📄 ui_local.h
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displayContextDef_t uiDC;
int newHighScoreTime;
int newBestTime;
int showPostGameTime;
qboolean newHighScore;
qboolean demoAvailable;
qboolean soundHighScore;
int characterCount;
int botIndex;
characterInfo characterList[MAX_HEADS];
int aliasCount;
aliasInfo aliasList[MAX_ALIASES];
int teamCount;
teamInfo teamList[MAX_TEAMS];
int numGameTypes;
gameTypeInfo gameTypes[MAX_GAMETYPES];
int numJoinGameTypes;
gameTypeInfo joinGameTypes[MAX_GAMETYPES];
int redBlue;
int playerCount;
int myTeamCount;
int teamIndex;
int playerRefresh;
int playerIndex;
int playerNumber;
qboolean teamLeader;
char playerNames[MAX_CLIENTS][MAX_NAME_LENGTH];
char teamNames[MAX_CLIENTS][MAX_NAME_LENGTH];
int teamClientNums[MAX_CLIENTS];
int mapCount;
mapInfo mapList[MAX_MAPS];
int tierCount;
tierInfo tierList[MAX_TIERS];
int skillIndex;
modInfo_t modList[MAX_MODS];
int modCount;
int modIndex;
const char *demoList[MAX_DEMOS];
int demoCount;
int demoIndex;
const char *movieList[MAX_MOVIES];
int movieCount;
int movieIndex;
int previewMovie;
serverStatus_t serverStatus;
// for the showing the status of a server
char serverStatusAddress[MAX_ADDRESSLENGTH];
serverStatusInfo_t serverStatusInfo;
int nextServerStatusRefresh;
// to retrieve the status of server to find a player
pendingServerStatus_t pendingServerStatus;
char findPlayerName[MAX_STRING_CHARS];
char foundPlayerServerAddresses[MAX_FOUNDPLAYER_SERVERS][MAX_ADDRESSLENGTH];
char foundPlayerServerNames[MAX_FOUNDPLAYER_SERVERS][MAX_ADDRESSLENGTH];
int currentFoundPlayerServer;
int numFoundPlayerServers;
int nextFindPlayerRefresh;
int currentCrosshair;
int startPostGameTime;
sfxHandle_t newHighScoreSound;
int q3HeadCount;
char q3HeadNames[MAX_PLAYERMODELS][64];
qhandle_t q3HeadIcons[MAX_PLAYERMODELS];
int q3SelectedHead;
int effectsColor;
qboolean inGameLoad;
} uiInfo_t;
extern uiInfo_t uiInfo;
extern void UI_Init( void );
extern void UI_Shutdown( void );
extern void UI_KeyEvent( int key );
extern void UI_MouseEvent( int dx, int dy );
extern void UI_Refresh( int realtime );
extern qboolean UI_ConsoleCommand( int realTime );
extern float UI_ClampCvar( float min, float max, float value );
extern void UI_DrawNamedPic( float x, float y, float width, float height, const char *picname );
extern void UI_DrawHandlePic( float x, float y, float w, float h, qhandle_t hShader );
extern void UI_FillRect( float x, float y, float width, float height, const float *color );
extern void UI_DrawRect( float x, float y, float width, float height, const float *color );
extern void UI_DrawTopBottom(float x, float y, float w, float h);
extern void UI_DrawSides(float x, float y, float w, float h);
extern void UI_UpdateScreen( void );
extern void UI_SetColor( const float *rgba );
extern void UI_LerpColor(vec4_t a, vec4_t b, vec4_t c, float t);
extern void UI_DrawBannerString( int x, int y, const char* str, int style, vec4_t color );
extern float UI_ProportionalSizeScale( int style );
extern void UI_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color );
extern int UI_ProportionalStringWidth( const char* str );
extern void UI_DrawString( int x, int y, const char* str, int style, vec4_t color );
extern void UI_DrawChar( int x, int y, int ch, int style, vec4_t color );
extern qboolean UI_CursorInRect (int x, int y, int width, int height);
extern void UI_AdjustFrom640( float *x, float *y, float *w, float *h );
extern void UI_DrawTextBox (int x, int y, int width, int lines);
extern qboolean UI_IsFullscreen( void );
extern void UI_SetActiveMenu( uiMenuCommand_t menu );
extern void UI_PushMenu ( menuframework_s *menu );
extern void UI_PopMenu (void);
extern void UI_ForceMenuOff (void);
extern char *UI_Argv( int arg );
extern char *UI_Cvar_VariableString( const char *var_name );
extern void UI_Refresh( int time );
