mirror of
https://github.com/w23/xash3d-fwgs
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550 lines
15 KiB
C
550 lines
15 KiB
C
/*
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vgui_draw.c - vgui draw methods
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Copyright (C) 2011 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#ifndef XASH_DEDICATED
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#include <string.h>
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#include "common.h"
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#include "client.h"
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#include "vgui_draw.h"
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#include "vgui_api.h"
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#include "library.h"
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#include "keydefs.h"
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#include "ref_common.h"
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#ifdef XASH_SDL
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#include <SDL_events.h>
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static SDL_Cursor* s_pDefaultCursor[20];
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#endif
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#include "platform/platform.h"
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static enum VGUI_KeyCode s_pVirtualKeyTrans[256];
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static enum VGUI_DefaultCursor s_currentCursor;
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static HINSTANCE s_pVGuiSupport; // vgui_support library
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static convar_t *vgui_utf8 = NULL;
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// Helper functions for vgui backend
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/*void VGUI_HideCursor( void )
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{
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host.mouse_visible = false;
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SDL_HideCursor();
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}
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void VGUI_ShowCursor( void )
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{
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host.mouse_visible = true;
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SDL_ShowCursor();
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}*/
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void GAME_EXPORT *VGUI_EngineMalloc(size_t size)
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{
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return Z_Malloc( size );
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}
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qboolean GAME_EXPORT VGUI_IsInGame( void )
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{
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return cls.state == ca_active && cls.key_dest == key_game;
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}
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void GAME_EXPORT VGUI_GetMousePos( int *_x, int *_y )
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{
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float xscale = (float)refState.width / (float)clgame.scrInfo.iWidth;
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float yscale = (float)refState.height / (float)clgame.scrInfo.iHeight;
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int x, y;
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Platform_GetMousePos( &x, &y );
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*_x = x / xscale, *_y = y / yscale;
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}
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void VGUI_InitCursors( void )
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{
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// load up all default cursors
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#ifdef XASH_SDL
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s_pDefaultCursor[dc_none] = NULL;
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s_pDefaultCursor[dc_arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
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s_pDefaultCursor[dc_ibeam] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
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s_pDefaultCursor[dc_hourglass]= SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT);
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s_pDefaultCursor[dc_crosshair]= SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_CROSSHAIR);
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s_pDefaultCursor[dc_up] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
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s_pDefaultCursor[dc_sizenwse] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
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s_pDefaultCursor[dc_sizenesw] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
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s_pDefaultCursor[dc_sizewe] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
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s_pDefaultCursor[dc_sizens] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
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s_pDefaultCursor[dc_sizeall] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
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s_pDefaultCursor[dc_no] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
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s_pDefaultCursor[dc_hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
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//host.mouse_visible = true;
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SDL_SetCursor( s_pDefaultCursor[dc_arrow] );
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#endif
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}
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void GAME_EXPORT VGUI_CursorSelect(enum VGUI_DefaultCursor cursor )
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{
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qboolean visible;
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if( cls.key_dest != key_game || cl.paused )
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return;
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switch( cursor )
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{
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case dc_user:
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case dc_none:
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visible = false;
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break;
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default:
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visible = true;
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break;
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}
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#ifdef XASH_SDL
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if( host.mouse_visible )
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{
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SDL_SetRelativeMouseMode( SDL_FALSE );
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SDL_SetCursor( s_pDefaultCursor[cursor] );
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SDL_ShowCursor( true );
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}
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else
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{
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SDL_ShowCursor( false );
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if( host.mouse_visible )
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SDL_GetRelativeMouseState( NULL, NULL );
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}
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//SDL_SetRelativeMouseMode(false);
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#endif
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if( s_currentCursor == cursor )
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return;
