Files
xash3d-fwgs/engine/client/vgui/vgui_draw.c

549 lines
16 KiB
C

/*
vgui_draw.c - vgui draw methods
Copyright (C) 2011 Uncle Mike
This program 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 3 of the License, or
(at your option) any later version.
This program 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.
*/
#include <string.h>
#include "common.h"
#include "client.h"
#include "vgui_draw.h"
#include "vgui_api.h"
#include "library.h"
#include "keydefs.h"
#include "ref_common.h"
#include "input.h"
#include "platform/platform.h"
CVAR_DEFINE_AUTO( vgui_utf8, "0", FCVAR_ARCHIVE, "enable utf-8 support for vgui text" );
static void GAME_EXPORT *VGUI_EngineMalloc( size_t size );
static void GAME_EXPORT VGUI_GetMousePos( int *, int * );
static void GAME_EXPORT VGUI_CursorSelect( VGUI_DefaultCursor );
static byte GAME_EXPORT VGUI_GetColor( int, int );
static int GAME_EXPORT VGUI_UtfProcessChar( int in );
static qboolean GAME_EXPORT VGUI_IsInGame( void );
static struct
{
qboolean initialized;
vgui_support_interface_t dllFuncs;
VGUI_DefaultCursor cursor;
HINSTANCE hInstance;
enum VGUI_KeyCode virtualKeyTrans[256];
} vgui =
{
false,
{ 0 }, // not initialized yet
-1
};
static void GAME_EXPORT *VGUI_EngineMalloc( size_t size )
{
return Z_Malloc( size );
}
static qboolean GAME_EXPORT VGUI_IsInGame( void )
{
return cls.state == ca_active && cls.key_dest == key_game;
}
static void GAME_EXPORT VGUI_GetMousePos( int *_x, int *_y )
{
float xscale = (float)refState.width / (float)clgame.scrInfo.iWidth;
float yscale = (float)refState.height / (float)clgame.scrInfo.iHeight;
int x, y;
Platform_GetMousePos( &x, &y );
*_x = x / xscale;
*_y = y / yscale;
}
static void GAME_EXPORT VGUI_CursorSelect( VGUI_DefaultCursor cursor )
{
if( vgui.cursor != cursor )
Platform_SetCursorType( cursor );
}
static byte GAME_EXPORT VGUI_GetColor( int i, int j )
{
return g_color_table[i][j];
}
static int GAME_EXPORT VGUI_UtfProcessChar( int in )
{
if( vgui_utf8.value )
return Con_UtfProcessCharForce( in );
return in;
}
qboolean VGui_IsActive( void )
{
return vgui.initialized;
}
static vgui_support_api_t gEngfuncs =
{
NULL, // VGUI_DrawInit,
NULL, // VGUI_DrawShutdown,
NULL, // VGUI_SetupDrawingText,
NULL, // VGUI_SetupDrawingRect,
NULL, // VGUI_SetupDrawingImage,
NULL, // VGUI_BindTexture,
NULL, // VGUI_EnableTexture,
NULL, // VGUI_CreateTexture,
NULL, // VGUI_UploadTexture,
NULL, // VGUI_UploadTextureBlock,
NULL, // VGUI_DrawQuad,
NULL, // VGUI_GetTextureSizes,
NULL, // VGUI_GenerateTexture,
VGUI_EngineMalloc,
VGUI_CursorSelect,
VGUI_GetColor,
VGUI_IsInGame,
Key_EnableTextInput,
VGUI_GetMousePos,
VGUI_UtfProcessChar,
Platform_GetClipboardText,
Platform_SetClipboardText,
Platform_GetKeyModifiers,
COM_LoadLibrary,
COM_FreeLibrary,
COM_GetProcAddress,
};
static void VGui_FillAPIFromRef( vgui_support_api_t *to, const ref_interface_t *from )
{
to->DrawInit = from->VGUI_DrawInit;
to->DrawShutdown = from->VGUI_DrawShutdown;
to->SetupDrawingText = from->VGUI_SetupDrawingText;
to->SetupDrawingRect = from->VGUI_SetupDrawingRect;
