46#define EXTRADATA_TYPE videoExtraData_t
47#define EXTRADATA(node) UI_EXTRADATA(node, EXTRADATA_TYPE)
48#define EXTRADATACONST(node) UI_EXTRADATACONST(node, EXTRADATA_TYPE)
73 else if (
EXTRADATA(node).lua_onEnd != LUA_NOREF) {
90 else if (
EXTRADATA(node).lua_onEnd != LUA_NOREF) {
128 behaviour->
name =
"video";
void CIN_InitCinematic(cinematic_t *cin)
void CIN_RunCinematic(cinematic_t *cin)
void CIN_SetParameters(cinematic_t *cin, int x, int y, int w, int h, int status, bool noSound)
void CIN_OpenCinematic(cinematic_t *cin, const char *fileName)
Open a cinematic file and store status to a structure.
void CIN_CloseCinematic(cinematic_t *cin)
Close a cinematic, and clean up status and memory.
Header file for cinematics.
virtual void initNode(uiNode_t *node)
void onWindowOpened(uiNode_t *node, linkedList_t *params) override
void onWindowClosed(uiNode_t *node) override
void drawOverWindow(uiNode_t *node) override
void initNode(uiNode_t *node) override
void draw(uiNode_t *node) override
Primary header for client.
#define Mem_PoolStrDup(in, pool, tagNum)
QGL_EXTERN GLuint GLsizei GLsizei GLint GLenum GLchar * name
Header for lua script functions.
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...
node behaviour, how a node work
Atomic structure used to define most of the UI.
void UI_ExecuteEventActions(uiNode_t *source, const uiAction_t *firstAction)
void UI_FreeStringProperty(void *pointer)
Free a string property if it is allocated into ui_dynStringPool.
#define UI_RegisterExtradataNodeProperty(BEHAVIOUR, NAME, TYPE, EXTRADATATYPE, ATTRIBUTE)
Initialize a property from extradata of node.
void UI_CaptureDrawOver(uiNode_t *node)
Capture a node we will draw over all nodes (per window).
bool UI_ExecuteLuaEventScript(uiNode_t *node, LUA_EVENT event)
Executes a lua event handler.
Basic lua initialization for the ui.
void * UI_SWIG_TypeQuery(const char *name)
This function queries the SWIG type table for a type information structure. It is used in combination...
void UI_GetNodeAbsPos(const uiNode_t *node, vec2_t pos)
Returns the absolute position of a node.
SharedPtr< uiNode > UINodePtr
memPool_t * ui_dynStringPool
void UI_Video_SetSource(uiNode_t *node, const char *name)
void UI_RegisterVideoNode(uiBehaviour_t *behaviour)
#define UI_VIDEOEXTRADATACONST(node)