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s_currentCursor = cursor;
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host.mouse_visible = visible;
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}
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byte GAME_EXPORT VGUI_GetColor( int i, int j)
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{
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return g_color_table[i][j];
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}
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// Define and initialize vgui API
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void GAME_EXPORT VGUI_SetVisible( qboolean state )
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{
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host.mouse_visible=state;
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#ifdef XASH_SDL
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SDL_ShowCursor( state );
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if( !state )
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SDL_GetRelativeMouseState( NULL, NULL );
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#endif
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Key_EnableTextInput( state, true );
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}
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int GAME_EXPORT VGUI_UtfProcessChar( int in )
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{
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if( CVAR_TO_BOOL( vgui_utf8 ) )
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return Con_UtfProcessCharForce( in );
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else
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return in;
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}
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vguiapi_t vgui =
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{
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false, // Not initialized yet
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NULL, // VGUI_DrawInit,
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NULL, // VGUI_DrawShutdown,
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NULL, // VGUI_SetupDrawingText,
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NULL, // VGUI_SetupDrawingRect,
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NULL, // VGUI_SetupDrawingImage,
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NULL, // VGUI_BindTexture,
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NULL, // VGUI_EnableTexture,
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NULL, // VGUI_CreateTexture,
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NULL, // VGUI_UploadTexture,
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NULL, // VGUI_UploadTextureBlock,
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NULL, // VGUI_DrawQuad,
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NULL, // VGUI_GetTextureSizes,
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NULL, // VGUI_GenerateTexture,
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VGUI_EngineMalloc,
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/* VGUI_ShowCursor,
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VGUI_HideCursor,*/
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VGUI_CursorSelect,
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VGUI_GetColor,
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VGUI_IsInGame,
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VGUI_SetVisible,
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VGUI_GetMousePos,
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VGUI_UtfProcessChar,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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};
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qboolean VGui_IsActive( void )
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{
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return vgui.initialized;
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}
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void VGui_FillAPIFromRef( vguiapi_t *to, const ref_interface_t *from )
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{
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to->DrawInit = from->VGUI_DrawInit;
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to->DrawShutdown = from->VGUI_DrawShutdown;
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to->SetupDrawingText = from->VGUI_SetupDrawingText;
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to->SetupDrawingRect = from->VGUI_SetupDrawingRect;
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to->SetupDrawingImage = from->VGUI_SetupDrawingImage;
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to->BindTexture = from->VGUI_BindTexture;
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to->EnableTexture = from->VGUI_EnableTexture;
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to->CreateTexture = from->VGUI_CreateTexture;
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to->UploadTexture = from->VGUI_UploadTexture;
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to->UploadTextureBlock = from->VGUI_UploadTextureBlock;
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to->DrawQuad = from->VGUI_DrawQuad;
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to->GetTextureSizes = from->VGUI_GetTextureSizes;
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to->GenerateTexture = from->VGUI_GenerateTexture;
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}
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/*
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================
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VGui_Startup
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Load vgui_support library and call VGui_Startup
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================
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*/
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void VGui_Startup( const char *clientlib, int width, int height )
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{
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static qboolean failed = false;
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void (*F) ( vguiapi_t * );
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char vguiloader[256];
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char vguilib[256];
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vguiloader[0] = vguilib[0] = '\0';
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if( failed )
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return;
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if( !vgui.initialized )
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{
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vgui_utf8 = Cvar_Get( "vgui_utf8", "0", FCVAR_ARCHIVE, "enable utf-8 support for vgui text" );
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VGui_FillAPIFromRef( &vgui, &ref.dllFuncs );
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#ifdef XASH_INTERNAL_GAMELIBS
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s_pVGuiSupport = COM_LoadLibrary( clientlib, false, false );
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if( s_pVGuiSupport )
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{
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F = COM_GetProcAddress( s_pVGuiSupport, "InitVGUISupportAPI" );
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if( F )
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{
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F( &vgui );
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vgui.initialized = true;
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VGUI_InitCursors();
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Con_Reportf( "vgui_support: found interal client support\n" );
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}
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}
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#endif // XASH_INTERNAL_GAMELIBS
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// HACKHACK: load vgui with correct path first if specified.