to->SetupDrawingImage = from->VGUI_SetupDrawingImage;
to->BindTexture = from->VGUI_BindTexture;
to->EnableTexture = from->VGUI_EnableTexture;
to->CreateTexture = from->VGUI_CreateTexture;
to->UploadTexture = from->VGUI_UploadTexture;
to->UploadTextureBlock = from->VGUI_UploadTextureBlock;
to->DrawQuad = from->VGUI_DrawQuad;
to->GetTextureSizes = from->VGUI_GetTextureSizes;
to->GenerateTexture = from->VGUI_GenerateTexture;
}
void VGui_RegisterCvars( void )
{
Cvar_RegisterVariable( &vgui_utf8 );
}
static HINSTANCE VGui_LoadSupportLibrary( void )
{
string vguiloader;
string vguilib;
HINSTANCE hInstance;
// HACKHACK: try to load path from custom path
// to support having different versions of VGUI
if( Sys_GetParmFromCmdLine( "-vguilib", vguilib ) && !COM_LoadLibrary( vguilib, false, false ))
{
Con_Reportf( S_WARN "VGUI preloading failed. Default library will be used! Reason: %s", COM_GetLibraryError());
}
if( !Sys_GetParmFromCmdLine( "-vguiloader", vguiloader ))
{
Q_strncpy( vguiloader, VGUI_SUPPORT_DLL, sizeof( vguiloader ));
}
hInstance = COM_LoadLibrary( vguiloader, false, false );
if( !hInstance )
{
if( FS_FileExists( vguiloader, false ))
Con_Reportf( S_ERROR "Failed to load vgui_support library: %s\n", COM_GetLibraryError() );
else Con_Reportf( "vgui_support: not found\n" );
}
return hInstance;
}
static qboolean VGui_ProbeNewAPI( HINSTANCE hInstance,
vgui_support_interface_t *iface, const vgui_support_api_t *api )
{
const int version = VGUI_SUPPORT_API_VERSION;
static vgui_support_api_t localapi;
VGUISUPPORTAPI F;
F = COM_GetProcAddress( hInstance, GET_VGUI_SUPPORT_API );
if( !F )
return false;
// keep local temporary copy, do not let vgui_support to mess up here
memcpy( &localapi, api, sizeof( localapi ));
if( F( version, iface, &localapi ) != version )
return false;
Con_Reportf( "vgui_support: initialized new API\n" );
return true;
}
static qboolean VGui_ProbeOldAPI( HINSTANCE hInstance,
vgui_support_interface_t *iface, const vgui_support_api_t *api,
qboolean client )
{
static legacy_vguiapi_t localapi;
LEGACY_VGUISUPPORTAPI F;
F = COM_GetProcAddress( hInstance, client ? LEGACY_CLIENT_GET_VGUI_SUPPORT_API : LEGACY_GET_VGUI_SUPPORT_API );
if( !F )
return false;
memset( &localapi, 0, sizeof( localapi ));
localapi.DrawInit = api->DrawInit;
localapi.DrawShutdown = api->DrawShutdown;
localapi.SetupDrawingText = api->SetupDrawingText;
localapi.SetupDrawingRect = api->SetupDrawingRect;
localapi.SetupDrawingImage = api->SetupDrawingImage;
localapi.BindTexture = api->BindTexture;
localapi.EnableTexture = api->EnableTexture;
localapi.CreateTexture = api->CreateTexture;
localapi.UploadTexture = api->UploadTexture;
localapi.UploadTextureBlock = api->UploadTextureBlock;
localapi.DrawQuad = api->DrawQuad;
localapi.GetTextureSizes = api->GetTextureSizes;
localapi.GenerateTexture = api->GenerateTexture;
localapi.EngineMalloc = api->EngineMalloc;
localapi.CursorSelect = api->CursorSelect;
localapi.GetColor = api->GetColor;
localapi.IsInGame = api->IsInGame;
