/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.

This file is part of Quake III Arena source code.

Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/
//
#ifndef __UI_LOCAL_H__
#define __UI_LOCAL_H__

#include "../qcommon/q_shared.h"
#include "../renderer/tr_types.h"
#include "ui_public.h"
#include "../client/keycodes.h"
#include "../game/bg_misc.h"
#include "ui_shared.h"

// global display context

extern vmCvar_t	ui_ffa_fraglimit;
extern vmCvar_t	ui_ffa_timelimit;

extern vmCvar_t	ui_tourney_fraglimit;
extern vmCvar_t	ui_tourney_timelimit;

extern vmCvar_t	ui_team_fraglimit;
extern vmCvar_t	ui_team_timelimit;
extern vmCvar_t	ui_team_friendly;

extern vmCvar_t	ui_ctf_capturelimit;
extern vmCvar_t	ui_ctf_timelimit;
extern vmCvar_t	ui_ctf_friendly;

extern vmCvar_t	ui_arenasFile;
extern vmCvar_t	ui_botsFile;
extern vmCvar_t	ui_spScores1;
extern vmCvar_t	ui_spScores2;
extern vmCvar_t	ui_spScores3;
extern vmCvar_t	ui_spScores4;
extern vmCvar_t	ui_spScores5;
extern vmCvar_t	ui_spAwards;
extern vmCvar_t	ui_spVideos;
extern vmCvar_t	ui_spSkill;

#ifdef TA_SP
extern vmCvar_t	ui_saveVersions;
extern vmCvar_t	ui_saveFilename;
#endif
extern vmCvar_t	ui_spSelection;

#ifdef TA_SP
extern vmCvar_t	ui_arcadeName;
#endif

extern vmCvar_t	ui_browserMaster;
extern vmCvar_t	ui_browserGameType;
extern vmCvar_t	ui_browserShowFull;
extern vmCvar_t	ui_browserShowEmpty;
#ifdef IOQ3ZTM // G_HUMANPLAYERS
extern vmCvar_t	ui_browserShowBots;
#endif

extern vmCvar_t	ui_brassTime;
extern vmCvar_t	ui_drawCrosshair;
extern vmCvar_t	ui_drawCrosshairNames;
extern vmCvar_t	ui_marks;

extern vmCvar_t	ui_server1;
extern vmCvar_t	ui_server2;
extern vmCvar_t	ui_server3;
extern vmCvar_t	ui_server4;
extern vmCvar_t	ui_server5;
extern vmCvar_t	ui_server6;
extern vmCvar_t	ui_server7;
extern vmCvar_t	ui_server8;
extern vmCvar_t	ui_server9;
extern vmCvar_t	ui_server10;
extern vmCvar_t	ui_server11;
extern vmCvar_t	ui_server12;
extern vmCvar_t	ui_server13;
extern vmCvar_t	ui_server14;
extern vmCvar_t	ui_server15;
extern vmCvar_t	ui_server16;

extern vmCvar_t	ui_captureLimit;
extern vmCvar_t	ui_fragLimit;
extern vmCvar_t	ui_gameType;
extern vmCvar_t	ui_netGameType;
extern vmCvar_t	ui_actualNetGameType;
extern vmCvar_t	ui_joinGameType;
extern vmCvar_t	ui_netSource;
extern vmCvar_t	ui_serverFilterType;
extern vmCvar_t	ui_dedicated;
extern vmCvar_t	ui_opponentName;
extern vmCvar_t	ui_menuFiles;
extern vmCvar_t	ui_currentTier;
extern vmCvar_t	ui_currentMap;
extern vmCvar_t	ui_currentNetMap;
extern vmCvar_t	ui_mapIndex;
extern vmCvar_t	ui_currentOpponent;
extern vmCvar_t	ui_selectedPlayer;
extern vmCvar_t	ui_selectedPlayerName;
extern vmCvar_t	ui_lastServerRefresh_0;
extern vmCvar_t	ui_lastServerRefresh_1;
extern vmCvar_t	ui_lastServerRefresh_2;
extern vmCvar_t	ui_lastServerRefresh_3;
extern vmCvar_t	ui_singlePlayerActive;
extern vmCvar_t	ui_scoreAccuracy;
#ifndef TURTLEARENA // AWARDS
extern vmCvar_t	ui_scoreImpressives;
extern vmCvar_t	ui_scoreExcellents;
#endif
extern vmCvar_t	ui_scoreDefends;
extern vmCvar_t	ui_scoreAssists;
#ifndef TURTLEARENA // AWARDS
extern vmCvar_t	ui_scoreGauntlets;
#endif
extern vmCvar_t	ui_scoreScore;
extern vmCvar_t	ui_scorePerfect;
extern vmCvar_t	ui_scoreTeam;
extern vmCvar_t	ui_scoreBase;
extern vmCvar_t	ui_scoreTimeBonus;
extern vmCvar_t	ui_scoreSkillBonus;
extern vmCvar_t	ui_scoreShutoutBonus;
extern vmCvar_t	ui_scoreTime;
extern vmCvar_t	ui_smallFont;
extern vmCvar_t	ui_bigFont;
extern vmCvar_t ui_serverStatusTimeOut;