extern void UI_KeyEvent( int key );
extern void UI_StartDemoLoop( void );
extern qboolean m_entersound;
void UI_LoadBestScores(const char *map, int game);
extern uiStatic_t uis;
//
// ui_spLevel.c
//
void UI_SPLevelMenu_Cache( void );
void UI_SPLevelMenu( void );
void UI_SPLevelMenu_f( void );
void UI_SPLevelMenu_ReInit( void );
//
// ui_spArena.c
//
void UI_SPArena_Start( const char *arenaInfo );
//
// ui_spPostgame.c
//
void UI_SPPostgameMenu_Cache( void );
void UI_SPPostgameMenu_f( void );
//
// ui_spSkill.c
//
void UI_SPSkillMenu( const char *arenaInfo );
void UI_SPSkillMenu_Cache( void );
//
// ui_syscalls.c
//
void trap_Print( const char *string );
void trap_Error( const char *string );
int trap_Milliseconds( void );
void trap_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
void trap_Cvar_Update( vmCvar_t *vmCvar );
void trap_Cvar_Set( const char *var_name, const char *value );
float trap_Cvar_VariableValue( const char *var_name );
void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
void trap_Cvar_SetValue( const char *var_name, float value );
void trap_Cvar_Reset( const char *name );
void trap_Cvar_Create( const char *var_name, const char *var_value, int flags );
void trap_Cvar_InfoStringBuffer( int bit, char *buffer, int bufsize );
int trap_Argc( void );
void trap_Argv( int n, char *buffer, int bufferLength );
void trap_Cmd_ExecuteText( int exec_when, const char *text ); // don't use EXEC_NOW!
int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
void trap_FS_Read( void *buffer, int len, fileHandle_t f );
void trap_FS_Write( const void *buffer, int len, fileHandle_t f );
void trap_FS_FCloseFile( fileHandle_t f );
int trap_FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize );
int trap_FS_Seek( fileHandle_t f, long offset, int origin ); // fsOrigin_t
qhandle_t trap_R_RegisterModel( const char *name );
qhandle_t trap_R_RegisterSkin( const char *name );
qhandle_t trap_R_RegisterShaderNoMip( const char *name );
void trap_R_ClearScene( void );
void trap_R_AddRefEntityToScene( const refEntity_t *re );
void trap_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts );
void trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b );
void trap_R_RenderScene( const refdef_t *fd );
void trap_R_SetColor( const float *rgba );
void trap_R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader );
void trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs );
void trap_UpdateScreen( void );
int trap_CM_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame, float frac, const char *tagName );
void trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum );
sfxHandle_t trap_S_RegisterSound( const char *sample, qboolean compressed );
void trap_Key_KeynumToStringBuf( int keynum, char *buf, int buflen );
void trap_Key_GetBindingBuf( int keynum, char *buf, int buflen );
void trap_Key_SetBinding( int keynum, const char *binding );
qboolean trap_Key_IsDown( int keynum );
qboolean trap_Key_GetOverstrikeMode( void );
void trap_Key_SetOverstrikeMode( qboolean state );
void trap_Key_ClearStates( void );
int trap_Key_GetCatcher( void );
void trap_Key_SetCatcher( int catcher );
void trap_GetClipboardData( char *buf, int bufsize );
void trap_GetClientState( uiClientState_t *state );
void trap_GetGlconfig( glconfig_t *glconfig );
int trap_GetConfigString( int index, char* buff, int buffsize );
int trap_LAN_GetServerCount( int source );
void trap_LAN_GetServerAddressString( int source, int n, char *buf, int buflen );
void trap_LAN_GetServerInfo( int source, int n, char *buf, int buflen );
int trap_LAN_GetServerPing( int source, int n );
int trap_LAN_GetPingQueueCount( void );
void trap_LAN_ClearPing( int n );
void trap_LAN_GetPing( int n, char *buf, int buflen, int *pingtime );
void trap_LAN_GetPingInfo( int n, char *buf, int buflen );
void trap_LAN_LoadCachedServers();