localapi.EnableTextInput = api->EnableTextInput;
localapi.GetCursorPos = api->GetCursorPos;
localapi.ProcessUtfChar = api->ProcessUtfChar;
localapi.GetClipboardText = api->GetClipboardText;
localapi.SetClipboardText = api->SetClipboardText;
localapi.GetKeyModifiers = api->GetKeyModifiers;
F( &localapi );
localapi.initialized = true;
iface->Startup = localapi.Startup;
iface->Shutdown = localapi.Shutdown;
iface->GetPanel = localapi.GetPanel;
iface->Paint = localapi.Paint;
iface->Mouse = localapi.Mouse;
iface->Key = localapi.Key;
iface->MouseMove = localapi.MouseMove;
iface->TextInput = localapi.TextInput;
Con_Reportf( "vgui_support: initialized legacy API in %s module\n", client ? "client" : "support" );
return true;
}
qboolean VGui_LoadProgs( HINSTANCE hInstance )
{
LEGACY_VGUISUPPORTAPI F;
qboolean client = hInstance != NULL;
// not loading interface from client.dll, load vgui_support.dll instead
if( !client )
{
hInstance = vgui.hInstance = VGui_LoadSupportLibrary();
if( !hInstance )
return false;
}
// prepare api funcs
VGui_FillAPIFromRef( &gEngfuncs, &ref.dllFuncs );
// try new API first
if( !VGui_ProbeNewAPI( vgui.hInstance, &vgui.dllFuncs, &gEngfuncs ))
{
// try legacy API next
if( !VGui_ProbeOldAPI( vgui.hInstance, &vgui.dllFuncs, &gEngfuncs, client ))
{
Con_Reportf( S_ERROR "Failed to find VGUI support API entry point in %s module\n", client ? "client" : "support" );
return false;
}
}
vgui.initialized = true;
return true;
}
/*
================
VGui_Startup
================
*/
void VGui_Startup( HINSTANCE clientInstance, int width, int height )
{
// vgui not initialized from both support and client modules, skip
if( !vgui.initialized )
return;
height = Q_max( 480, height );
if( width <= 640 ) width = 640;
else if( width <= 800 ) width = 800;
else if( width <= 1024 ) width = 1024;
else if( width <= 1152 ) width = 1152;
else if( width <= 1280 ) width = 1280;
else if( width <= 1600 ) width = 1600;
if( !clientInstance )
{
if( vgui.dllFuncs.Startup )
vgui.dllFuncs.Startup( width, height );
}
else
{
if( vgui.dllFuncs.ClientStartup )
vgui.dllFuncs.ClientStartup( clientInstance, width, height );
}
}
/*
================
VGui_Shutdown
Unload vgui_support library and call VGui_Shutdown
================
*/
void VGui_Shutdown( void )
{
if( vgui.dllFuncs.Shutdown )
vgui.dllFuncs.Shutdown();
if( vgui.hInstance )
COM_FreeLibrary( vgui.hInstance );
vgui.hInstance = NULL;
vgui.initialized = false;
}
static void VGUI_InitKeyTranslationTable( void )
{
static qboolean initialized = false;
if( initialized ) return;
initialized = true;
// set virtual key translation table
memset( vgui.virtualKeyTrans, -1, sizeof( vgui.virtualKeyTrans ) );
// TODO: engine keys are not enough here!
// make crossplatform way to pass SDL keys here
vgui.virtualKeyTrans['0'] = KEY_0;
vgui.virtualKeyTrans['1'] = KEY_1;
vgui.virtualKeyTrans['2'] = KEY_2;
vgui.virtualKeyTrans['3'] = KEY_3;
vgui.virtualKeyTrans['4'] = KEY_4;
vgui.virtualKeyTrans['5'] = KEY_5;
vgui.virtualKeyTrans['6'] = KEY_6;
vgui.virtualKeyTrans['7'] = KEY_7;