//
// ui_qmenu.c
//

#define RCOLUMN_OFFSET			( BIGCHAR_WIDTH )
#define LCOLUMN_OFFSET			(-BIGCHAR_WIDTH )

#define SLIDER_RANGE			10
#define	MAX_EDIT_LINE			256

#define MAX_MENUDEPTH			8
#define MAX_MENUITEMS			96

#define MTYPE_NULL				0
#define MTYPE_SLIDER			1	
#define MTYPE_ACTION			2
#define MTYPE_SPINCONTROL		3
#define MTYPE_FIELD				4
#define MTYPE_RADIOBUTTON		5
#define MTYPE_BITMAP			6	
#define MTYPE_TEXT				7
#define MTYPE_SCROLLLIST		8
#define MTYPE_PTEXT				9
#define MTYPE_BTEXT				10

#define QMF_BLINK				0x00000001
#define QMF_SMALLFONT			0x00000002
#define QMF_LEFT_JUSTIFY		0x00000004
#define QMF_CENTER_JUSTIFY		0x00000008
#define QMF_RIGHT_JUSTIFY		0x00000010
#define QMF_NUMBERSONLY			0x00000020	// edit field is only numbers
#define QMF_HIGHLIGHT			0x00000040
#define QMF_HIGHLIGHT_IF_FOCUS	0x00000080	// steady focus
#define QMF_PULSEIFFOCUS		0x00000100	// pulse if focus
#define QMF_HASMOUSEFOCUS		0x00000200
#define QMF_NOONOFFTEXT			0x00000400
#define QMF_MOUSEONLY			0x00000800	// only mouse input allowed
#define QMF_HIDDEN				0x00001000	// skips drawing
#define QMF_GRAYED				0x00002000	// grays and disables
#define QMF_INACTIVE			0x00004000	// disables any input
#define QMF_NODEFAULTINIT		0x00008000	// skip default initialization
#define QMF_OWNERDRAW			0x00010000
#define QMF_PULSE				0x00020000
#define QMF_LOWERCASE			0x00040000	// edit field is all lower case
#define QMF_UPPERCASE			0x00080000	// edit field is all upper case
#define QMF_SILENT				0x00100000

// callback notifications
#define QM_GOTFOCUS				1
#define QM_LOSTFOCUS			2
#define QM_ACTIVATED			3

typedef struct _tag_menuframework
{
	int	cursor;
	int cursor_prev;

	int	nitems;
	void *items[MAX_MENUITEMS];

	void (*draw) (void);
	sfxHandle_t (*key) (int key);

	qboolean	wrapAround;
	qboolean	fullscreen;
#ifndef TA_DATA
	qboolean	showlogo;
#endif
#ifdef IOQ3ZTM
	qboolean	noEscape; // Don't run UI_PopMenu when Esc is pressed
#endif
} menuframework_s;

typedef struct
{
	int type;
	const char *name;
	int	id;
	int x, y;
	int left;
	int	top;
	int	right;
	int	bottom;
	menuframework_s *parent;
	int menuPosition;
	unsigned flags;

	void (*callback)( void *self, int event );
	void (*statusbar)( void *self );
	void (*ownerdraw)( void *self );
} menucommon_s;

