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UI code https://www.quake3world.com/forum/viewtopic.php?f=16&t=47104 |
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Author: | nexus024 [ 02-04-2012 02:18 PM ] |
Post subject: | UI code |
I have been struggling with getting ui_* files to utilize the qcommon.h file. Specifically I need to be able to access functions such as NET_OutOfBandPrint(). Does anyone know if this is possible? |
Author: | ^misantropia^ [ 02-04-2012 05:03 PM ] |
Post subject: | Re: UI code |
You can't, unless you hack the engine too. |
Author: | nexus024 [ 02-04-2012 08:20 PM ] |
Post subject: | Re: UI code |
Can you point me in the right direction to hack the engine? |
Author: | speaker [ 02-05-2012 01:08 AM ] |
Post subject: | Re: UI code |
System calls from the UI module to the main engine are implemented in the following source files: ui_public.h -- enumeration of system calls (UI_PRINT, etc.) ui_local.h -- prototypes of the system calls, e.g. 'void trap_Print(const char *string);' ui_syscalls.asm -- enumerations (whatever?) for the Quake assembler (e.g. -2 for UI_PRINT) cl_ui.c -- the main engine functions that are called when the system call is made, see the huge switch module in 'CL_UISystemCalls' If you plan to use DLLs instead of VM modules, then you also have to modify 'ui_syscalls.c'. Studying these files will give you an idea about how the whole system call stuff is implemented. Try to imitate what the already implemented calls do. |
Author: | nexus024 [ 02-05-2012 06:29 AM ] |
Post subject: | Re: UI code |
Perfect, Thanks! |
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