openmohaa/code/cgame/cg_public.h
smallmodel 6fe1e86b31
Automatically scale UI elements for high resolutions
This fixes UI elements being tiny on high resolutions like 4K. Now most UI elements will scale automatically with resolutions above 1920x1080.
2024-11-30 22:40:00 +01:00

534 lines
22 KiB
C

/*
===========================================================================
Copyright (C) 2023 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code 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 2 of the License,
or (at your option) any later version.
OpenMoHAA source code 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.
You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// DESCRIPTION:
// client game public interfaces
#pragma once
#include "../renderercommon/tr_types.h"
#ifdef __cplusplus
extern "C" {
#endif
#define MAGIC_UNUSED_NUMBER 7777
#define CMD_BACKUP 128
#define CMD_MASK (CMD_BACKUP - 1)
// allow a lot of command backups for very fast systems
// multiple commands may be combined into a single packet, so this
// needs to be larger than PACKET_BACKUP
#define MAX_ENTITIES_IN_SNAPSHOT 1024
// snapshots are a view of the server at a given time
// Snapshots are generated at regular time intervals by the server,
// but they may not be sent if a client's rate level is exceeded, or
// they may be dropped by the network.
typedef struct {
int snapFlags; // SNAPFLAG_RATE_DELAYED, etc
int ping;
int serverTime; // server time the message is valid for (in msec)
byte areamask[MAX_MAP_AREA_BYTES]; // portalarea visibility bits
playerState_t ps; // complete information about the current player at this time
int numEntities; // all of the entities that need to be presented
entityState_t entities[MAX_ENTITIES_IN_SNAPSHOT]; // at the time of this snapshot
int numServerCommands; // text based server commands to execute when this
int serverCommandSequence; // snapshot becomes current
int number_of_sounds;
server_sound_t sounds[MAX_SERVER_SOUNDS];
} snapshot_t;
typedef struct stopWatch_s {
int iStartTime;
int iEndTime;
int eType;
} stopWatch_t;
typedef struct AliasList_s AliasList_t;
typedef struct AliasListNode_s AliasListNode_t;
typedef struct dtiki_s dtiki_t;
typedef struct tiki_cmd_s tiki_cmd_t;
/*
==================================================================
functions imported from the main executable
==================================================================
*/
#define CGAME_IMPORT_API_VERSION 3
/*
==================================================================
functions exported to the main executable
==================================================================
*/
typedef struct {
int apiversion;
//============== general services ==================
// print message on the local console
void (*Printf)(const char *fmt, ...);
void (*DPrintf)(const char *fmt, ...);
void (*DebugPrintf)(const char *fmt, ...);
// managed memory allocation
void *(*Malloc)(int size);
void (*Free)(void *block);
// abort the game
void (*Error)(int errorLevel, const char *fmt, ...);
// milliseconds should only be used for profiling, never
// for anything game related. Get time from CG_ReadyToBuildScene.
int (*Milliseconds)(void);
// localization
const char *(*LV_ConvertString)(const char *string);
// console variable interaction
cvar_t *(*Cvar_Get)(const char *var_name, const char *value, int flags);
cvar_t *(*Cvar_Find)(const char *var_name);
void (*Cvar_Set)(const char *var_name, const char *value);
// ClientCommand and ConsoleCommand parameter access
int (*Argc)(void);
char *(*Argv)(int n);
