ".dll" ) ) |
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width = 1600; |
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#endif |
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if( vgui.initialized ) |
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{ |
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//host.mouse_visible = true; |
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vgui.Startup( width, height ); |
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} |
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else failed = true; |
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} |
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/* |
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================ |
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VGui_Shutdown |
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Unload vgui_support library and call VGui_Shutdown |
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================ |
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*/ |
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void VGui_Shutdown( void ) |
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{ |
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if( vgui.Shutdown ) |
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vgui.Shutdown(); |
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if( s_pVGuiSupport ) |
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COM_FreeLibrary( s_pVGuiSupport ); |
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s_pVGuiSupport = NULL; |
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vgui.initialized = false; |
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} |
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void VGUI_InitKeyTranslationTable( void ) |
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{ |
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static qboolean bInitted = false; |
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if( bInitted ) |
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return; |
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bInitted = true; |
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// set virtual key translation table |
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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['1'] = KEY_1; |
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s_pVirtualKeyTrans['2'] = KEY_2; |
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s_pVirtualKeyTrans['3'] = KEY_3; |
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s_pVirtualKeyTrans['4'] = KEY_4; |
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s_pVirtualKeyTrans['5'] = KEY_5; |
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s_pVirtualKeyTrans['6'] = KEY_6; |
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s_pVirtualKeyTrans['7'] = KEY_7; |
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s_pVirtualKeyTrans['8'] = KEY_8; |
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s_pVirtualKeyTrans['9'] = KEY_9; |
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s_pVirtualKeyTrans['A'] = s_pVirtualKeyTrans['a'] = KEY_A; |
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s_pVirtualKeyTrans['B'] = s_pVirtualKeyTrans['b'] = KEY_B; |
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s_pVirtualKeyTrans['C'] = s_pVirtualKeyTrans['c'] = KEY_C; |
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s_pVirtualKeyTrans['D'] = s_pVirtualKeyTrans['d'] = KEY_D; |
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s_pVirtualKeyTrans['E'] = s_pVirtualKeyTrans['e'] = KEY_E; |
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s_pVirtualKeyTrans['F'] = s_pVirtualKeyTrans['f'] = KEY_F; |
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s_pVirtualKeyTrans['G'] = s_pVirtualKeyTrans['g'] = KEY_G; |
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s_pVirtualKeyTrans['H'] = s_pVirtualKeyTrans['h'] = KEY_H; |
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s_pVirtualKeyTrans['I'] = s_pVirtualKeyTrans['i'] = KEY_I; |
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s_pVirtualKeyTrans['J'] = s_pVirtualKeyTrans['j'] = KEY_J; |
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s_pVirtualKeyTrans['K'] = s_pVirtualKeyTrans['k'] = KEY_K; |
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s_pVirtualKeyTrans['L'] = s_pVirtualKeyTrans['l'] = KEY_L; |
