58 for (
int i = 0;
i < num;
i++) {
60 if (binding ==
nullptr)
97 if (option !=
nullptr) {
112 if (option !=
nullptr)
bool Q_strnull(const char *string)
void Cmd_AddCommand(const char *cmdName, xcommand_t function, const char *desc)
Add a new command to the script interface.
void Cmd_RemoveCommand(const char *cmdName)
Removes a command from script interface.
char * menuKeyBindings[K_KEY_SIZE]
const char * va(const char *format,...)
does a varargs printf into a temp buffer, so I don't need to have varargs versions of all text functi...
void Cbuf_AddText(const char *format,...)
Adds command text at the end of the buffer.
Shared game type headers.
uiNode_t * UI_GetOption(int dataId)
#define Q_strvalid(string)
Share stuff between the different cgame implementations.
Header file for keyboard handler.
void CL_LanguageInitMenu(void)
QGL_EXTERN GLuint GLsizei GLsizei * length
int FS_GetModList(linkedList_t **mods)
Searches and builds a list of mod directories.
void GAME_InitUIData(void)
Fills the game mode list entries with the parsed values from the script.
teamDef_t teamDef[MAX_TEAMDEFS]
Atomic structure used to define most of the UI.
void IN_JoystickInitMenu(void)
Adds joysticks to the options menu.
bool VID_GetModeInfo(int modeIndex, vidmode_t *modeInfo)
void UI_RegisterOption(int dataId, uiNode_t *option)
#define LIST_Foreach(list, type, var)
Iterates over a linked list, it's safe to delete the returned entry from the list while looping over ...
int VID_GetModeNums(void)
Returns the amount of available video modes.
uiNode_t * UI_AddOption(uiNode_t **tree, const char *name, const char *label, const char *value)
Append an option to an option list.
char * keyBindings[K_KEY_SIZE]
const uiKeyBinding_t * binding
const char * Cmd_GetCommandDesc(const char *cmdName)
Returns the command description for a given command.
const char * Key_KeynumToString(int keynum)
Convert a given keynum to string.
char * battleKeyBindings[K_KEY_SIZE]
void UI_ExecuteConfunc(const char *fmt,...)
Executes confunc - just to identify those confuncs in the code - in this frame.