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📄 cl_ui.c

📁 quakeIII源码这个不用我多说吧
💻 C
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====================
LAN_GetServerStatus
====================
*/
int LAN_GetServerStatus( char *serverAddress, char *serverStatus, int maxLen ) {
	return CL_ServerStatus( serverAddress, serverStatus, maxLen );
}

/*
====================
CL_GetGlConfig
====================
*/
static void CL_GetGlconfig( glconfig_t *config ) {
	*config = cls.glconfig;
}

/*
====================
GetClipboardData
====================
*/
static void GetClipboardData( char *buf, int buflen ) {
	char	*cbd;

	cbd = Sys_GetClipboardData();

	if ( !cbd ) {
		*buf = 0;
		return;
	}

	Q_strncpyz( buf, cbd, buflen );

	Z_Free( cbd );
}

/*
====================
Key_KeynumToStringBuf
====================
*/
static void Key_KeynumToStringBuf( int keynum, char *buf, int buflen ) {
	Q_strncpyz( buf, Key_KeynumToString( keynum ), buflen );
}

/*
====================
Key_GetBindingBuf
====================
*/
static void Key_GetBindingBuf( int keynum, char *buf, int buflen ) {
	char	*value;

	value = Key_GetBinding( keynum );
	if ( value ) {
		Q_strncpyz( buf, value, buflen );
	}
	else {
		*buf = 0;
	}
}

/*
====================
Key_GetCatcher
====================
*/
int Key_GetCatcher( void ) {
	return cls.keyCatchers;
}

/*
====================
Ket_SetCatcher
====================
*/
void Key_SetCatcher( int catcher ) {
	cls.keyCatchers = catcher;
}


/*
====================
CLUI_GetCDKey
====================
*/
static void CLUI_GetCDKey( char *buf, int buflen ) {
	cvar_t	*fs;
	fs = Cvar_Get ("fs_game", "", CVAR_INIT|CVAR_SYSTEMINFO );
	if (UI_usesUniqueCDKey() && fs && fs->string[0] != 0) {
		Com_Memcpy( buf, &cl_cdkey[16], 16);
		buf[16] = 0;
	} else {
		Com_Memcpy( buf, cl_cdkey, 16);
		buf[16] = 0;
	}
}


/*
====================
CLUI_SetCDKey
====================
*/
static void CLUI_SetCDKey( char *buf ) {
	cvar_t	*fs;
	fs = Cvar_Get ("fs_game", "", CVAR_INIT|CVAR_SYSTEMINFO );
	if (UI_usesUniqueCDKey() && fs && fs->string[0] != 0) {
		Com_Memcpy( &cl_cdkey[16], buf, 16 );
		cl_cdkey[32] = 0;
		// set the flag so the fle will be written at the next opportunity
		cvar_modifiedFlags |= CVAR_ARCHIVE;
	} else {
		Com_Memcpy( cl_cdkey, buf, 16 );
		// set the flag so the fle will be written at the next opportunity
		cvar_modifiedFlags |= CVAR_ARCHIVE;
	}
}

/*
====================
GetConfigString
====================
*/
static int GetConfigString(int index, char *buf, int size)
{
	int		offset;

	if (index < 0 || index >= MAX_CONFIGSTRINGS)
		return qfalse;

	offset = cl.gameState.stringOffsets[index];
	if (!offset) {
		if( size ) {
			buf[0] = 0;
		}
		return qfalse;
	}

	Q_strncpyz( buf, cl.gameState.stringData+offset, size);
 
	return qtrue;
}

/*
====================
FloatAsInt
====================
*/
static int FloatAsInt( float f ) {
	int		temp;

	*(float *)&temp = f;

	return temp;
}

void *VM_ArgPtr( int intValue );
#define	VMA(x) VM_ArgPtr(args[x])
#define	VMF(x)	((float *)args)[x]