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s_pVirtualKeyTrans['M'] = s_pVirtualKeyTrans['m'] = KEY_M; |
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s_pVirtualKeyTrans['N'] = s_pVirtualKeyTrans['n'] = KEY_N; |
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s_pVirtualKeyTrans['O'] = s_pVirtualKeyTrans['o'] = KEY_O; |
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s_pVirtualKeyTrans['P'] = s_pVirtualKeyTrans['p'] = KEY_P; |
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s_pVirtualKeyTrans['Q'] = s_pVirtualKeyTrans['q'] = KEY_Q; |
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s_pVirtualKeyTrans['R'] = s_pVirtualKeyTrans['r'] = KEY_R; |
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s_pVirtualKeyTrans['S'] = s_pVirtualKeyTrans['s'] = KEY_S; |
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s_pVirtualKeyTrans['T'] = s_pVirtualKeyTrans['t'] = KEY_T; |
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s_pVirtualKeyTrans['U'] = s_pVirtualKeyTrans['u'] = KEY_U; |
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s_pVirtualKeyTrans['V'] = s_pVirtualKeyTrans['v'] = KEY_V; |
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s_pVirtualKeyTrans['W'] = s_pVirtualKeyTrans['w'] = KEY_W; |
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s_pVirtualKeyTrans['X'] = s_pVirtualKeyTrans['x'] = KEY_X; |
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s_pVirtualKeyTrans['Y'] = s_pVirtualKeyTrans['y'] = KEY_Y; |
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s_pVirtualKeyTrans['Z'] = s_pVirtualKeyTrans['z'] = KEY_Z; |
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s_pVirtualKeyTrans[K_KP_5 - 5] = KEY_PAD_0; |
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s_pVirtualKeyTrans[K_KP_5 - 4] = KEY_PAD_1; |
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s_pVirtualKeyTrans[K_KP_5 - 3] = KEY_PAD_2; |
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s_pVirtualKeyTrans[K_KP_5 - 2] = KEY_PAD_3; |
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s_pVirtualKeyTrans[K_KP_5 - 1] = KEY_PAD_4; |
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s_pVirtualKeyTrans[K_KP_5 - 0] = KEY_PAD_5; |
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s_pVirtualKeyTrans[K_KP_5 + 1] = KEY_PAD_6; |
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s_pVirtualKeyTrans[K_KP_5 + 2] = KEY_PAD_7; |
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s_pVirtualKeyTrans[K_KP_5 + 3] = KEY_PAD_8; |
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s_pVirtualKeyTrans[K_KP_5 + 4] = KEY_PAD_9; |
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s_pVirtualKeyTrans[K_KP_SLASH] = KEY_PAD_DIVIDE; |
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s_pVirtualKeyTrans['*'] = KEY_PAD_MULTIPLY; |
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s_pVirtualKeyTrans[K_KP_MINUS] = KEY_PAD_MINUS; |
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s_pVirtualKeyTrans[K_KP_PLUS] = KEY_PAD_PLUS; |
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s_pVirtualKeyTrans[K_KP_ENTER] = KEY_PAD_ENTER; |
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//s_pVirtualKeyTrans[K_KP_DECIMAL] = KEY_PAD_DECIMAL; |
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s_pVirtualKeyTrans['['] = KEY_LBRACKET; |
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s_pVirtualKeyTrans[']'] = KEY_RBRACKET; |
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s_pVirtualKeyTrans[';'] = KEY_SEMICOLON; |
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s_pVirtualKeyTrans['\''] = KEY_APOSTROPHE; |
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s_pVirtualKeyTrans['`'] = KEY_BACKQUOTE; |
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s_pVirtualKeyTrans[','] = KEY_COMMA; |
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s_pVirtualKeyTrans['.'] = KEY_PERIOD; |
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s_pVirtualKeyTrans[K_KP_SLASH] = KEY_SLASH; |
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s_pVirtualKeyTrans['\\'] = KEY_BACKSLASH; |
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s_pVirtualKeyTrans['-'] = KEY_MINUS; |
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s_pVirtualKeyTrans['='] = KEY_EQUAL; |
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s_pVirtualKeyTrans[K_ENTER] = KEY_ENTER; |
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s_pVirtualKeyTrans[K_SPACE] = KEY_SPACE; |
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s_pVirtualKeyTrans[K_BACKSPACE] = KEY_BACKSPACE; |