typedef struct {
	int		cursor;
	int		scroll;
	int		widthInChars;
	char	buffer[MAX_EDIT_LINE];
	int		maxchars;
} mfield_t;

typedef struct
{
	menucommon_s	generic;
	mfield_t		field;
} menufield_s;

typedef struct 
{
	menucommon_s generic;

	float minvalue;
	float maxvalue;
	float curvalue;

	float range;
} menuslider_s;

typedef struct
{
	menucommon_s generic;

	int	oldvalue;
	int curvalue;
	int	numitems;
	int	top;
		
	const char **itemnames;

	int width;
	int height;
	int	columns;
	int	seperation;
} menulist_s;

typedef struct
{
	menucommon_s generic;
} menuaction_s;

typedef struct
{
	menucommon_s generic;
	int curvalue;
} menuradiobutton_s;

typedef struct
{
	menucommon_s	generic;
	char*			focuspic;	
	char*			errorpic;
	qhandle_t		shader;
	qhandle_t		focusshader;
	int				width;
	int				height;
	float*			focuscolor;
} menubitmap_s;

typedef struct
{
	menucommon_s	generic;
	char*			string;
	int				style;
	float*			color;
} menutext_s;

extern void			Menu_Cache( void );
extern void			Menu_Focus( menucommon_s *m );
extern void			Menu_AddItem( menuframework_s *menu, void *item );
extern void			Menu_AdjustCursor( menuframework_s *menu, int dir );
extern void			Menu_Draw( menuframework_s *menu );
extern void			*Menu_ItemAtCursor( menuframework_s *m );
extern sfxHandle_t	Menu_ActivateItem( menuframework_s *s, menucommon_s* item );
extern void			Menu_SetCursor( menuframework_s *s, int cursor );
extern void			Menu_SetCursorToItem( menuframework_s *m, void* ptr );
extern sfxHandle_t	Menu_DefaultKey( menuframework_s *s, int key );
extern void			Bitmap_Init( menubitmap_s *b );
extern void			Bitmap_Draw( menubitmap_s *b );
extern void			ScrollList_Draw( menulist_s *l );
extern sfxHandle_t	ScrollList_Key( menulist_s *l, int key );
extern sfxHandle_t	menu_in_sound;
extern sfxHandle_t	menu_move_sound;
extern sfxHandle_t	menu_out_sound;
extern sfxHandle_t	menu_buzz_sound;
extern sfxHandle_t	menu_null_sound;
#ifndef TA_WEAPSYS_EX
extern sfxHandle_t	weaponChangeSound;
#endif
extern vec4_t		menu_text_color;
extern vec4_t		menu_grayed_color;
extern vec4_t		menu_dark_color;
extern vec4_t		menu_highlight_color;
extern vec4_t		menu_red_color;
extern vec4_t		menu_black_color;
extern vec4_t		menu_dim_color;
extern vec4_t		color_black;
extern vec4_t		color_white;
extern vec4_t		color_yellow;
extern vec4_t		color_blue;
extern vec4_t		color_orange;
extern vec4_t		color_red;
extern vec4_t		color_dim;
extern vec4_t		name_color;
extern vec4_t		list_color;
extern vec4_t		listbar_color;
extern vec4_t		text_color_disabled; 
extern vec4_t		text_color_normal;
extern vec4_t		text_color_highlight;
extern vec4_t		text_banner_color;
extern vec4_t		text_big_color;

extern char	*ui_medalNames[];
extern char	*ui_medalPicNames[];
extern char	*ui_medalSounds[];

//
// ui_mfield.c
//
extern void			MField_Clear( mfield_t *edit );
extern void			MField_KeyDownEvent( mfield_t *edit, int key );
extern void			MField_CharEvent( mfield_t *edit, int ch );
extern void			MField_Draw( mfield_t *edit, int x, int y, int style, vec4_t color );
extern void			MenuField_Init( menufield_s* m );
extern void			MenuField_Draw( menufield_s *f );
extern sfxHandle_t	MenuField_Key( menufield_s* m, int* key );

//
// ui_main.c
//
void UI_Report( void );
void UI_Load( void );
void UI_LoadMenus(const char *menuFile, qboolean reset);
void _UI_SetActiveMenu( uiMenuCommand_t menu );
int UI_AdjustTimeByGame(int time);
void UI_ShowPostGame(qboolean newHigh);
void UI_ClearScores( void );
void UI_LoadArenas(void);

