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📄 ui_local.h

📁 quakeIII源码这个不用我多说吧
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extern void InGame_Cache( void );
extern void UI_InGameMenu(void);

//
// ui_confirm.c
//
extern void ConfirmMenu_Cache( void );
extern void UI_ConfirmMenu( const char *question, void (*draw)( void ), void (*action)( qboolean result ) );

//
// ui_setup.c
//
extern void UI_SetupMenu_Cache( void );
extern void UI_SetupMenu(void);

//
// ui_team.c
//
extern void UI_TeamMainMenu( void );
extern void TeamMain_Cache( void );

//
// ui_connect.c
//
extern void UI_DrawConnectScreen( qboolean overlay );

//
// ui_controls2.c
//
extern void UI_ControlsMenu( void );
extern void Controls_Cache( void );

//
// ui_demo2.c
//
extern void UI_DemosMenu( void );
extern void Demos_Cache( void );

//
// ui_cinematics.c
//
extern void UI_CinematicsMenu( void );
extern void UI_CinematicsMenu_f( void );
extern void UI_CinematicsMenu_Cache( void );

//
// ui_mods.c
//
extern void UI_ModsMenu( void );
extern void UI_ModsMenu_Cache( void );

//
// ui_cdkey.c
//
extern void UI_CDKeyMenu( void );
extern void UI_CDKeyMenu_Cache( void );
extern void UI_CDKeyMenu_f( void );

//
// ui_playermodel.c
//
extern void UI_PlayerModelMenu( void );
extern void PlayerModel_Cache( void );

//
// ui_playersettings.c
//
extern void UI_PlayerSettingsMenu( void );
extern void PlayerSettings_Cache( void );

//
// ui_preferences.c
//
extern void UI_PreferencesMenu( void );
extern void Preferences_Cache( void );

//
// ui_specifyleague.c
//
extern void UI_SpecifyLeagueMenu( void );
extern void SpecifyLeague_Cache( void );

//
// ui_specifyserver.c
//
extern void UI_SpecifyServerMenu( void );
extern void SpecifyServer_Cache( void );

//
// ui_servers2.c
//
#define MAX_FAVORITESERVERS 16

extern void UI_ArenaServersMenu( void );
extern void ArenaServers_Cache( void );

//
// ui_startserver.c
//
extern void UI_StartServerMenu( qboolean multiplayer );
extern void StartServer_Cache( void );
extern void ServerOptions_Cache( void );
extern void UI_BotSelectMenu( char *bot );
extern void UI_BotSelectMenu_Cache( void );

//
// ui_serverinfo.c
//
extern void UI_ServerInfoMenu( void );
extern void ServerInfo_Cache( void );

//
// ui_video.c
//
extern void UI_GraphicsOptionsMenu( void );
extern void GraphicsOptions_Cache( void );
extern void DriverInfo_Cache( void );

//
// ui_players.c
//

//FIXME ripped from cg_local.h
typedef struct {
	int			oldFrame;
	int			oldFrameTime;		// time when ->oldFrame was exactly on

	int			frame;
	int			frameTime;			// time when ->frame will be exactly on

	float		backlerp;

	float		yawAngle;
	qboolean	yawing;
	float		pitchAngle;
	qboolean	pitching;

	int			animationNumber;	// may include ANIM_TOGGLEBIT
	animation_t	*animation;
	int			animationTime;		// time when the first frame of the animation will be exact
} lerpFrame_t;

typedef struct {
	// model info
	qhandle_t		legsModel;
	qhandle_t		legsSkin;
	lerpFrame_t		legs;

	qhandle_t		torsoModel;
	qhandle_t		torsoSkin;
	lerpFrame_t		torso;

	qhandle_t		headModel;
	qhandle_t		headSkin;

	animation_t		animations[MAX_TOTALANIMATIONS];

	qhandle_t		weaponModel;
	qhandle_t		barrelModel;
	qhandle_t		flashModel;
	vec3_t			flashDlightColor;
	int				muzzleFlashTime;

	// currently in use drawing parms
	vec3_t			viewAngles;
	vec3_t			moveAngles;
	weapon_t		currentWeapon;
	int				legsAnim;
	int				torsoAnim;

	// animation vars
	weapon_t		weapon;
	weapon_t		lastWeapon;
	weapon_t		pendingWeapon;
	int				weaponTimer;
	int				pendingLegsAnim;
	int				torsoAnimationTimer;

	int				pendingTorsoAnim;
	int				legsAnimationTimer;

	qboolean		chat;
	qboolean		newModel;

	qboolean		barrelSpinning;
	float			barrelAngle;
	int				barrelTime;

	int				realWeapon;
} playerInfo_t;

void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int time );
void UI_PlayerInfo_SetModel( playerInfo_t *pi, const char *model, const char *headmodel, char *teamName );
void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_t viewAngles, vec3_t moveAngles, weapon_t weaponNum, qboolean chat );
qboolean UI_RegisterClientModelname( playerInfo_t *pi, const char *modelSkinName , const char *headName, const char *teamName);