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// it will be reused while resolving vgui support and client deps
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if( Sys_GetParmFromCmdLine( "-vguilib", vguilib ) )
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{
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if( Q_strstr( vguilib, ".dll") )
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Q_strncpy( vguiloader, "vgui_support.dll", 256 );
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else
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Q_strncpy( vguiloader, VGUI_SUPPORT_DLL, 256 );
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if( !COM_LoadLibrary( vguilib, false, false ) )
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Con_Reportf( S_WARN "VGUI preloading failed. Default library will be used! Reason: %s\n", COM_GetLibraryError());
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}
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if( Q_strstr( clientlib, ".dll" ) )
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Q_strncpy( vguiloader, "vgui_support.dll", 256 );
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if( !vguiloader[0] && !Sys_GetParmFromCmdLine( "-vguiloader", vguiloader ) )
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Q_strncpy( vguiloader, VGUI_SUPPORT_DLL, 256 );
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s_pVGuiSupport = COM_LoadLibrary( vguiloader, false, false );
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if( !s_pVGuiSupport )
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{
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s_pVGuiSupport = COM_LoadLibrary( va( "../%s", vguiloader ), false, false );
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}
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if( !s_pVGuiSupport )
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{
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if( FS_FileExists( vguiloader, false ) )
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Con_Reportf( S_ERROR "Failed to load vgui_support library: %s", COM_GetLibraryError() );
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else
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Con_Reportf( "vgui_support: not found\n" );
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}
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else
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{
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F = COM_GetProcAddress( s_pVGuiSupport, "InitAPI" );
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if( F )
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{
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F( &vgui );
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vgui.initialized = true;
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VGUI_InitCursors();
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}
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else
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Con_Reportf( S_ERROR "Failed to find vgui_support library entry point!\n" );
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}
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}
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if( height < 480 )
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height = 480;
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if( width <= 640 )
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width = 640;
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else if( width <= 800 )
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width = 800;
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else if( width <= 1024 )
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width = 1024;
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else if( width <= 1152 )
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width = 1152;
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else if( width <= 1280 )
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width = 1280;
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else if( width <= 1600 )
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width = 1600;
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#ifdef DLL_LOADER
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else if ( Q_strstr( vguiloader, ".dll" ) )
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width = 1600;