//
// ui_menu.c
//
extern void MainMenu_Cache( void );
extern void UI_MainMenu(void);
extern void UI_RegisterCvars( void );
extern void UI_UpdateCvars( void );

//
// ui_credits.c
//
extern void UI_CreditMenu( void );
#ifdef TURTLEARENA // LONG_CREDITS
extern void UI_LongCreditMenu( void );
#endif

//
// ui_ingame.c
//
extern void InGame_Cache( void );
extern void UI_InGameMenu(void);

//
// ui_confirm.c
//
extern void ConfirmMenu_Cache( void );
extern void UI_ConfirmMenu( const char *question, void (*draw)( void ), void (*action)( qboolean result ) );

//
// ui_setup.c
//
extern void UI_SetupMenu_Cache( void );
extern void UI_SetupMenu(void);

//
// ui_team.c
//
extern void UI_TeamMainMenu( void );
extern void TeamMain_Cache( void );

//
// ui_connect.c
//
extern void UI_DrawConnectScreen( qboolean overlay );

//
// ui_controls2.c
//
extern void UI_ControlsMenu( void );
extern void Controls_Cache( void );

//
// ui_demo2.c
//
extern void UI_DemosMenu( void );
extern void Demos_Cache( void );

//
// ui_cinematics.c
//
extern void UI_CinematicsMenu( void );
extern void UI_CinematicsMenu_f( void );
extern void UI_CinematicsMenu_Cache( void );

//
// ui_mods.c
//
extern void UI_ModsMenu( void );
extern void UI_ModsMenu_Cache( void );

//
// ui_playermodel.c
//
extern void UI_PlayerModelMenu( void );
extern void PlayerModel_Cache( void );

//
// ui_playersettings.c
//
extern void UI_PlayerSettingsMenu( void );
extern void PlayerSettings_Cache( void );

//
// ui_preferences.c
//
extern void UI_PreferencesMenu( void );
extern void Preferences_Cache( void );

//
// ui_specifyleague.c
//
extern void UI_SpecifyLeagueMenu( void );
extern void SpecifyLeague_Cache( void );

//
// ui_specifyserver.c
//
extern void UI_SpecifyServerMenu( void );
extern void SpecifyServer_Cache( void );

//
// ui_servers2.c
//
#define MAX_FAVORITESERVERS 16

extern void UI_ArenaServersMenu( void );
extern void ArenaServers_Cache( void );

//
// ui_startserver.c
//
extern void UI_StartServerMenu( qboolean multiplayer );
extern void StartServer_Cache( void );
extern void ServerOptions_Cache( void );
extern void UI_BotSelectMenu( char *bot );
extern void UI_BotSelectMenu_Cache( void );

//
// ui_serverinfo.c
//
extern void UI_ServerInfoMenu( void );
extern void ServerInfo_Cache( void );

//
// ui_video.c
//
extern void UI_GraphicsOptionsMenu( void );
extern void GraphicsOptions_Cache( void );
extern void DriverInfo_Cache( void );

//
// ui_players.c
//

#ifndef IOQ3ZTM // LERP_FRAME_CLIENT_LESS // moved to bg_misc.h
//FIXME ripped from cg_local.h
typedef struct {
	int			oldFrame;
	int			oldFrameTime;		// time when ->oldFrame was exactly on

	int			frame;
	int			frameTime;			// time when ->frame will be exactly on

	float		backlerp;

	float		yawAngle;
	qboolean	yawing;
	float		pitchAngle;
	qboolean	pitching;

	int			animationNumber;	// may include ANIM_TOGGLEBIT
	animation_t	*animation;
	int			animationTime;		// time when the first frame of the animation will be exact
} lerpFrame_t;
#endif

typedef struct {
	// model info
	qhandle_t		legsModel;
	qhandle_t		legsSkin;
	lerpFrame_t		legs;

	qhandle_t		torsoModel;
	qhandle_t		torsoSkin;
	lerpFrame_t		torso;

	qhandle_t		headModel;
	qhandle_t		headSkin;