char *(*Args)(void); // concatenation of all argv >= 1
void (*AddCommand)(const char *cmd);
void (*Cmd_Stuff)(const char *text);
void (*Cmd_Execute)(int execWhen, const char *text);
void (*Cmd_TokenizeString)(const char *textIn);
// a -1 return means the file does not exist
// NULL can be passed for buf to just determine existance
long (*FS_ReadFile)(const char *name, void **buf, qboolean quiet);
void (*FS_FreeFile)(void *buf);
int (*FS_WriteFile)(const char *qpath, const void *buffer, int size);
void (*FS_WriteTextFile)(const char *qpath, const void *buffer, int size);
char** (*FS_ListFilteredFiles)(const char* path, const char* extension, const char* filter, qboolean wantSubs, int* numfiles, qboolean allowNonPureFilesOnDisk);
void (*FS_FreeFileList)(char **list);
// add commands to the local console as if they were typed in
// for map changing, etc. The command is not executed immediately,
// but will be executed in order the next time console commands
// are processed
void (*SendConsoleCommand)(const char *text);
// =========== client specific functions ===============
// send a string to the server over the network
int (*MSG_ReadBits)(int bits);
int (*MSG_ReadChar)();
int (*MSG_ReadByte)();
int (*MSG_ReadSVC)();
int (*MSG_ReadShort)();
int (*MSG_ReadLong)();
float (*MSG_ReadFloat)();
char *(*MSG_ReadString)();
char *(*MSG_ReadStringLine)();
float (*MSG_ReadAngle8)();
float (*MSG_ReadAngle16)();
void (*MSG_ReadData)(void *data, int len);
float (*MSG_ReadCoord)();
void (*MSG_ReadDir)(vec3_t dir);
void (*SendClientCommand)(const char *s);
// CM functions
void (*CM_LoadMap)(const char *name, int* checksum);
clipHandle_t (*CM_InlineModel)(int index); // 0 = world, 1+ = bmodels
int (*CM_NumInlineModels)(void);
int (*CM_PointContents)(const vec3_t p, int headnode);
int (*CM_TransformedPointContents)(
const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles
);
void (*CM_BoxTrace)(
trace_t *results,
const vec3_t start,
const vec3_t end,
const vec3_t mins,
const vec3_t maxs,
int headnode,
int brushmask,
qboolean cylinder
);
void (*CM_TransformedBoxTrace)(
trace_t *results,
const vec3_t start,
const vec3_t end,
const vec3_t mins,
const vec3_t maxs,
int headnode,
int brushmask,
const vec3_t origin,
const vec3_t angles,
qboolean cylinder
);
clipHandle_t (*CM_TempBoxModel)(const vec3_t mins, const vec3_t maxs, int contents);
void (*CM_PrintBSPFileSizes)();
qboolean (*CM_LeafInPVS)(int leaf1, int leaf2);
int (*CM_PointLeafnum)(const vec3_t p);
int (*R_MarkFragments)(
int numPoints,
const vec3_t *points,
const vec3_t projection,
int maxPoints,
vec3_t pointBuffer,
int maxFragments,
markFragment_t *fragmentBuffer,
float fRadiusSquared
);
int (*R_MarkFragmentsForInlineModel)(
clipHandle_t bmodel,
const vec3_t vAngles,
const vec3_t vOrigin,
int numPoints,
const vec3_t *points,
const vec3_t projection,
int maxPoints,
vec3_t pointBuffer,
int maxFragments,
markFragment_t *fragmentBuffer,
float fRadiusSquared
);
void (*R_GetInlineModelBounds)(int index, vec3_t mins, vec3_t maxs);
void (*R_GetLightingForDecal)(vec3_t light, const vec3_t facing, const vec3_t origin);
void (*R_GetLightingForSmoke)(vec3_t light, const vec3_t origin);
int (*R_GatherLightSources)(const vec3_t pos, vec3_t *lightPos, vec3_t *lightIntensity, int maxLights);
// =========== sound function calls ===============
void (*S_StartSound)(
const vec3_t origin,
int entNum,
int entChannel,
sfxHandle_t sfxHandle,
float volume,
float minDist,
float pitch,
float maxDist,
int streamed
);
void (*S_StartLocalSound)(const char *soundName, qboolean forceLoad);