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#endif
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if( vgui.initialized )
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{
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//host.mouse_visible = true;
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vgui.Startup( width, height );
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}
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else failed = true;
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}
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/*
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================
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VGui_Shutdown
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Unload vgui_support library and call VGui_Shutdown
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================
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*/
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void VGui_Shutdown( void )
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{
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if( vgui.Shutdown )
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vgui.Shutdown();
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if( s_pVGuiSupport )
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COM_FreeLibrary( s_pVGuiSupport );
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s_pVGuiSupport = NULL;
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vgui.initialized = false;
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}
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void VGUI_InitKeyTranslationTable( void )
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{
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static qboolean bInitted = false;
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if( bInitted )
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return;
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bInitted = true;
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// set virtual key translation table
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memset( s_pVirtualKeyTrans, -1, sizeof( s_pVirtualKeyTrans ) );
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s_pVirtualKeyTrans['0'] = KEY_0;
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s_pVirtualKeyTrans['1'] = KEY_1;
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s_pVirtualKeyTrans['2'] = KEY_2;
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s_pVirtualKeyTrans['3'] = KEY_3;
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s_pVirtualKeyTrans['4'] = KEY_4;
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s_pVirtualKeyTrans['5'] = KEY_5;
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s_pVirtualKeyTrans['6'] = KEY_6;
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s_pVirtualKeyTrans['7'] = KEY_7;
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s_pVirtualKeyTrans['8'] = KEY_8;
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s_pVirtualKeyTrans['9'] = KEY_9;
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s_pVirtualKeyTrans['A'] = s_pVirtualKeyTrans['a'] = KEY_A;
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s_pVirtualKeyTrans['B'] = s_pVirtualKeyTrans['b'] = KEY_B;
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s_pVirtualKeyTrans['C'] = s_pVirtualKeyTrans['c'] = KEY_C;
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s_pVirtualKeyTrans['D'] = s_pVirtualKeyTrans['d'] = KEY_D;
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s_pVirtualKeyTrans['E'] = s_pVirtualKeyTrans['e'] = KEY_E;
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s_pVirtualKeyTrans['F'] = s_pVirtualKeyTrans['f'] = KEY_F;
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s_pVirtualKeyTrans['G'] = s_pVirtualKeyTrans['g'] = KEY_G;
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s_pVirtualKeyTrans['H'] = s_pVirtualKeyTrans['h'] = KEY_H;
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s_pVirtualKeyTrans['I'] = s_pVirtualKeyTrans['i'] = KEY_I;
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s_pVirtualKeyTrans['J'] = s_pVirtualKeyTrans['j'] = KEY_J;
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s_pVirtualKeyTrans['K'] = s_pVirtualKeyTrans['k'] = KEY_K;
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s_pVirtualKeyTrans['L'] = s_pVirtualKeyTrans['l'] = KEY_L;
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s_pVirtualKeyTrans['M'] = s_pVirtualKeyTrans['m'] = KEY_M;
