27 #include "../../common/scripts.h"
51 #define V_UI_MASK 0x8F00
54 #define V_UI_ACTION (V_UI + 0)
55 #define V_UI_EXCLUDERECT (V_UI + 1)
56 #define V_UI_SPRITEREF (V_UI + 3)
57 #define V_UI_IF (V_UI + 4)
58 #define V_UI_DATAID (V_UI + 5)
59 #define V_UI_CVAR (V_UI + 0x0100)
60 #define V_UI_REF (V_UI + 0x0200)
61 #define V_UI_NODEMETHOD (V_UI + 0x0400)
62 #define V_UI_NODEMETHOD_LUA (V_UI + 0x0800)
65 #define V_UI_ALIGN V_INT
68 #define V_CVAR_OR_FLOAT (V_UI_CVAR + V_FLOAT)
69 #define V_CVAR_OR_STRING (V_UI_CVAR + V_STRING)
70 #define V_CVAR_OR_LONGSTRING (V_UI_CVAR + V_LONGSTRING)
71 #define V_REF_OF_STRING (V_UI_REF + V_STRING)
QGL_EXTERN GLint GLenum type
char * UI_AllocStaticString(const char *string, int size) __attribute__((warn_unused_result))
Allocate a string into the UI static memory.
float UI_GetReferenceFloat(uiNode_t const *node, const void *ref)
Returns the value of the reference variable.
bool UI_TokenIsName(const char *name, bool isQuoted)
bool UI_ParseWindow(const char *type, const char *name, const char **text)
Parse a window.
vec4_t * UI_AllocStaticColor(int count) __attribute__((warn_unused_result))
Allocate a color into the UI static memory.
bool UI_ParseSprite(const char *name, const char **text)
Atomic structure used to define most of the UI.
bool UI_ParseUIModel(const char *name, const char **text)
parses the models.ufo and all files where UI models (menu_model) are defined
bool UI_InitRawActionValue(struct uiAction_s *action, uiNode_t *node, const struct value_s *property, const char *string)
QGL_EXTERN GLuint GLsizei GLsizei GLint GLenum GLchar * name
bool UI_ParseComponent(const char *type, const char *name, const char **text)
Parse a component.
bool UI_TokenIsReserved(const char *name)
float * UI_AllocStaticFloat(int count) __attribute__((warn_unused_result))
Allocate a float into the UI static memory.
struct uiAction_s * UI_AllocStaticAction(void) __attribute__((warn_unused_result))
Allocate an action.
Atomic element to store UI scripts The parser use this atom to translate script action into many tree...
const value_t * UI_FindPropertyByName(const value_t *propertyList, const char *name) __attribute__((warn_unused_result))
Find a value_t by name into a array of value_t.
const char * UI_GetReferenceString(uiNode_t const *node, const char *ref) __attribute__((warn_unused_result))