/*
====================
CL_UISystemCalls

The ui module is making a system call
====================
*/
int CL_UISystemCalls( int *args ) {
	switch( args[0] ) {
	case UI_ERROR:
		Com_Error( ERR_DROP, "%s", VMA(1) );
		return 0;

	case UI_PRINT:
		Com_Printf( "%s", VMA(1) );
		return 0;

	case UI_MILLISECONDS:
		return Sys_Milliseconds();

	case UI_CVAR_REGISTER:
		Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); 
		return 0;

	case UI_CVAR_UPDATE:
		Cvar_Update( VMA(1) );
		return 0;

	case UI_CVAR_SET:
		Cvar_Set( VMA(1), VMA(2) );
		return 0;

	case UI_CVAR_VARIABLEVALUE:
		return FloatAsInt( Cvar_VariableValue( VMA(1) ) );

	case UI_CVAR_VARIABLESTRINGBUFFER:
		Cvar_VariableStringBuffer( VMA(1), VMA(2), args[3] );
		return 0;

	case UI_CVAR_SETVALUE:
		Cvar_SetValue( VMA(1), VMF(2) );
		return 0;

	case UI_CVAR_RESET:
		Cvar_Reset( VMA(1) );
		return 0;

	case UI_CVAR_CREATE:
		Cvar_Get( VMA(1), VMA(2), args[3] );
		return 0;

	case UI_CVAR_INFOSTRINGBUFFER:
		Cvar_InfoStringBuffer( args[1], VMA(2), args[3] );
		return 0;

	case UI_ARGC:
		return Cmd_Argc();

	case UI_ARGV:
		Cmd_ArgvBuffer( args[1], VMA(2), args[3] );
		return 0;

	case UI_CMD_EXECUTETEXT:
		Cbuf_ExecuteText( args[1], VMA(2) );
		return 0;

	case UI_FS_FOPENFILE:
		return FS_FOpenFileByMode( VMA(1), VMA(2), args[3] );

	case UI_FS_READ:
		FS_Read2( VMA(1), args[2], args[3] );
		return 0;

	case UI_FS_WRITE:
		FS_Write( VMA(1), args[2], args[3] );
		return 0;

	case UI_FS_FCLOSEFILE:
		FS_FCloseFile( args[1] );
		return 0;

	case UI_FS_GETFILELIST:
		return FS_GetFileList( VMA(1), VMA(2), VMA(3), args[4] );

	case UI_FS_SEEK:
		return FS_Seek( args[1], args[2], args[3] );
	
	case UI_R_REGISTERMODEL:
		return re.RegisterModel( VMA(1) );

	case UI_R_REGISTERSKIN:
		return re.RegisterSkin( VMA(1) );

	case UI_R_REGISTERSHADERNOMIP:
		return re.RegisterShaderNoMip( VMA(1) );

	case UI_R_CLEARSCENE:
		re.ClearScene();
		return 0;

	case UI_R_ADDREFENTITYTOSCENE:
		re.AddRefEntityToScene( VMA(1) );
		return 0;

	case UI_R_ADDPOLYTOSCENE:
		re.AddPolyToScene( args[1], args[2], VMA(3), 1 );
		return 0;

	case UI_R_ADDLIGHTTOSCENE:
		re.AddLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );
		return 0;

	case UI_R_RENDERSCENE:
		re.RenderScene( VMA(1) );
		return 0;

	case UI_R_SETCOLOR:
		re.SetColor( VMA(1) );
		return 0;

	case UI_R_DRAWSTRETCHPIC:
		re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] );
		return 0;

  case UI_R_MODELBOUNDS:
		re.ModelBounds( args[1], VMA(2), VMA(3) );
		return 0;

	case UI_UPDATESCREEN:
		SCR_UpdateScreen();
		return 0;

	case UI_CM_LERPTAG:
		re.LerpTag( VMA(1), args[2], args[3], args[4], VMF(5), VMA(6) );
		return 0;

	case UI_S_REGISTERSOUND:
		return S_RegisterSound( VMA(1), args[2] );

	case UI_S_STARTLOCALSOUND:
		S_StartLocalSound( args[1], args[2] );
		return 0;

	case UI_KEY_KEYNUMTOSTRINGBUF:
		Key_KeynumToStringBuf( args[1], VMA(2), args[3] );
		return 0;

	case UI_KEY_GETBINDINGBUF:
		Key_GetBindingBuf( args[1], VMA(2), args[3] );
		return 0;

	case UI_KEY_SETBINDING:
		Key_SetBinding( args[1], VMA(2) );
		return 0;

	case UI_KEY_ISDOWN:
		return Key_IsDown( args[1] );

	case UI_KEY_GETOVERSTRIKEMODE:
		return Key_GetOverstrikeMode();

	case UI_KEY_SETOVERSTRIKEMODE:
		Key_SetOverstrikeMode( args[1] );
		return 0;