void (*S_StopSound)(int entnum, int channel);
void (*S_ClearLoopingSounds)(void);
void (*S_AddLoopingSound)(
const vec3_t origin,
const vec3_t velocity,
sfxHandle_t sfxHandle,
float volume,
float minDist,
float maxDist,
float pitch,
int flags
);
void (*S_Respatialize)(int entityNum, const vec3_t origin, vec3_t axis[3]);
void (*S_BeginRegistration)(void);
sfxHandle_t (*S_RegisterSound)(const char *sample, int streamed);
void (*S_EndRegistration)(void);
void (*S_UpdateEntity)(int entityNum, const vec3_t origin, const vec3_t velocity, qboolean use_listener);
void (*S_SetReverb)(int reverb_type, float reverb_level);
void (*S_SetGlobalAmbientVolumeLevel)(float volume);
float (*S_GetSoundTime)(sfxHandle_t handle);
int (*S_ChannelNameToNum)(const char *name);
const char *(*S_ChannelNumToName)(int channel);
int (*S_IsSoundPlaying)(int channelNumber, const char *name);
// =========== music function calls ===============
void (*MUSIC_NewSoundtrack)(const char *name);
void (*MUSIC_UpdateMood)(int current_mood, int fallback_mood);
void (*MUSIC_UpdateVolume)(float volume, float fade_time);
// =========== camera function calls ===============
float *(*get_camera_offset)(qboolean *lookactive, qboolean *resetview);
// =========== renderer function calls ================
void (*R_ClearScene)(void);
void (*R_RenderScene)(const refdef_t *fd);
void (*R_LoadWorldMap)(const char *mapname);
void (*R_PrintBSPFileSizes)();
int (*MapVersion)();
int (*R_MapVersion)();
qhandle_t (*R_RegisterModel)(const char *name);
qhandle_t (*R_SpawnEffectModel)(const char *name, vec3_t pos, vec3_t axis[3]);
qhandle_t (*R_RegisterServerModel)(const char *name);
const char * (*R_GetModelName)(qhandle_t hModel);
void (*R_UnregisterServerModel)(qhandle_t hModel);
qhandle_t (*R_RegisterShader)(const char *name);
qhandle_t (*R_RegisterShaderNoMip)(const char *name);
const char* (*R_GetShaderName)(qhandle_t hShader);
void (*R_AddRefEntityToScene)(const refEntity_t *ent, int parentEntityNumber);
void (*R_AddRefSpriteToScene)(const refEntity_t *ent);
void (*R_AddLightToScene)(const vec3_t origin, float intensity, float r, float g, float b, int type);
qboolean (*R_AddPolyToScene)(qhandle_t hShader, int numVerts, const polyVert_t *verts, int renderfx);
void (*R_AddTerrainMarkToScene)(
int terrainIndex, qhandle_t hShader, int numVerts, const polyVert_t *verts, int renderFx
);
void (*R_SetColor)(const vec4_t rgba); // NULL = 1,1,1,1
void (*R_DrawStretchPic)(
float x,
float y,
float w,
float h,
float s1,
float t1,
float s2,
float t2,
qhandle_t hShader
); // 0 = white
fontheader_t *(*R_LoadFont)(const char *name);
void (*R_DrawString)(
fontheader_t *font, const char *text, float x, float y, int maxLen, const float *pvVirtualScreen
);
refEntity_t *(*R_GetRenderEntity)(int entityNumber);
void (*R_ModelBounds)(clipHandle_t model, vec3_t mins, vec3_t maxs);
float (*R_ModelRadius)(clipHandle_t model);
float (*R_Noise)(float x, float y, float z, float t);
void (*R_DebugLine)(const vec3_t start, const vec3_t end, float r, float g, float b, float alpha);
baseshader_t *(*GetShader)(int shaderNum);
// =========== Swipes =============
void (*R_SwipeBegin)(float thistime, float life, qhandle_t shader);
void (*R_SwipePoint)(vec3_t p1, vec3_t p2, float time);
void (*R_SwipeEnd)(void);
int (*R_GetShaderWidth)(qhandle_t shader);
int (*R_GetShaderHeight)(qhandle_t shader);
void (*R_DrawBox)(float x, float y, float w, float h);
// =========== data shared with the client =============
void (*GetGameState)(gameState_t *gamestate);
int (*GetSnapshot)(int snapshotNumber, snapshot_t *snapshot);