#ifdef IOQ3ZTM // BONES
	qhandle_t		playerModel;
	qhandle_t		playerSkin;
#endif

#ifdef TA_PLAYERSYS
	bg_playercfg_t	playercfg;
#else
	animation_t		animations[MAX_TOTALANIMATIONS];
#endif

#ifdef TA_WEAPSYS
	qhandle_t		weaponModel[MAX_HANDS];
	qhandle_t		barrelModel[MAX_HANDS];
	qhandle_t		flashModel[MAX_HANDS];
	vec3_t			flashDlightColor[MAX_HANDS];
#else
	qhandle_t		weaponModel;
	qhandle_t		barrelModel;
	qhandle_t		flashModel;
	vec3_t			flashDlightColor;
#endif
	int				muzzleFlashTime;

#ifdef IOQ3ZTM
	vec3_t			color1;
	byte			c1RGBA[4];
#endif

	// currently in use drawing parms
	vec3_t			viewAngles;
	vec3_t			moveAngles;
	weapon_t		currentWeapon;
	int				legsAnim;
	int				torsoAnim;

	// animation vars
	weapon_t		weapon;
	weapon_t		lastWeapon;
	weapon_t		pendingWeapon;
	int				weaponTimer;
	int				pendingLegsAnim;
	int				torsoAnimationTimer;

	int				pendingTorsoAnim;
	int				legsAnimationTimer;

	qboolean		chat;
	qboolean		newModel;

	qboolean		barrelSpinning;
	float			barrelAngle;
	int				barrelTime;

	int				realWeapon;
} playerInfo_t;

void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int time );
void UI_PlayerInfo_SetModel( playerInfo_t *pi, const char *model, const char *headmodel, char *teamName );
void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_t viewAngles, vec3_t moveAngles, weapon_t weaponNum, qboolean chat );
qboolean UI_RegisterClientModelname( playerInfo_t *pi, const char *modelSkinName , const char *headName, const char *teamName);

//
// ui_atoms.c
//
// this is only used in the old ui, the new ui has its own version
typedef struct {
	int					frametime;
	int					realtime;
	int					cursorx;
	int					cursory;
	glconfig_t 	glconfig;
	qboolean		debug;
	qhandle_t		whiteShader;
	qhandle_t		menuBackShader;
#ifndef TA_DATA
	qhandle_t		menuBackNoLogoShader;
#endif
	qhandle_t		charset;
	qhandle_t		charsetProp;
#ifndef TA_DATA
	qhandle_t		charsetPropGlow;
#endif
	qhandle_t		charsetPropB;
	qhandle_t		cursor;
	qhandle_t		rb_on;
	qhandle_t		rb_off;
	float				scale;
	float				bias;
	qboolean		demoversion;
	qboolean		firstdraw;
} uiStatic_t;


// new ui stuff
#define UI_NUMFX 7
#define MAX_HEADS 64
#define MAX_ALIASES 64
#define MAX_HEADNAME  32
#define MAX_TEAMS 64
#define MAX_GAMETYPES 16
#define MAX_MAPS 128
#define MAX_SPMAPS 16
#define PLAYERS_PER_TEAM 5
#define MAX_PINGREQUESTS		32
#define MAX_ADDRESSLENGTH		64
#define MAX_HOSTNAMELENGTH		22
#define MAX_MAPNAMELENGTH		16
#define MAX_STATUSLENGTH		64
#define MAX_LISTBOXWIDTH		59
#define UI_FONT_THRESHOLD		0.1
#define MAX_DISPLAY_SERVERS		2048
#define MAX_SERVERSTATUS_LINES	128
#define MAX_SERVERSTATUS_TEXT	1024
#define MAX_FOUNDPLAYER_SERVERS	16
#define TEAM_MEMBERS 5
#define GAMES_ALL			0
#define GAMES_FFA			1
#define GAMES_TEAMPLAY		2
#define GAMES_TOURNEY		3
#define GAMES_CTF			4
#define MAPS_PER_TIER 3
#define MAX_TIERS 16
#define MAX_MODS 64
#define MAX_DEMOS 512
#define MAX_MOVIES 256
#define MAX_PLAYERMODELS 256


typedef struct {
  const char *name;
	const char *imageName;
  qhandle_t headImage;
	const char *base;
	qboolean active;
	int reference;
} characterInfo;