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s_pVirtualKeyTrans[K_TAB] = KEY_TAB; |
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s_pVirtualKeyTrans[K_CAPSLOCK] = KEY_CAPSLOCK; |
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s_pVirtualKeyTrans[K_KP_NUMLOCK] = KEY_NUMLOCK; |
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s_pVirtualKeyTrans[K_ESCAPE] = KEY_ESCAPE; |
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//s_pVirtualKeyTrans[K_KP_SCROLLLOCK] = KEY_SCROLLLOCK; |
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s_pVirtualKeyTrans[K_INS] = KEY_INSERT; |
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s_pVirtualKeyTrans[K_DEL] = KEY_DELETE; |
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s_pVirtualKeyTrans[K_HOME] = KEY_HOME; |
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s_pVirtualKeyTrans[K_END] = KEY_END; |
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s_pVirtualKeyTrans[K_PGUP] = KEY_PAGEUP; |
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s_pVirtualKeyTrans[K_PGDN] = KEY_PAGEDOWN; |
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s_pVirtualKeyTrans[K_PAUSE] = KEY_BREAK; |
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//s_pVirtualKeyTrans[K_SHIFT] = KEY_RSHIFT; |
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s_pVirtualKeyTrans[K_SHIFT] = KEY_LSHIFT; // SHIFT -> left SHIFT |
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//s_pVirtualKeyTrans[SDLK_RALT] = KEY_RALT; |
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s_pVirtualKeyTrans[K_ALT] = KEY_LALT; // ALT -> left ALT |
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//s_pVirtualKeyTrans[SDLK_RCTRL] = KEY_RCONTROL; |
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s_pVirtualKeyTrans[K_CTRL] = KEY_LCONTROL; // CTRL -> left CTRL |
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s_pVirtualKeyTrans[K_WIN] = KEY_LWIN; |
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//s_pVirtualKeyTrans[SDLK_APPLICATION] = KEY_RWIN; |
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//s_pVirtualKeyTrans[K_WIN] = KEY_APP; |
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s_pVirtualKeyTrans[K_UPARROW] = KEY_UP; |
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s_pVirtualKeyTrans[K_LEFTARROW] = KEY_LEFT; |
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s_pVirtualKeyTrans[K_DOWNARROW] = KEY_DOWN; |
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s_pVirtualKeyTrans[K_RIGHTARROW] = KEY_RIGHT; |
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s_pVirtualKeyTrans[K_F1] = KEY_F1; |
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s_pVirtualKeyTrans[K_F2] = KEY_F2; |
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s_pVirtualKeyTrans[K_F3] = KEY_F3; |
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s_pVirtualKeyTrans[K_F4] = KEY_F4; |
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s_pVirtualKeyTrans[K_F5] = KEY_F5; |
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s_pVirtualKeyTrans[K_F6] = KEY_F6; |
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s_pVirtualKeyTrans[K_F7] = KEY_F7; |
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s_pVirtualKeyTrans[K_F8] = KEY_F8; |
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s_pVirtualKeyTrans[K_F9] = KEY_F9; |
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s_pVirtualKeyTrans[K_F10] = KEY_F10; |
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s_pVirtualKeyTrans[K_F11] = KEY_F11; |
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s_pVirtualKeyTrans[K_F12] = KEY_F12; |
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} |
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enum VGUI_KeyCode VGUI_MapKey( int keyCode ) |
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{ |
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VGUI_InitKeyTranslationTable(); |
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if( keyCode < 0 || keyCode >= (int)sizeof( s_pVirtualKeyTrans ) / (int)sizeof( s_pVirtualKeyTrans[0] )) |
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{ |
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//Assert( false ); |
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return (enum VGUI_KeyCode)-1; |
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} |
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else |
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{ |