void trap_LAN_SaveCachedServers();
void trap_LAN_MarkServerVisible(int source, int n, qboolean visible);
int trap_LAN_ServerIsVisible( int source, int n);
qboolean trap_LAN_UpdateVisiblePings( int source );
int trap_LAN_AddServer(int source, const char *name, const char *addr);
void trap_LAN_RemoveServer(int source, const char *addr);
void trap_LAN_ResetPings(int n);
int trap_LAN_ServerStatus( const char *serverAddress, char *serverStatus, int maxLen );
int trap_LAN_CompareServers( int source, int sortKey, int sortDir, int s1, int s2 );
int trap_MemoryRemaining( void );
void trap_GetCDKey( char *buf, int buflen );
void trap_SetCDKey( char *buf );
void trap_R_RegisterFont(const char *pFontname, int pointSize, fontInfo_t *font);
void trap_S_StopBackgroundTrack( void );
void trap_S_StartBackgroundTrack( const char *intro, const char *loop);
int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits);
e_status trap_CIN_StopCinematic(int handle);
e_status trap_CIN_RunCinematic (int handle);
void trap_CIN_DrawCinematic (int handle);
void trap_CIN_SetExtents (int handle, int x, int y, int w, int h);
int trap_RealTime(qtime_t *qtime);
void trap_R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset );
qboolean trap_VerifyCDKey( const char *key, const char *chksum);
void trap_SetPbClStatus( int status );
//
// ui_addbots.c
//
void UI_AddBots_Cache( void );
void UI_AddBotsMenu( void );
//
// ui_removebots.c
//
void UI_RemoveBots_Cache( void );
void UI_RemoveBotsMenu( void );
//
// ui_teamorders.c
//
extern void UI_TeamOrdersMenu( void );
extern void UI_TeamOrdersMenu_f( void );
extern void UI_TeamOrdersMenu_Cache( void );
//
// ui_loadconfig.c
//
void UI_LoadConfig_Cache( void );
void UI_LoadConfigMenu( void );
//
// ui_saveconfig.c
//
void UI_SaveConfigMenu_Cache( void );
void UI_SaveConfigMenu( void );
//
// ui_display.c
//
void UI_DisplayOptionsMenu_Cache( void );
void UI_DisplayOptionsMenu( void );
//
// ui_sound.c
//
void UI_SoundOptionsMenu_Cache( void );
void UI_SoundOptionsMenu( void );
//
// ui_network.c
//
void UI_NetworkOptionsMenu_Cache( void );
void UI_NetworkOptionsMenu( void );
//
// ui_gameinfo.c
//
typedef enum {
AWARD_ACCURACY,
AWARD_IMPRESSIVE,
AWARD_EXCELLENT,
AWARD_GAUNTLET,
AWARD_FRAGS,
AWARD_PERFECT
} awardType_t;
const char *UI_GetArenaInfoByNumber( int num );
const char *UI_GetArenaInfoByMap( const char *map );
const char *UI_GetSpecialArenaInfo( const char *tag );
int UI_GetNumArenas( void );
int UI_GetNumSPArenas( void );
int UI_GetNumSPTiers( void );
char *UI_GetBotInfoByNumber( int num );
char *UI_GetBotInfoByName( const char *name );
int UI_GetNumBots( void );
void UI_LoadBots( void );
char *UI_GetBotNameByNumber( int num );
void UI_GetBestScore( int level, int *score, int *skill );
void UI_SetBestScore( int level, int score );
int UI_TierCompleted( int levelWon );
qboolean UI_ShowTierVideo( int tier );
qboolean UI_CanShowTierVideo( int tier );
int UI_GetCurrentGame( void );
void UI_NewGame( void );
void UI_LogAwardData( int award, int data );
int UI_GetAwardLevel( int award );
void UI_SPUnlock_f( void );
void UI_SPUnlockMedals_f( void );
void UI_InitGameinfo( void );
//
// ui_login.c
//
void Login_Cache( void );
void UI_LoginMenu( void );
//
// ui_signup.c
//
void Signup_Cache( void );
void UI_SignupMenu( void );
//
// ui_rankstatus.c
//
void RankStatus_Cache( void );
void UI_RankStatusMenu( void );
// new ui
#define ASSET_BACKGROUND "uiBackground"
// for tracking sp game info in Team Arena
typedef struct postGameInfo_s {
int score;
int redScore;
int blueScore;
int perfects;
int accuracy;
int impressives;
int excellents;
int defends;
int assists;
int gauntlets;
int captures;
int time;
int timeBonus;
int shutoutBonus;
int skillBonus;
int baseScore;
} postGameInfo_t;
#endif
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