typedef struct {
	const char *name;
	const char *ai;
	const char *action;
} aliasInfo;

typedef struct {
  const char *teamName;
	const char *imageName;
	const char *teamMembers[TEAM_MEMBERS];
  qhandle_t teamIcon;
  qhandle_t teamIcon_Metal;
  qhandle_t teamIcon_Name;
	int cinematic;
} teamInfo;

typedef struct {
  const char *gameType;
  int gtEnum;
} gameTypeInfo;

typedef struct {
  const char *mapName;
  const char *mapLoadName;
	const char *imageName;
	const char *opponentName;
	int teamMembers;
  int typeBits;
	int cinematic;
	int timeToBeat[MAX_GAMETYPES];
	qhandle_t levelShot;
	qboolean active;
} mapInfo;

typedef struct {
	const char *tierName;
	const char *maps[MAPS_PER_TIER];
	int gameTypes[MAPS_PER_TIER];
	qhandle_t mapHandles[MAPS_PER_TIER];
} tierInfo;

typedef struct serverFilter_s {
	const char *description;
	const char *basedir;
} serverFilter_t;

typedef struct {
	char	adrstr[MAX_ADDRESSLENGTH];
	int		start;
} pinglist_t;


typedef struct serverStatus_s {
	pinglist_t pingList[MAX_PINGREQUESTS];
	int		numqueriedservers;
	int		currentping;
	int		nextpingtime;
	int		maxservers;
	int		refreshtime;
	int		numServers;
	int		sortKey;
	int		sortDir;
	int		lastCount;
	qboolean refreshActive;
	int		currentServer;
	int		displayServers[MAX_DISPLAY_SERVERS];
	int		numDisplayServers;
	int		numPlayersOnServers;
	int		nextDisplayRefresh;
	int		nextSortTime;
	qhandle_t currentServerPreview;
	int		currentServerCinematic;
	int		motdLen;
	int		motdWidth;
	int		motdPaintX;
	int		motdPaintX2;
	int		motdOffset;
	int		motdTime;
	char	motd[MAX_STRING_CHARS];
} serverStatus_t;


typedef struct {
	char		adrstr[MAX_ADDRESSLENGTH];
	char		name[MAX_ADDRESSLENGTH];
	int			startTime;
	int			serverNum;
	qboolean	valid;
} pendingServer_t;

typedef struct {
	int num;
	pendingServer_t server[MAX_SERVERSTATUSREQUESTS];
} pendingServerStatus_t;

typedef struct {
	char address[MAX_ADDRESSLENGTH];
	char *lines[MAX_SERVERSTATUS_LINES][4];
	char text[MAX_SERVERSTATUS_TEXT];
	char pings[MAX_CLIENTS * 3];
	int numLines;
} serverStatusInfo_t;

typedef struct {
	const char *modName;
	const char *modDescr;
} modInfo_t;


typedef struct {
	displayContextDef_t uiDC;
	int newHighScoreTime;
	int newBestTime;
	int showPostGameTime;
	qboolean newHighScore;
	qboolean demoAvailable;
	qboolean soundHighScore;
	
	int characterCount;
	int botIndex;
	characterInfo characterList[MAX_HEADS];

	int aliasCount;
	aliasInfo aliasList[MAX_ALIASES];

	int teamCount;
	teamInfo teamList[MAX_TEAMS];

	int numGameTypes;
	gameTypeInfo gameTypes[MAX_GAMETYPES];

	int numJoinGameTypes;
	gameTypeInfo joinGameTypes[MAX_GAMETYPES];

	int redBlue;
	int playerCount;
	int myTeamCount;
	int teamIndex;
	int playerRefresh;
	int playerIndex;
	int playerNumber; 
	qboolean teamLeader;
	char playerNames[MAX_CLIENTS][MAX_NAME_LENGTH];
	char teamNames[MAX_CLIENTS][MAX_NAME_LENGTH];
	int teamClientNums[MAX_CLIENTS];

	int mapCount;
	mapInfo mapList[MAX_MAPS];


	int tierCount;
	tierInfo tierList[MAX_TIERS];

	int skillIndex;

	modInfo_t modList[MAX_MODS];
	int modCount;
	int modIndex;

	const char *demoList[MAX_DEMOS];
	int demoCount;
	int demoIndex;

	const char *movieList[MAX_MOVIES];
	int movieCount;
	int movieIndex;
	int previewMovie;

	serverStatus_t serverStatus;