//
// ui_atoms.c
//
// this is only used in the old ui, the new ui has it's own version
typedef struct {
	int					frametime;
	int					realtime;
	int					cursorx;
	int					cursory;
	glconfig_t 	glconfig;
	qboolean		debug;
	qhandle_t		whiteShader;
	qhandle_t		menuBackShader;
	qhandle_t		menuBackShader2;
	qhandle_t		menuBackNoLogoShader;
	qhandle_t		charset;
	qhandle_t		charsetProp;
	qhandle_t		charsetPropGlow;
	qhandle_t		charsetPropB;
	qhandle_t		cursor;
	qhandle_t		rb_on;
	qhandle_t		rb_off;
	float				scale;
	float				bias;
	qboolean		demoversion;
	qboolean		firstdraw;
} uiStatic_t;


// new ui stuff
#define UI_NUMFX 7
#define MAX_HEADS 64
#define MAX_ALIASES 64
#define MAX_HEADNAME  32
#define MAX_TEAMS 64
#define MAX_GAMETYPES 16
#define MAX_MAPS 128
#define MAX_SPMAPS 16
#define PLAYERS_PER_TEAM 5
#define MAX_PINGREQUESTS		32
#define MAX_ADDRESSLENGTH		64
#define MAX_HOSTNAMELENGTH		22
#define MAX_MAPNAMELENGTH		16
#define MAX_STATUSLENGTH		64
#define MAX_LISTBOXWIDTH		59
#define UI_FONT_THRESHOLD		0.1
#define MAX_DISPLAY_SERVERS		2048
#define MAX_SERVERSTATUS_LINES	128
#define MAX_SERVERSTATUS_TEXT	1024
#define MAX_FOUNDPLAYER_SERVERS	16
#define TEAM_MEMBERS 5
#define GAMES_ALL			0
#define GAMES_FFA			1
#define GAMES_TEAMPLAY		2
#define GAMES_TOURNEY		3
#define GAMES_CTF			4
#define MAPS_PER_TIER 3
#define MAX_TIERS 16
#define MAX_MODS 64
#define MAX_DEMOS 256
#define MAX_MOVIES 256
#define MAX_PLAYERMODELS 256


typedef struct {
  const char *name;
	const char *imageName;
  qhandle_t headImage;
	const char *base;
	qboolean active;
	int reference;
} characterInfo;

typedef struct {
	const char *name;
	const char *ai;
	const char *action;
} aliasInfo;

typedef struct {
  const char *teamName;
	const char *imageName;
	const char *teamMembers[TEAM_MEMBERS];
  qhandle_t teamIcon;
  qhandle_t teamIcon_Metal;
  qhandle_t teamIcon_Name;
	int cinematic;
} teamInfo;

typedef struct {
  const char *gameType;
  int gtEnum;
} gameTypeInfo;

typedef struct {
  const char *mapName;
  const char *mapLoadName;
	const char *imageName;
	const char *opponentName;
	int teamMembers;
  int typeBits;
	int cinematic;
	int timeToBeat[MAX_GAMETYPES];
	qhandle_t levelShot;
	qboolean active;
} mapInfo;

typedef struct {
	const char *tierName;
	const char *maps[MAPS_PER_TIER];
	int gameTypes[MAPS_PER_TIER];
	qhandle_t mapHandles[MAPS_PER_TIER];
} tierInfo;

typedef struct serverFilter_s {
	const char *description;
	const char *basedir;
} serverFilter_t;

typedef struct {
	char	adrstr[MAX_ADDRESSLENGTH];
	int		start;
} pinglist_t;


typedef struct serverStatus_s {
	pinglist_t pingList[MAX_PINGREQUESTS];
	int		numqueriedservers;
	int		currentping;
	int		nextpingtime;
	int		maxservers;
	int		refreshtime;
	int		numServers;
	int		sortKey;
	int		sortDir;
	int		lastCount;
	qboolean refreshActive;
	int		currentServer;
	int		displayServers[MAX_DISPLAY_SERVERS];
	int		numDisplayServers;
	int		numPlayersOnServers;
	int		nextDisplayRefresh;
	int		nextSortTime;
	qhandle_t currentServerPreview;
	int		currentServerCinematic;
	int		motdLen;
	int		motdWidth;
	int		motdPaintX;
	int		motdPaintX2;
	int		motdOffset;
	int		motdTime;
	char	motd[MAX_STRING_CHARS];
} serverStatus_t;


typedef struct {
	char		adrstr[MAX_ADDRESSLENGTH];
	char		name[MAX_ADDRESSLENGTH];
	int			startTime;
	int			serverNum;
	qboolean	valid;
} pendingServer_t;

typedef struct {
	int num;
	pendingServer_t server[MAX_SERVERSTATUSREQUESTS];
} pendingServerStatus_t;

typedef struct {
	char address[MAX_ADDRESSLENGTH];
	char *lines[MAX_SERVERSTATUS_LINES][4];
	char text[MAX_SERVERSTATUS_TEXT];
	char pings[MAX_CLIENTS * 3];
	int numLines;
} serverStatusInfo_t;

typedef struct {
	const char *modName;
	const char *modDescr;
} modInfo_t;


typedef struct {

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