vgui.virtualKeyTrans['8'] = KEY_8;
vgui.virtualKeyTrans['9'] = KEY_9;
vgui.virtualKeyTrans['A'] = vgui.virtualKeyTrans['a'] = KEY_A;
vgui.virtualKeyTrans['B'] = vgui.virtualKeyTrans['b'] = KEY_B;
vgui.virtualKeyTrans['C'] = vgui.virtualKeyTrans['c'] = KEY_C;
vgui.virtualKeyTrans['D'] = vgui.virtualKeyTrans['d'] = KEY_D;
vgui.virtualKeyTrans['E'] = vgui.virtualKeyTrans['e'] = KEY_E;
vgui.virtualKeyTrans['F'] = vgui.virtualKeyTrans['f'] = KEY_F;
vgui.virtualKeyTrans['G'] = vgui.virtualKeyTrans['g'] = KEY_G;
vgui.virtualKeyTrans['H'] = vgui.virtualKeyTrans['h'] = KEY_H;
vgui.virtualKeyTrans['I'] = vgui.virtualKeyTrans['i'] = KEY_I;
vgui.virtualKeyTrans['J'] = vgui.virtualKeyTrans['j'] = KEY_J;
vgui.virtualKeyTrans['K'] = vgui.virtualKeyTrans['k'] = KEY_K;
vgui.virtualKeyTrans['L'] = vgui.virtualKeyTrans['l'] = KEY_L;
vgui.virtualKeyTrans['M'] = vgui.virtualKeyTrans['m'] = KEY_M;
vgui.virtualKeyTrans['N'] = vgui.virtualKeyTrans['n'] = KEY_N;
vgui.virtualKeyTrans['O'] = vgui.virtualKeyTrans['o'] = KEY_O;
vgui.virtualKeyTrans['P'] = vgui.virtualKeyTrans['p'] = KEY_P;
vgui.virtualKeyTrans['Q'] = vgui.virtualKeyTrans['q'] = KEY_Q;
vgui.virtualKeyTrans['R'] = vgui.virtualKeyTrans['r'] = KEY_R;
vgui.virtualKeyTrans['S'] = vgui.virtualKeyTrans['s'] = KEY_S;
vgui.virtualKeyTrans['T'] = vgui.virtualKeyTrans['t'] = KEY_T;
vgui.virtualKeyTrans['U'] = vgui.virtualKeyTrans['u'] = KEY_U;
vgui.virtualKeyTrans['V'] = vgui.virtualKeyTrans['v'] = KEY_V;
vgui.virtualKeyTrans['W'] = vgui.virtualKeyTrans['w'] = KEY_W;
vgui.virtualKeyTrans['X'] = vgui.virtualKeyTrans['x'] = KEY_X;
vgui.virtualKeyTrans['Y'] = vgui.virtualKeyTrans['y'] = KEY_Y;
vgui.virtualKeyTrans['Z'] = vgui.virtualKeyTrans['z'] = KEY_Z;
vgui.virtualKeyTrans[K_KP_5 - 5] = KEY_PAD_0;
vgui.virtualKeyTrans[K_KP_5 - 4] = KEY_PAD_1;
vgui.virtualKeyTrans[K_KP_5 - 3] = KEY_PAD_2;
vgui.virtualKeyTrans[K_KP_5 - 2] = KEY_PAD_3;
vgui.virtualKeyTrans[K_KP_5 - 1] = KEY_PAD_4;
vgui.virtualKeyTrans[K_KP_5 - 0] = KEY_PAD_5;
vgui.virtualKeyTrans[K_KP_5 + 1] = KEY_PAD_6;
vgui.virtualKeyTrans[K_KP_5 + 2] = KEY_PAD_7;
vgui.virtualKeyTrans[K_KP_5 + 3] = KEY_PAD_8;
vgui.virtualKeyTrans[K_KP_5 + 4] = KEY_PAD_9;
vgui.virtualKeyTrans[K_KP_SLASH] = KEY_PAD_DIVIDE;
vgui.virtualKeyTrans['*'] = KEY_PAD_MULTIPLY;
vgui.virtualKeyTrans[K_KP_MINUS] = KEY_PAD_MINUS;
vgui.virtualKeyTrans[K_KP_PLUS] = KEY_PAD_PLUS;
vgui.virtualKeyTrans[K_KP_ENTER] = KEY_PAD_ENTER;
vgui.virtualKeyTrans[K_KP_NUMLOCK] = KEY_NUMLOCK;
vgui.virtualKeyTrans['['] = KEY_LBRACKET;
vgui.virtualKeyTrans[']'] = KEY_RBRACKET;
vgui.virtualKeyTrans[';'] = KEY_SEMICOLON;
vgui.virtualKeyTrans['`'] = KEY_BACKQUOTE;
vgui.virtualKeyTrans[','] = KEY_COMMA;
vgui.virtualKeyTrans['.'] = KEY_PERIOD;
vgui.virtualKeyTrans['-'] = KEY_MINUS;
vgui.virtualKeyTrans['='] = KEY_EQUAL;
vgui.virtualKeyTrans['/'] = KEY_SLASH;
vgui.virtualKeyTrans['\\'] = KEY_BACKSLASH;
vgui.virtualKeyTrans['\''] = KEY_APOSTROPHE;
vgui.virtualKeyTrans[K_TAB] = KEY_TAB;
vgui.virtualKeyTrans[K_ENTER] = KEY_ENTER;
vgui.virtualKeyTrans[K_SPACE] = KEY_SPACE;