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return s_pVirtualKeyTrans[keyCode]; |
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} |
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} |
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void VGui_KeyEvent( int key, int down ) |
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{ |
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if( !vgui.initialized ) |
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return; |
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if( host.mouse_visible ) |
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Key_EnableTextInput( true, false ); |
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switch( key ) |
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{ |
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case K_MOUSE1: |
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vgui.Mouse( down ? MA_PRESSED : MA_RELEASED, MOUSE_LEFT ); |
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return; |
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case K_MOUSE2: |
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vgui.Mouse( down ? MA_PRESSED : MA_RELEASED, MOUSE_RIGHT ); |
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return; |
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case K_MOUSE3: |
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vgui.Mouse( down ? MA_PRESSED : MA_RELEASED, MOUSE_MIDDLE ); |
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return; |
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case K_MWHEELDOWN: |
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vgui.Mouse( MA_WHEEL, 1 ); |
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return; |
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case K_MWHEELUP: |
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vgui.Mouse( MA_WHEEL, -1 ); |
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return; |
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default: |
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break; |
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} |
|
|
|
if( down == 2 ) |
|
vgui.Key( KA_TYPED, VGUI_MapKey( key ) ); |
|
else |
|
vgui.Key( down?KA_PRESSED:KA_RELEASED, VGUI_MapKey( key ) ); |
|
//Msg("VGui_KeyEvent %d %d %d\n", key, VGUI_MapKey( key ), down ); |
|
} |
|
|
|
void VGui_MouseMove( int x, int y ) |
|
{ |
|
float xscale = (float)glState.width / (float)clgame.scrInfo.iWidth; |
|
float yscale = (float)glState.height / (float)clgame.scrInfo.iHeight; |
|
if( vgui.initialized ) |
|
vgui.MouseMove( x / xscale, y / yscale ); |
|
} |
|
|
|
/* |
|
================ |
|
VGUI_DrawInit |
|
|
|
Startup VGUI backend |
|
================ |
|
*/ |
|
void GAME_EXPORT VGUI_DrawInit( void ) |
|
{ |
|
memset( g_textures, 0, sizeof( g_textures )); |
|
g_textureId = g_iBoundTexture = 0; |
|
} |
|
|
|
/* |
|
================ |
|
VGUI_DrawShutdown |
|
|
|
Release all textures |
|
================ |
|
*/ |
|
void GAME_EXPORT VGUI_DrawShutdown( void ) |
|
{ |
|
int i; |
|
|
|
for( i = 1; i < g_textureId; i++ ) |
|
{ |
|
GL_FreeTexture( g_textures[i] ); |
|
} |
|
} |
|
|
|
/* |
|
================ |
|
VGUI_GenerateTexture |
|
|
|
generate unique texture number |
|
================ |
|
*/ |
|
int GAME_EXPORT VGUI_GenerateTexture( void ) |
|
{ |
|
if( ++g_textureId >= VGUI_MAX_TEXTURES ) |
|
Sys_Error( "VGUI_GenerateTexture: VGUI_MAX_TEXTURES limit exceeded\n" ); |
|
return g_textureId; |
|
} |
|
|
|
/* |
|
================ |
|
VGUI_UploadTexture |
|
|
|
Upload texture into video memory |
|
================ |
|
*/ |
|
void GAME_EXPORT VGUI_UploadTexture( int id, const char *buffer, int width, int height ) |
|
{ |
|
rgbdata_t r_image; |
|
char texName[32]; |
|
|
|
if( id <= 0 || id >= VGUI_MAX_TEXTURES ) |
|
{ |
|
Con_DPrintf( S_ERROR "VGUI_UploadTexture: bad texture %i. Ignored\n", id ); |
|
return; |
|
} |
|
|
|
Q_snprintf( texName, sizeof( texName ), "*vgui%i", id ); |
|
memset( &r_image, 0, sizeof( r_image )); |
|
|
|
r_image.width = width; |
|
r_image.height = height; |
|
r_image.type = PF_RGBA_32; |
|
r_image.size = r_image.width * r_image.height * 4; |
|
r_image.flags = IMAGE_HAS_COLOR|IMAGE_HAS_ALPHA; |
|
r_image.buffer = (byte *)buffer; |
|
|
|
g_textures[id] = GL_LoadTextureInternal( texName, &r_image, TF_IMAGE ); |
|
} |
|
|
|
/* |
|
================ |
|
VGUI_CreateTexture |
|
|
|
Create empty rgba texture and upload them into video memory |
|
================ |
|
*/ |
|