	case UI_KEY_CLEARSTATES:
		Key_ClearStates();
		return 0;

	case UI_KEY_GETCATCHER:
		return Key_GetCatcher();

	case UI_KEY_SETCATCHER:
		Key_SetCatcher( args[1] );
		return 0;

	case UI_GETCLIPBOARDDATA:
		GetClipboardData( VMA(1), args[2] );
		return 0;

	case UI_GETCLIENTSTATE:
		GetClientState( VMA(1) );
		return 0;		

	case UI_GETGLCONFIG:
		CL_GetGlconfig( VMA(1) );
		return 0;

	case UI_GETCONFIGSTRING:
		return GetConfigString( args[1], VMA(2), args[3] );

	case UI_LAN_LOADCACHEDSERVERS:
		LAN_LoadCachedServers();
		return 0;

	case UI_LAN_SAVECACHEDSERVERS:
		LAN_SaveServersToCache();
		return 0;

	case UI_LAN_ADDSERVER:
		return LAN_AddServer(args[1], VMA(2), VMA(3));

	case UI_LAN_REMOVESERVER:
		LAN_RemoveServer(args[1], VMA(2));
		return 0;

	case UI_LAN_GETPINGQUEUECOUNT:
		return LAN_GetPingQueueCount();

	case UI_LAN_CLEARPING:
		LAN_ClearPing( args[1] );
		return 0;

	case UI_LAN_GETPING:
		LAN_GetPing( args[1], VMA(2), args[3], VMA(4) );
		return 0;

	case UI_LAN_GETPINGINFO:
		LAN_GetPingInfo( args[1], VMA(2), args[3] );
		return 0;

	case UI_LAN_GETSERVERCOUNT:
		return LAN_GetServerCount(args[1]);

	case UI_LAN_GETSERVERADDRESSSTRING:
		LAN_GetServerAddressString( args[1], args[2], VMA(3), args[4] );
		return 0;

	case UI_LAN_GETSERVERINFO:
		LAN_GetServerInfo( args[1], args[2], VMA(3), args[4] );
		return 0;

	case UI_LAN_GETSERVERPING:
		return LAN_GetServerPing( args[1], args[2] );

	case UI_LAN_MARKSERVERVISIBLE:
		LAN_MarkServerVisible( args[1], args[2], args[3] );
		return 0;

	case UI_LAN_SERVERISVISIBLE:
		return LAN_ServerIsVisible( args[1], args[2] );

	case UI_LAN_UPDATEVISIBLEPINGS:
		return LAN_UpdateVisiblePings( args[1] );

	case UI_LAN_RESETPINGS:
		LAN_ResetPings( args[1] );
		return 0;

	case UI_LAN_SERVERSTATUS:
		return LAN_GetServerStatus( VMA(1), VMA(2), args[3] );

	case UI_LAN_COMPARESERVERS:
		return LAN_CompareServers( args[1], args[2], args[3], args[4], args[5] );

	case UI_MEMORY_REMAINING:
		return Hunk_MemoryRemaining();

	case UI_GET_CDKEY:
		CLUI_GetCDKey( VMA(1), args[2] );
		return 0;

	case UI_SET_CDKEY:
		CLUI_SetCDKey( VMA(1) );
		return 0;
	
	case UI_SET_PBCLSTATUS:
		return 0;	

	case UI_R_REGISTERFONT:
		re.RegisterFont( VMA(1), args[2], VMA(3));
		return 0;

	case UI_MEMSET:
		Com_Memset( VMA(1), args[2], args[3] );
		return 0;

	case UI_MEMCPY:
		Com_Memcpy( VMA(1), VMA(2), args[3] );
		return 0;

	case UI_STRNCPY:
		return (int)strncpy( VMA(1), VMA(2), args[3] );

	case UI_SIN:
		return FloatAsInt( sin( VMF(1) ) );

	case UI_COS:
		return FloatAsInt( cos( VMF(1) ) );

	case UI_ATAN2:
		return FloatAsInt( atan2( VMF(1), VMF(2) ) );

	case UI_SQRT:
		return FloatAsInt( sqrt( VMF(1) ) );

	case UI_FLOOR:
		return FloatAsInt( floor( VMF(1) ) );

	case UI_CEIL:
		return FloatAsInt( ceil( VMF(1) ) );