vgui.virtualKeyTrans[K_CAPSLOCK] = KEY_CAPSLOCK;
vgui.virtualKeyTrans[K_BACKSPACE] = KEY_BACKSPACE;
vgui.virtualKeyTrans[K_ESCAPE] = KEY_ESCAPE;
vgui.virtualKeyTrans[K_INS] = KEY_INSERT;
vgui.virtualKeyTrans[K_DEL] = KEY_DELETE;
vgui.virtualKeyTrans[K_HOME] = KEY_HOME;
vgui.virtualKeyTrans[K_END] = KEY_END;
vgui.virtualKeyTrans[K_PGUP] = KEY_PAGEUP;
vgui.virtualKeyTrans[K_PGDN] = KEY_PAGEDOWN;
vgui.virtualKeyTrans[K_PAUSE] = KEY_BREAK;
vgui.virtualKeyTrans[K_SHIFT] = KEY_LSHIFT; // SHIFT -> left SHIFT
vgui.virtualKeyTrans[K_ALT] = KEY_LALT; // ALT -> left ALT
vgui.virtualKeyTrans[K_CTRL] = KEY_LCONTROL; // CTRL -> left CTRL
vgui.virtualKeyTrans[K_WIN] = KEY_LWIN;
vgui.virtualKeyTrans[K_UPARROW] = KEY_UP;
vgui.virtualKeyTrans[K_LEFTARROW] = KEY_LEFT;
vgui.virtualKeyTrans[K_DOWNARROW] = KEY_DOWN;
vgui.virtualKeyTrans[K_RIGHTARROW] = KEY_RIGHT;
vgui.virtualKeyTrans[K_F1] = KEY_F1;
vgui.virtualKeyTrans[K_F2] = KEY_F2;
vgui.virtualKeyTrans[K_F3] = KEY_F3;
vgui.virtualKeyTrans[K_F4] = KEY_F4;
vgui.virtualKeyTrans[K_F5] = KEY_F5;
vgui.virtualKeyTrans[K_F6] = KEY_F6;
vgui.virtualKeyTrans[K_F7] = KEY_F7;
vgui.virtualKeyTrans[K_F8] = KEY_F8;
vgui.virtualKeyTrans[K_F9] = KEY_F9;
vgui.virtualKeyTrans[K_F10] = KEY_F10;
vgui.virtualKeyTrans[K_F11] = KEY_F11;
vgui.virtualKeyTrans[K_F12] = KEY_F12;
}
static enum VGUI_KeyCode VGUI_MapKey( int keyCode )
{
VGUI_InitKeyTranslationTable();
if( keyCode >= 0 && keyCode < ARRAYSIZE( vgui.virtualKeyTrans ))
return vgui.virtualKeyTrans[keyCode];
return (enum VGUI_KeyCode)-1;
}
void VGui_MouseEvent( int key, int clicks )
{
enum VGUI_MouseAction mact;
enum VGUI_MouseCode code;
if( !vgui.dllFuncs.Mouse )
return;
switch( key )
{
case K_MOUSE1: code = MOUSE_LEFT; break;
case K_MOUSE2: code = MOUSE_RIGHT; break;
case K_MOUSE3: code = MOUSE_MIDDLE; break;
default: return;
}
if( clicks >= 2 )
mact = MA_DOUBLE;
else if( clicks == 1 )
mact = MA_PRESSED;
else
mact = MA_RELEASED;
vgui.dllFuncs.Mouse( mact, code );
}
void VGui_MWheelEvent( int y )
{
if( !vgui.dllFuncs.Mouse )
return;
vgui.dllFuncs.Mouse( MA_WHEEL, y );
}
void VGui_KeyEvent( int key, int down )
{
enum VGUI_KeyCode code;
if( !vgui.dllFuncs.Key )
return;
if(( code = VGUI_MapKey( key )) < 0 )
return;
if( down )
{
vgui.dllFuncs.Key( KA_PRESSED, code );
vgui.dllFuncs.Key( KA_TYPED, code );
}
else vgui.dllFuncs.Key( KA_RELEASED, code );
}
void VGui_MouseMove( int x, int y )
{
if( vgui.dllFuncs.MouseMove )
{
float xscale = (float)refState.width / (float)clgame.scrInfo.iWidth;
float yscale = (float)refState.height / (float)clgame.scrInfo.iHeight;
vgui.dllFuncs.MouseMove( x / xscale, y / yscale );
}
}
void VGui_Paint( void )
{
if( vgui.dllFuncs.Paint )
vgui.dllFuncs.Paint();
}
void VGui_UpdateInternalCursorState( VGUI_DefaultCursor cursorType )
{
vgui.cursor = cursorType;
}
void *GAME_EXPORT VGui_GetPanel( void )
{
if( vgui.dllFuncs.GetPanel )
return vgui.dllFuncs.GetPanel();
return NULL;
}
void VGui_ReportTextInput( const char *text )
{
if( vgui.dllFuncs.TextInput )
vgui.dllFuncs.TextInput( text );
}