void GAME_EXPORT VGUI_CreateTexture( int id, int width, int height ) |
|
{ |
|
rgbdata_t r_image; |
|
char texName[32]; |
|
|
|
if( id <= 0 || id >= VGUI_MAX_TEXTURES ) |
|
{ |
|
Con_Reportf( S_ERROR "VGUI_CreateTexture: bad texture %i. Ignored\n", id ); |
|
return; |
|
} |
|
|
|
Q_snprintf( texName, sizeof( texName ), "*vgui%i", id ); |
|
memset( &r_image, 0, sizeof( r_image )); |
|
|
|
r_image.width = width; |
|
r_image.height = height; |
|
r_image.type = PF_RGBA_32; |
|
r_image.size = r_image.width * r_image.height * 4; |
|
r_image.flags = IMAGE_HAS_ALPHA; |
|
r_image.buffer = NULL; |
|
|
|
g_textures[id] = GL_LoadTextureInternal( texName, &r_image, TF_IMAGE|TF_NEAREST ); |
|
g_iBoundTexture = id; |
|
} |
|
|
|
void GAME_EXPORT VGUI_UploadTextureBlock( int id, int drawX, int drawY, const byte *rgba, int blockWidth, int blockHeight ) |
|
{ |
|
if( id <= 0 || id >= VGUI_MAX_TEXTURES || g_textures[id] == 0 || g_textures[id] == tr.whiteTexture ) |
|
{ |
|
Con_Reportf( S_ERROR "VGUI_UploadTextureBlock: bad texture %i. Ignored\n", id ); |
|
return; |
|
} |
|
|
|
pglTexSubImage2D( GL_TEXTURE_2D, 0, drawX, drawY, blockWidth, blockHeight, GL_RGBA, GL_UNSIGNED_BYTE, rgba ); |
|
g_iBoundTexture = id; |
|
} |
|
|
|
void GAME_EXPORT VGUI_SetupDrawingRect( int *pColor ) |
|
{ |
|
pglEnable( GL_BLEND ); |
|
pglDisable( GL_ALPHA_TEST ); |
|
pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); |
|
pglColor4ub( pColor[0], pColor[1], pColor[2], 255 - pColor[3] ); |
|
} |
|
|
|
void GAME_EXPORT VGUI_SetupDrawingText( int *pColor ) |
|
{ |
|
pglEnable( GL_BLEND ); |
|
pglEnable( GL_ALPHA_TEST ); |
|
pglAlphaFunc( GL_GREATER, 0.0f ); |
|
pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); |
|
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); |
|
pglColor4ub( pColor[0], pColor[1], pColor[2], 255 - pColor[3] ); |
|
} |
|
|
|
void GAME_EXPORT VGUI_SetupDrawingImage( int *pColor ) |
|
{ |
|
pglEnable( GL_BLEND ); |
|
pglEnable( GL_ALPHA_TEST ); |
|
pglAlphaFunc( GL_GREATER, 0.0f ); |
|
pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); |
|
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); |
|
pglColor4ub( pColor[0], pColor[1], pColor[2], 255 - pColor[3] ); |
|
} |
|
|
|
void GAME_EXPORT VGUI_BindTexture( int id ) |
|
{ |
|
if( id > 0 && id < VGUI_MAX_TEXTURES && g_textures[id] ) |
|
{ |
|
GL_Bind( XASH_TEXTURE0, g_textures[id] ); |
|
g_iBoundTexture = id; |
|
} |
|
else |
|
{ |
|
// NOTE: same as bogus index 2700 in GoldSrc |
|
id = g_iBoundTexture = 1; |
|
GL_Bind( XASH_TEXTURE0, g_textures[id] ); |
|
} |
|
} |
|
|
|
/* |
|
================ |
|
VGUI_GetTextureSizes |
|
|
|
returns wide and tall for currently binded texture |
|
================ |
|
*/ |
|
void GAME_EXPORT VGUI_GetTextureSizes( int *width, int *height ) |
|
{ |
|
gl_texture_t *glt; |
|
int texnum; |
|
|
|
if( g_iBoundTexture ) |
|
texnum = g_textures[g_iBoundTexture]; |
|
else texnum = tr.defaultTexture; |
|
|
|
glt = R_GetTexture( texnum ); |
|
if( width ) *width = glt->srcWidth; |
|
if( height ) *height = glt->srcHeight; |
|
} |
|
|
|
/* |
|
================ |
|
VGUI_EnableTexture |
|
|
|
disable texturemode for fill rectangle |
|
================ |
|
*/ |
|
void GAME_EXPORT VGUI_EnableTexture( qboolean enable ) |
|
{ |
|
if( enable ) pglEnable( GL_TEXTURE_2D ); |
|
else pglDisable( GL_TEXTURE_2D ); |
|
} |
|
|
|
/* |
|
================ |
|
VGUI_DrawQuad |
|
|
|
generic method to fill rectangle |
|
================ |
|
*/ |
|
void GAME_EXPORT VGUI_DrawQuad( const vpoint_t *ul, const vpoint_t *lr ) |
|
{ |
|
float xscale = glState.width / (float)clgame.scrInfo.iWidth; |
|
float yscale = glState.height / (float)clgame.scrInfo.iHeight; |
|
|
|
ASSERT( ul != NULL && lr != NULL ); |
|
|
|
pglBegin( GL_QUADS ); |
|
pglTexCoord2f( ul->coord[0], ul->coord[1] ); |
|
pglVertex2f( ul->point[0] * xscale, ul->point[1] * yscale ); |
|
|
|
pglTexCoord2f( lr->coord[0], ul->coord[1] ); |
|
pglVertex2f( lr->point[0] * xscale, ul->point[1] * yscale ); |
|
|
|
pglTexCoord2f( lr->coord[0], lr->coord[1] ); |
|
pglVertex2f( lr->point[0] * xscale, lr->point[1] * yscale ); |
|
|
|
pglTexCoord2f( ul->coord[0], lr->coord[1] ); |
|
pglVertex2f( ul->point[0] * xscale, lr->point[1] * yscale ); |
|
pglEnd(); |
|
} |
|
|
|
void VGui_Paint() |
|
{ |
|
if(vgui.initialized) |
|
vgui.Paint(); |
|
} |
|
|
|
void VGui_RunFrame() |
|
{ |
|
//stub |
|
} |
|
|
|
|
|
void *GAME_EXPORT VGui_GetPanel() |
|
{ |
|
if( vgui.initialized ) |
|
return vgui.GetPanel(); |
|
return NULL; |
|
} |
|
#endif
|
|
|