	case UI_PC_ADD_GLOBAL_DEFINE:
		return botlib_export->PC_AddGlobalDefine( VMA(1) );
	case UI_PC_LOAD_SOURCE:
		return botlib_export->PC_LoadSourceHandle( VMA(1) );
	case UI_PC_FREE_SOURCE:
		return botlib_export->PC_FreeSourceHandle( args[1] );
	case UI_PC_READ_TOKEN:
		return botlib_export->PC_ReadTokenHandle( args[1], VMA(2) );
	case UI_PC_SOURCE_FILE_AND_LINE:
		return botlib_export->PC_SourceFileAndLine( args[1], VMA(2), VMA(3) );

	case UI_S_STOPBACKGROUNDTRACK:
		S_StopBackgroundTrack();
		return 0;
	case UI_S_STARTBACKGROUNDTRACK:
		S_StartBackgroundTrack( VMA(1), VMA(2));
		return 0;

	case UI_REAL_TIME:
		return Com_RealTime( VMA(1) );

	case UI_CIN_PLAYCINEMATIC:
	  Com_DPrintf("UI_CIN_PlayCinematic\n");
	  return CIN_PlayCinematic(VMA(1), args[2], args[3], args[4], args[5], args[6]);

	case UI_CIN_STOPCINEMATIC:
	  return CIN_StopCinematic(args[1]);

	case UI_CIN_RUNCINEMATIC:
	  return CIN_RunCinematic(args[1]);

	case UI_CIN_DRAWCINEMATIC:
	  CIN_DrawCinematic(args[1]);
	  return 0;

	case UI_CIN_SETEXTENTS:
	  CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);
	  return 0;

	case UI_R_REMAP_SHADER:
		re.RemapShader( VMA(1), VMA(2), VMA(3) );
		return 0;

	case UI_VERIFY_CDKEY:
		return CL_CDKeyValidate(VMA(1), VMA(2));


		
	default:
		Com_Error( ERR_DROP, "Bad UI system trap: %i", args[0] );

	}

	return 0;
}

/*
====================
CL_ShutdownUI
====================
*/
void CL_ShutdownUI( void ) {
	cls.keyCatchers &= ~KEYCATCH_UI;
	cls.uiStarted = qfalse;
	if ( !uivm ) {
		return;
	}
	VM_Call( uivm, UI_SHUTDOWN );
	VM_Free( uivm );
	uivm = NULL;
}

/*
====================
CL_InitUI
====================
*/
#define UI_OLD_API_VERSION	4

void CL_InitUI( void ) {
	int		v;
	vmInterpret_t		interpret;

	// load the dll or bytecode
	if ( cl_connectedToPureServer != 0 ) {
		// if sv_pure is set we only allow qvms to be loaded
		interpret = VMI_COMPILED;
	}
	else {
		interpret = Cvar_VariableValue( "vm_ui" );
	}
	uivm = VM_Create( "ui", CL_UISystemCalls, interpret );
	if ( !uivm ) {
		Com_Error( ERR_FATAL, "VM_Create on UI failed" );
	}

	// sanity check
	v = VM_Call( uivm, UI_GETAPIVERSION );
	if (v == UI_OLD_API_VERSION) {
//		Com_Printf(S_COLOR_YELLOW "WARNING: loading old Quake III Arena User Interface version %d\n", v );
		// init for this gamestate
		VM_Call( uivm, UI_INIT, (cls.state >= CA_AUTHORIZING && cls.state < CA_ACTIVE));
	}
	else if (v != UI_API_VERSION) {
		Com_Error( ERR_DROP, "User Interface is version %d, expected %d", v, UI_API_VERSION );
		cls.uiStarted = qfalse;
	}
	else {
		// init for this gamestate
		VM_Call( uivm, UI_INIT, (cls.state >= CA_AUTHORIZING && cls.state < CA_ACTIVE) );
	}
}

qboolean UI_usesUniqueCDKey() {
	if (uivm) {
		return (VM_Call( uivm, UI_HASUNIQUECDKEY) == qtrue);
	} else {
		return qfalse;
	}
}

/*
====================
UI_GameCommand

See if the current console command is claimed by the ui
====================
*/
qboolean UI_GameCommand( void ) {
	if ( !uivm ) {
		return qfalse;
	}

	return VM_Call( uivm, UI_CONSOLE_COMMAND, cls.realtime );
}

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