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s_pVirtualKeyTrans['N'] = s_pVirtualKeyTrans['n'] = KEY_N;
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s_pVirtualKeyTrans['O'] = s_pVirtualKeyTrans['o'] = KEY_O;
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s_pVirtualKeyTrans['P'] = s_pVirtualKeyTrans['p'] = KEY_P;
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s_pVirtualKeyTrans['Q'] = s_pVirtualKeyTrans['q'] = KEY_Q;
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s_pVirtualKeyTrans['R'] = s_pVirtualKeyTrans['r'] = KEY_R;
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s_pVirtualKeyTrans['S'] = s_pVirtualKeyTrans['s'] = KEY_S;
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s_pVirtualKeyTrans['T'] = s_pVirtualKeyTrans['t'] = KEY_T;
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s_pVirtualKeyTrans['U'] = s_pVirtualKeyTrans['u'] = KEY_U;
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s_pVirtualKeyTrans['V'] = s_pVirtualKeyTrans['v'] = KEY_V;
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s_pVirtualKeyTrans['W'] = s_pVirtualKeyTrans['w'] = KEY_W;
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s_pVirtualKeyTrans['X'] = s_pVirtualKeyTrans['x'] = KEY_X;
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s_pVirtualKeyTrans['Y'] = s_pVirtualKeyTrans['y'] = KEY_Y;
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s_pVirtualKeyTrans['Z'] = s_pVirtualKeyTrans['z'] = KEY_Z;
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s_pVirtualKeyTrans[K_KP_5 - 5] = KEY_PAD_0;
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s_pVirtualKeyTrans[K_KP_5 - 4] = KEY_PAD_1;
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s_pVirtualKeyTrans[K_KP_5 - 3] = KEY_PAD_2;
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s_pVirtualKeyTrans[K_KP_5 - 2] = KEY_PAD_3;
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s_pVirtualKeyTrans[K_KP_5 - 1] = KEY_PAD_4;
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s_pVirtualKeyTrans[K_KP_5 - 0] = KEY_PAD_5;
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s_pVirtualKeyTrans[K_KP_5 + 1] = KEY_PAD_6;
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s_pVirtualKeyTrans[K_KP_5 + 2] = KEY_PAD_7;
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s_pVirtualKeyTrans[K_KP_5 + 3] = KEY_PAD_8;
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s_pVirtualKeyTrans[K_KP_5 + 4] = KEY_PAD_9;
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s_pVirtualKeyTrans[K_KP_SLASH] = KEY_PAD_DIVIDE;
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s_pVirtualKeyTrans['*'] = KEY_PAD_MULTIPLY;
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s_pVirtualKeyTrans[K_KP_MINUS] = KEY_PAD_MINUS;
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s_pVirtualKeyTrans[K_KP_PLUS] = KEY_PAD_PLUS;
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s_pVirtualKeyTrans[K_KP_ENTER] = KEY_PAD_ENTER;
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//s_pVirtualKeyTrans[K_KP_DECIMAL] = KEY_PAD_DECIMAL;
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s_pVirtualKeyTrans['['] = KEY_LBRACKET;
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s_pVirtualKeyTrans[']'] = KEY_RBRACKET;
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s_pVirtualKeyTrans[';'] = KEY_SEMICOLON;
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s_pVirtualKeyTrans['\''] = KEY_APOSTROPHE;
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s_pVirtualKeyTrans['`'] = KEY_BACKQUOTE;
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s_pVirtualKeyTrans[','] = KEY_COMMA;
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s_pVirtualKeyTrans['.'] = KEY_PERIOD;
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s_pVirtualKeyTrans[K_KP_SLASH] = KEY_SLASH;
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s_pVirtualKeyTrans['\\'] = KEY_BACKSLASH;
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s_pVirtualKeyTrans['-'] = KEY_MINUS;
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s_pVirtualKeyTrans['='] = KEY_EQUAL;
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s_pVirtualKeyTrans[K_ENTER] = KEY_ENTER;
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s_pVirtualKeyTrans[K_SPACE] = KEY_SPACE;
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s_pVirtualKeyTrans[K_BACKSPACE] = KEY_BACKSPACE;
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s_pVirtualKeyTrans[K_TAB] = KEY_TAB;