	// for the showing the status of a server
	char serverStatusAddress[MAX_ADDRESSLENGTH];
	serverStatusInfo_t serverStatusInfo;
	int nextServerStatusRefresh;

	// to retrieve the status of server to find a player
	pendingServerStatus_t pendingServerStatus;
	char findPlayerName[MAX_STRING_CHARS];
	char foundPlayerServerAddresses[MAX_FOUNDPLAYER_SERVERS][MAX_ADDRESSLENGTH];
	char foundPlayerServerNames[MAX_FOUNDPLAYER_SERVERS][MAX_ADDRESSLENGTH];
	int currentFoundPlayerServer;
	int numFoundPlayerServers;
	int nextFindPlayerRefresh;

	int currentCrosshair;
	int startPostGameTime;
	sfxHandle_t newHighScoreSound;

	int				q3HeadCount;
	char			q3HeadNames[MAX_PLAYERMODELS][64];
	qhandle_t	q3HeadIcons[MAX_PLAYERMODELS];
	int				q3SelectedHead;

	int effectsColor;

	qboolean inGameLoad;

}	uiInfo_t;

extern uiInfo_t uiInfo;


extern void			UI_Init( void );
extern void			UI_Shutdown( void );
extern void			UI_KeyEvent( int key );
extern void			UI_MouseEvent( int localClientNum, int dx, int dy );
extern void			UI_Refresh( int realtime );
extern qboolean		UI_ConsoleCommand( int realTime );
extern float		UI_ClampCvar( float min, float max, float value );
extern void			UI_DrawNamedPic( float x, float y, float width, float height, const char *picname );
extern void			UI_DrawHandlePic( float x, float y, float w, float h, qhandle_t hShader ); 
extern void			UI_FillRect( float x, float y, float width, float height, const float *color );
extern void			UI_DrawRect( float x, float y, float width, float height, const float *color );
extern void     UI_DrawTopBottom(float x, float y, float w, float h);
extern void     UI_DrawSides(float x, float y, float w, float h);
extern void			UI_UpdateScreen( void );
extern void			UI_SetColor( const float *rgba );
extern void			UI_LerpColor(vec4_t a, vec4_t b, vec4_t c, float t);
#ifdef IOQ3ZTM // FONT_REWRITE
extern qboolean		UI_LoadFont(font_t *font, const char *ttfName, const char *shaderName, int pointSize,
							int shaderCharWidth, float fontKerning);
extern void			UI_DrawFontChar( font_t *font, float x, float y, int ch, qboolean adjustFrom640 );
extern void			UI_DrawFontString( font_t *font, int x, int y, const char *s, float alpha );
extern void			UI_DrawFontStringColor( font_t *font, int x, int y, const char *s, vec4_t color );
#endif
extern void			UI_DrawBannerString( int x, int y, const char* str, int style, vec4_t color );
extern float		UI_ProportionalSizeScale( int style );
extern void			UI_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color );
extern int			UI_ProportionalStringWidth( const char* str, int style );
extern void			UI_DrawString( int x, int y, const char* str, int style, vec4_t color );
extern int			UI_DrawChar( int x, int y, int ch, int style, vec4_t color );
extern qboolean 	UI_CursorInRect (int x, int y, int width, int height);
extern void			UI_AdjustFrom640( float *x, float *y, float *w, float *h );
extern void			UI_DrawTextBox (int x, int y, int width, int lines);
extern qboolean		UI_IsFullscreen( void );
extern void			UI_SetActiveMenu( uiMenuCommand_t menu );
extern void			UI_PushMenu ( menuframework_s *menu );
extern void			UI_PopMenu (void);
extern void			UI_ForceMenuOff (void);
extern char			*UI_Argv( int arg );
extern char			*UI_Cvar_VariableString( const char *var_name );
extern void			UI_Refresh( int time );
extern void			UI_KeyEvent( int key );
extern void			UI_StartDemoLoop( void );
extern qboolean		m_entersound;
void UI_LoadBestScores(const char *map, int game);
extern uiStatic_t	uis;

