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📄 ui_shared.h

📁 quakeIII源码这个不用我多说吧
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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.

This file is part of Quake III Arena source code.

Quake III Arena 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.

Quake III Arena 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/
#ifndef __UI_SHARED_H
#define __UI_SHARED_H


#include "../game/q_shared.h"
#include "../cgame/tr_types.h"
#include "keycodes.h"

#include "../../ui/menudef.h"

#define MAX_MENUNAME 32
#define MAX_ITEMTEXT 64
#define MAX_ITEMACTION 64
#define MAX_MENUDEFFILE 4096
#define MAX_MENUFILE 32768
#define MAX_MENUS 64
#define MAX_MENUITEMS 96
#define MAX_COLOR_RANGES 10
#define MAX_OPEN_MENUS 16

#define WINDOW_MOUSEOVER			0x00000001	// mouse is over it, non exclusive
#define WINDOW_HASFOCUS				0x00000002	// has cursor focus, exclusive
#define WINDOW_VISIBLE				0x00000004	// is visible
#define WINDOW_GREY						0x00000008	// is visible but grey ( non-active )
#define WINDOW_DECORATION			0x00000010	// for decoration only, no mouse, keyboard, etc.. 
#define WINDOW_FADINGOUT			0x00000020	// fading out, non-active
#define WINDOW_FADINGIN				0x00000040	// fading in
#define WINDOW_MOUSEOVERTEXT	0x00000080	// mouse is over it, non exclusive
#define WINDOW_INTRANSITION		0x00000100	// window is in transition
#define WINDOW_FORECOLORSET		0x00000200	// forecolor was explicitly set ( used to color alpha images or not )
#define WINDOW_HORIZONTAL			0x00000400	// for list boxes and sliders, vertical is default this is set of horizontal
#define WINDOW_LB_LEFTARROW		0x00000800	// mouse is over left/up arrow
#define WINDOW_LB_RIGHTARROW	0x00001000	// mouse is over right/down arrow
#define WINDOW_LB_THUMB				0x00002000	// mouse is over thumb
#define WINDOW_LB_PGUP				0x00004000	// mouse is over page up
#define WINDOW_LB_PGDN				0x00008000	// mouse is over page down
#define WINDOW_ORBITING				0x00010000	// item is in orbit
#define WINDOW_OOB_CLICK			0x00020000	// close on out of bounds click
#define WINDOW_WRAPPED				0x00040000	// manually wrap text
#define WINDOW_AUTOWRAPPED			0x00080000	// auto wrap text
#define WINDOW_FORCED					0x00100000	// forced open
#define WINDOW_POPUP					0x00200000	// popup
#define WINDOW_BACKCOLORSET		0x00400000	// backcolor was explicitly set 
#define WINDOW_TIMEDVISIBLE		0x00800000	// visibility timing ( NOT implemented )


// CGAME cursor type bits
#define CURSOR_NONE					0x00000001
#define CURSOR_ARROW				0x00000002
#define CURSOR_SIZER				0x00000004

#ifdef CGAME
#define STRING_POOL_SIZE 128*1024
#else
#define STRING_POOL_SIZE 384*1024
#endif
#define MAX_STRING_HANDLES 4096

#define MAX_SCRIPT_ARGS 12
#define MAX_EDITFIELD 256

#define ART_FX_BASE			"menu/art/fx_base"
#define ART_FX_BLUE			"menu/art/fx_blue"
#define ART_FX_CYAN			"menu/art/fx_cyan"
#define ART_FX_GREEN		"menu/art/fx_grn"
#define ART_FX_RED			"menu/art/fx_red"
#define ART_FX_TEAL			"menu/art/fx_teal"
#define ART_FX_WHITE		"menu/art/fx_white"
#define ART_FX_YELLOW		"menu/art/fx_yel"