int (*GetServerStartTime)();
void (*SetTime)(int time);
void (*GetCurrentSnapshotNumber)(int *snapshotNumber, int *serverTime);
void (*GetGlconfig)(glconfig_t *glconfig);
// will return false if the number is so old that it doesn't exist in the buffer anymore
qboolean (*GetParseEntityState)(int parseEntityNumber, entityState_t *state);
int (*GetCurrentCmdNumber)(void); // returns the most recent command number
// which is the local predicted command for
// the following frame
qboolean (*GetUserCmd)(int cmdNumber, usercmd_t *ucmd);
qboolean (*GetServerCommand)(int serverCommandNumber, qboolean differentServer);
// ALIAS STUFF
qboolean (*Alias_Add)(const char *alias, const char *name, const char *parameters);
qboolean (*Alias_ListAdd)(AliasList_t *list, const char *alias, const char *name, const char *parameters);
const char *(*Alias_FindRandom)(const char *alias, AliasListNode_t **ret);
const char *(*Alias_ListFindRandom)(AliasList_t *list, const char *alias, AliasListNode_t **ret);
void (*Alias_Dump)(void);
void (*Alias_Clear)(void);
AliasList_t *(*AliasList_New)(const char *name);
void (*Alias_ListFindRandomRange)(
AliasList_t *list, const char *alias, int *minIndex, int *maxIndex, float *totalWeight
);
AliasList_t *(*Alias_GetGlobalList)();
// ==================== UI STUFF ==========================
void (*UI_ShowMenu)(const char *name, qboolean bForce);
void (*UI_HideMenu)(const char *name, qboolean bForce);
int (*UI_FontStringWidth)(fontheader_t *font, const char *string, int maxLen);
// Added in 2.0
float (*UI_GetObjectivesTop)(void);
void (*UI_GetHighResolutionScale)(vec2_t scale);
int (*Key_StringToKeynum)(const char *str);
const char *(*Key_KeynumToBindString)(int keyNum);
void (*Key_GetKeysForCommand)(const char *command, int *key1, int *key2);
// ==================== TIKI STUFF ==========================
// TIKI SPECIFIC STUFF
dtiki_t *(*R_Model_GetHandle)(qhandle_t handle);
int (*TIKI_NumAnims)(dtiki_t *pmdl);
void (*TIKI_CalculateBounds)(dtiki_t *pmdl, float scale, vec3_t mins, vec3_t maxs);
const char *(*TIKI_Name)(dtiki_t *tiki);
void *(*TIKI_GetSkeletor)(dtiki_t *tiki, int entNum);
void (*TIKI_SetEyeTargetPos)(dtiki_t *tiki, int entNum, vec3_t pos);
// ANIM SPECIFIC STUFF
const char *(*Anim_NameForNum)(dtiki_t *tiki, int animnum);
int (*Anim_NumForName)(dtiki_t *tiki, const char *name);
int (*Anim_Random)(dtiki_t *tiki, const char *name);
int (*Anim_NumFrames)(dtiki_t *tiki, int animnum);
float (*Anim_Time)(dtiki_t *tiki, int animnum);
float (*Anim_Frametime)(dtiki_t *tiki, int animnum);
void (*Anim_Delta)(dtiki_t *tiki, int animnum, vec3_t delta);
int (*Anim_Flags)(dtiki_t *tiki, int animnum);
int (*Anim_FlagsSkel)(dtiki_t *tiki, int animnum);
float (*Anim_CrossblendTime)(dtiki_t *tiki, int animnum);
qboolean (*Anim_HasCommands)(dtiki_t *tiki, int animnum);
// FRAME SPECIFIC STUFF
qboolean (*Frame_Commands)(dtiki_t *tiki, int animnum, int framenum, tiki_cmd_t *tiki_cmd);
qboolean (*Frame_CommandsTime)(dtiki_t *tiki, int animnum, float start, float end, tiki_cmd_t *tiki_cmd);
// SURFACE SPECIFIC STUFF
int (*Surface_NameToNum)(dtiki_t *tiki, const char *name);
//const char * (*Surface_NumToName) (dtiki_t* tiki, int num );
//int (*Surface_Flags) (dtiki_t* tiki, int num );
//int (*Surface_NumSkins) (dtiki_t* tiki, int num );
// TAG SPECIFIC STUFF
int (*Tag_NumForName)(dtiki_t *tiki, const char *name);
const char *(*Tag_NameForNum)(dtiki_t *tiki, int num);
void (*ForceUpdatePose)(refEntity_t *model);
orientation_t (*TIKI_Orientation)(refEntity_t *model, int tagNum);
qboolean (*TIKI_IsOnGround)(refEntity_t *model, int tagNum, float threshold);