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s_pVirtualKeyTrans[K_CAPSLOCK] = KEY_CAPSLOCK;
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s_pVirtualKeyTrans[K_KP_NUMLOCK] = KEY_NUMLOCK;
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s_pVirtualKeyTrans[K_ESCAPE] = KEY_ESCAPE;
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//s_pVirtualKeyTrans[K_KP_SCROLLLOCK] = KEY_SCROLLLOCK;
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s_pVirtualKeyTrans[K_INS] = KEY_INSERT;
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s_pVirtualKeyTrans[K_DEL] = KEY_DELETE;
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s_pVirtualKeyTrans[K_HOME] = KEY_HOME;
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s_pVirtualKeyTrans[K_END] = KEY_END;
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s_pVirtualKeyTrans[K_PGUP] = KEY_PAGEUP;
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s_pVirtualKeyTrans[K_PGDN] = KEY_PAGEDOWN;
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s_pVirtualKeyTrans[K_PAUSE] = KEY_BREAK;
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//s_pVirtualKeyTrans[K_SHIFT] = KEY_RSHIFT;
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s_pVirtualKeyTrans[K_SHIFT] = KEY_LSHIFT; // SHIFT -> left SHIFT
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//s_pVirtualKeyTrans[SDLK_RALT] = KEY_RALT;
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s_pVirtualKeyTrans[K_ALT] = KEY_LALT; // ALT -> left ALT
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//s_pVirtualKeyTrans[SDLK_RCTRL] = KEY_RCONTROL;
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s_pVirtualKeyTrans[K_CTRL] = KEY_LCONTROL; // CTRL -> left CTRL
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s_pVirtualKeyTrans[K_WIN] = KEY_LWIN;
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//s_pVirtualKeyTrans[SDLK_APPLICATION] = KEY_RWIN;
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//s_pVirtualKeyTrans[K_WIN] = KEY_APP;
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s_pVirtualKeyTrans[K_UPARROW] = KEY_UP;
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s_pVirtualKeyTrans[K_LEFTARROW] = KEY_LEFT;
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s_pVirtualKeyTrans[K_DOWNARROW] = KEY_DOWN;
|
|
s_pVirtualKeyTrans[K_RIGHTARROW] = KEY_RIGHT;
|
|
s_pVirtualKeyTrans[K_F1] = KEY_F1;
|
|
s_pVirtualKeyTrans[K_F2] = KEY_F2;
|
|
s_pVirtualKeyTrans[K_F3] = KEY_F3;
|
|
s_pVirtualKeyTrans[K_F4] = KEY_F4;
|
|
s_pVirtualKeyTrans[K_F5] = KEY_F5;
|
|
s_pVirtualKeyTrans[K_F6] = KEY_F6;
|
|
s_pVirtualKeyTrans[K_F7] = KEY_F7;
|
|
s_pVirtualKeyTrans[K_F8] = KEY_F8;
|
|
s_pVirtualKeyTrans[K_F9] = KEY_F9;
|
|
s_pVirtualKeyTrans[K_F10] = KEY_F10;
|
|
s_pVirtualKeyTrans[K_F11] = KEY_F11;
|
|
s_pVirtualKeyTrans[K_F12] = KEY_F12;
|
|
}
|
|
|
|
enum VGUI_KeyCode VGUI_MapKey( int keyCode )
|
|
{
|
|
VGUI_InitKeyTranslationTable();
|
|
|
|
if( keyCode < 0 || keyCode >= (int)sizeof( s_pVirtualKeyTrans ) / (int)sizeof( s_pVirtualKeyTrans[0] ))
|
|
{
|
|
//Assert( false );
|
|
return (enum VGUI_KeyCode)-1;
|
|
}
|
|
else
|
|
{
|
|
return s_pVirtualKeyTrans[keyCode];
|
|
}
|
|
}
|
|
|
|
void VGui_KeyEvent( int key, int down )
|
|
{
|
|
if( !vgui.initialized )
|
|
return;
|
|
|
|
if( host.mouse_visible )
|
|
Key_EnableTextInput( true, false );
|
|
|
|
switch( key )
|
|
{
|
|
case K_MOUSE1:
|
|
vgui.Mouse( down ? MA_PRESSED : MA_RELEASED, MOUSE_LEFT );
|
|
return;
|
|
case K_MOUSE2:
|
|
vgui.Mouse( down ? MA_PRESSED : MA_RELEASED, MOUSE_RIGHT );
|
|
return;
|
|
case K_MOUSE3:
|
|
vgui.Mouse( down ? MA_PRESSED : MA_RELEASED, MOUSE_MIDDLE );
|
|
return;
|
|
case K_MWHEELDOWN:
|
|
vgui.Mouse( MA_WHEEL, 1 );
|
|
return;
|
|
case K_MWHEELUP:
|
|
vgui.Mouse( MA_WHEEL, -1 );
|
|
return;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if( down == 2 )
|
|
vgui.Key( KA_TYPED, VGUI_MapKey( key ) );
|
|
else
|
|
vgui.Key( down?KA_PRESSED:KA_RELEASED, VGUI_MapKey( key ) );
|
|
//Msg("VGui_KeyEvent %d %d %d\n", key, VGUI_MapKey( key ), down );
|
|
}
|
|
|
|
void VGui_MouseMove( int x, int y )
|
|
{
|
|
float xscale = (float)refState.width / (float)clgame.scrInfo.iWidth;
|
|
float yscale = (float)refState.height / (float)clgame.scrInfo.iHeight;
|
|
if( vgui.initialized )
|
|
vgui.MouseMove( x / xscale, y / yscale );
|
|
}
|
|
|
|
void VGui_Paint()
|
|
{
|
|
if(vgui.initialized)
|
|
vgui.Paint();
|
|
}
|
|
|
|
void VGui_RunFrame()
|
|
{
|
|
//stub
|
|
}
|
|
|
|
|
|
void *GAME_EXPORT VGui_GetPanel()
|
|
{
|
|
if( vgui.initialized )
|
|
return vgui.GetPanel();
|
|
return NULL;
|
|
}
|
|
#endif
|