#define ASSET_GRADIENTBAR "ui/assets/gradientbar2.tga"
#define ASSET_SCROLLBAR             "ui/assets/scrollbar.tga"
#define ASSET_SCROLLBAR_ARROWDOWN   "ui/assets/scrollbar_arrow_dwn_a.tga"
#define ASSET_SCROLLBAR_ARROWUP     "ui/assets/scrollbar_arrow_up_a.tga"
#define ASSET_SCROLLBAR_ARROWLEFT   "ui/assets/scrollbar_arrow_left.tga"
#define ASSET_SCROLLBAR_ARROWRIGHT  "ui/assets/scrollbar_arrow_right.tga"
#define ASSET_SCROLL_THUMB          "ui/assets/scrollbar_thumb.tga"
#define ASSET_SLIDER_BAR						"ui/assets/slider2.tga"
#define ASSET_SLIDER_THUMB					"ui/assets/sliderbutt_1.tga"
#define SCROLLBAR_SIZE 16.0
#define SLIDER_WIDTH 96.0
#define SLIDER_HEIGHT 16.0
#define SLIDER_THUMB_WIDTH 12.0
#define SLIDER_THUMB_HEIGHT 20.0
#define	NUM_CROSSHAIRS			10

typedef struct {
  const char *command;
  const char *args[MAX_SCRIPT_ARGS];
} scriptDef_t;


typedef struct {
  float x;    // horiz position
  float y;    // vert position
  float w;    // width
  float h;    // height;
} rectDef_t;

typedef rectDef_t Rectangle;

// FIXME: do something to separate text vs window stuff
typedef struct {
  Rectangle rect;                 // client coord rectangle
  Rectangle rectClient;           // screen coord rectangle
  const char *name;               //
  const char *group;              // if it belongs to a group
  const char *cinematicName;		  // cinematic name
  int cinematic;								  // cinematic handle
  int style;                      //
  int border;                     //
  int ownerDraw;									// ownerDraw style
	int ownerDrawFlags;							// show flags for ownerdraw items
  float borderSize;               // 
  int flags;                      // visible, focus, mouseover, cursor
  Rectangle rectEffects;          // for various effects
  Rectangle rectEffects2;         // for various effects
  int offsetTime;                 // time based value for various effects
  int nextTime;                   // time next effect should cycle
  vec4_t foreColor;               // text color
  vec4_t backColor;               // border color
  vec4_t borderColor;             // border color
  vec4_t outlineColor;            // border color
  qhandle_t background;           // background asset  
} windowDef_t;

typedef windowDef_t Window;

typedef struct {
	vec4_t	color;
	float		low;
	float		high;
} colorRangeDef_t;

// FIXME: combine flags into bitfields to save space
// FIXME: consolidate all of the common stuff in one structure for menus and items
// THINKABOUTME: is there any compelling reason not to have items contain items
// and do away with a menu per say.. major issue is not being able to dynamically allocate 
// and destroy stuff.. Another point to consider is adding an alloc free call for vm's and have 
// the engine just allocate the pool for it based on a cvar
// many of the vars are re-used for different item types, as such they are not always named appropriately
// the benefits of c++ in DOOM will greatly help crap like this
// FIXME: need to put a type ptr that points to specific type info per type
// 
#define MAX_LB_COLUMNS 16

typedef struct columnInfo_s {
	int pos;
	int width;
	int maxChars;
} columnInfo_t;

typedef struct listBoxDef_s {
	int startPos;
	int endPos;
	int drawPadding;
	int cursorPos;
	float elementWidth;
	float elementHeight;
	int elementStyle;
	int numColumns;
	columnInfo_t columnInfo[MAX_LB_COLUMNS];
	const char *doubleClick;
	qboolean notselectable;
} listBoxDef_t;

typedef struct editFieldDef_s {
  float minVal;                  //	edit field limits
  float maxVal;                  //
  float defVal;                  //
	float range;									 // 
  int maxChars;                  // for edit fields
  int maxPaintChars;             // for edit fields
	int paintOffset;							 // 
} editFieldDef_t;

#define MAX_MULTI_CVARS 32

typedef struct multiDef_s {
	const char *cvarList[MAX_MULTI_CVARS];
	const char *cvarStr[MAX_MULTI_CVARS];
	float cvarValue[MAX_MULTI_CVARS];
	int count;
	qboolean strDef;
} multiDef_t;

typedef struct modelDef_s {
	int angle;
	vec3_t origin;
	float fov_x;
	float fov_y;
	int rotationSpeed;
} modelDef_t;

#define CVAR_ENABLE		0x00000001
#define CVAR_DISABLE	0x00000002
#define CVAR_SHOW			0x00000004
#define CVAR_HIDE			0x00000008

typedef struct itemDef_s {
  Window window;                 // common positional, border, style, layout info
  Rectangle textRect;            // rectangle the text ( if any ) consumes     
  int type;                      // text, button, radiobutton, checkbox, textfield, listbox, combo
  int alignment;                 // left center right
  int textalignment;             // ( optional ) alignment for text within rect based on text width

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