// MISCELLANEOUS SPECIFIC STUFF
void (*UI_ShowScoreBoard)(const char *menuName);
void (*UI_HideScoreBoard)();
void (*UI_SetScoreBoardItem)(
int itemNumber,
const char *data1,
const char *data2,
const char *data3,
const char *data4,
const char *data5,
const char *data6,
const char *data7,
const char *data8,
const vec4_t textColor,
const vec4_t backColor,
qboolean isHeader
);
void (*UI_DeleteScoreBoardItems)(int maxIndex);
void (*UI_ToggleDMMessageConsole)(int consoleMode);
void (*CL_InitRadar)(radarClient_t* radars, qhandle_t* shaders, int clientNum); // Added in 2.0
dtiki_t *(*TIKI_FindTiki)(const char *path);
void (*LoadResource)(const char *name);
void (*FS_CanonicalFilename)(char *name);
void (*CL_RestoreSavedCgameState)();
void (*CL_ClearSavedCgameState)();
size_t (*getConfigStringIdNormalized)(size_t num);
cvar_t *fsDebug;
hdelement_t *HudDrawElements;
clientAnim_t *anim;
stopWatch_t *stopWatch;
} clientGameImport_t;
/*
==================================================================
functions exported to the main executable
==================================================================
*/
typedef struct {
void (*CG_Init)(clientGameImport_t *imported, int serverMessageNum, int serverCommandSequence, int clientNum);
void (*CG_Shutdown)(void);
void (*CG_DrawActiveFrame)(int serverTime, int frameTime, stereoFrame_t stereoView, qboolean demoPlayback);
qboolean (*CG_ConsoleCommand)(void);
void (*CG_GetRendererConfig)(void);
void (*CG_Draw2D)(void);
void (*CG_EyePosition)(vec3_t *eyePos);
void (*CG_EyeOffset)(vec3_t *eyeOffset);
void (*CG_EyeAngles)(vec3_t *eyeAngles);
float (*CG_SensitivityScale)();
void (*CG_ParseCGMessage)();
void (*CG_RefreshHudDrawElements)();
void (*CG_HudDrawShader)(int info);
void (*CG_HudDrawFont)(int info);
int (*CG_GetParent)(int entNum);
float (*CG_GetObjectiveAlpha)();
int (*CG_PermanentMark)(
vec3_t origin,
vec3_t dir,
float orientation,
float sScale,
float tScale,
float red,
float green,
float blue,
float alpha,
qboolean doLighting,
float sCenter,
float tCenter,
markFragment_t *markFragments,
void *polyVerts
);
int (*CG_PermanentTreadMarkDecal)(
treadMark_t *treadMark,
qboolean startSegment,
qboolean doLighting,
markFragment_t *markFragments,
void *polyVerts
);
int (*CG_PermanentUpdateTreadMark)(
treadMark_t *treadMark, float alpha, float minSegment, float maxSegment, float maxOffset, float texScale
);
void (*CG_ProcessInitCommands)(dtiki_t *tiki, refEntity_t *ent);
void (*CG_EndTiki)(dtiki_t *tiki);
const char *(*CG_GetColumnName)(int columnNum, int *columnWidth);
void (*CG_GetScoreBoardColor)(float *red, float *green, float *blue, float *alpha);
void (*CG_GetScoreBoardFontColor)(float *red, float *green, float *blue, float *alpha);
int (*CG_GetScoreBoardDrawHeader)();
void (*CG_GetScoreBoardPosition)(float *x, float *y, float *width, float *height);
int (*CG_WeaponCommandButtonBits)();
int (*CG_CheckCaptureKey)(int key, qboolean down, unsigned int time);
//
// Added in 2.0
//
void (*CG_ReadNonPVSClient)(radarUnpacked_t* radarUnpacked);
void (*CG_UpdateRadar)();
size_t (*CG_SaveStateToBuffer)(void** out, int svsTime);
qboolean (*CG_LoadStateToBuffer)(void* state, size_t size, int svsTime);
void (*CG_CleanUpTempModels)();
// FIXME
//prof_cgame_t* profStruct;
qboolean (*CG_Command_ProcessFile)(const char *name, qboolean quiet, dtiki_t *curTiki);
} clientGameExport_t;
#ifdef CGAME_DLL
# ifdef WIN32
__declspec(dllexport)
# else
__attribute__((visibility("default")))
# endif
#endif
clientGameExport_t *GetCGameAPI(void);
#ifdef __cplusplus
}
#endif