//
// ui_spLevel.c
//
void UI_SPLevelMenu_Cache( void );
void UI_SPLevelMenu( void );
void UI_SPLevelMenu_f( void );
void UI_SPLevelMenu_ReInit( void );

//
// ui_spArena.c
//
void UI_SPArena_Start( const char *arenaInfo );
#ifdef TA_SP
void UI_SPMenu( void );
void UI_SPMenu_f( void );
void UI_SPMenu_Cache( void );
#endif

//
// ui_spPostgame.c
//
void UI_SPPostgameMenu_Cache( void );
void UI_SPPostgameMenu_f( void );

//
// ui_spSkill.c
//
void UI_SPSkillMenu( const char *arenaInfo );
void UI_SPSkillMenu_Cache( void );

//
// ui_syscalls.c
//
void			trap_Print( const char *string );
void			trap_Error(const char *string) __attribute__((noreturn));
int				trap_Milliseconds( void );
void			trap_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
void			trap_Cvar_Update( vmCvar_t *vmCvar );
void			trap_Cvar_Set( const char *var_name, const char *value );
float			trap_Cvar_VariableValue( const char *var_name );
void			trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
void			trap_Cvar_SetValue( const char *var_name, float value );
void			trap_Cvar_Reset( const char *name );
void			trap_Cvar_Create( const char *var_name, const char *var_value, int flags );
void			trap_Cvar_InfoStringBuffer( int bit, char *buffer, int bufsize );
int				trap_Argc( void );
void			trap_Argv( int n, char *buffer, int bufferLength );
void			trap_Cmd_ExecuteText( int exec_when, const char *text );	// don't use EXEC_NOW!
int				trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
void			trap_FS_Read( void *buffer, int len, fileHandle_t f );
void			trap_FS_Write( const void *buffer, int len, fileHandle_t f );
void			trap_FS_FCloseFile( fileHandle_t f );
int				trap_FS_GetFileList(  const char *path, const char *extension, char *listbuf, int bufsize );
int				trap_FS_Seek( fileHandle_t f, long offset, int origin ); // fsOrigin_t
qhandle_t		trap_R_RegisterModel( const char *name );
qhandle_t		trap_R_RegisterSkin( const char *name );
qhandle_t		trap_R_RegisterShaderNoMip( const char *name );
void			trap_R_ClearScene( void );
void			trap_R_AddRefEntityToScene( const refEntity_t *re );
void			trap_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts );
void			trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b );
void			trap_R_RenderScene( const refdef_t *fd );
void			trap_R_SetColor( const float *rgba );
void			trap_R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader );
void			trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs );
void			trap_UpdateScreen( void );
int				trap_CM_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame, float frac, const char *tagName );
void			trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum );
sfxHandle_t		trap_S_RegisterSound( const char *sample, qboolean compressed );
void			trap_Key_KeynumToStringBuf( int keynum, char *buf, int buflen );
void			trap_Key_GetBindingBuf( int keynum, char *buf, int buflen );
void			trap_Key_SetBinding( int keynum, const char *binding );
qboolean		trap_Key_IsDown( int keynum );
qboolean		trap_Key_GetOverstrikeMode( void );
void			trap_Key_SetOverstrikeMode( qboolean state );
void			trap_Key_ClearStates( void );
int				trap_Key_GetCatcher( void );
void			trap_Key_SetCatcher( int catcher );
void			trap_GetClipboardData( char *buf, int bufsize );
void			trap_GetClientState( uiClientState_t *state );
void			trap_GetGlconfig( glconfig_t *glconfig );
int				trap_GetConfigString( int index, char* buff, int buffsize );
int				trap_LAN_GetServerCount( int source );
void			trap_LAN_GetServerAddressString( int source, int n, char *buf, int buflen );
void			trap_LAN_GetServerInfo( int source, int n, char *buf, int buflen );
int				trap_LAN_GetServerPing( int source, int n );
int				trap_LAN_GetPingQueueCount( void );
void			trap_LAN_ClearPing( int n );
void			trap_LAN_GetPing( int n, char *buf, int buflen, int *pingtime );
void			trap_LAN_GetPingInfo( int n, char *buf, int buflen );
void			trap_LAN_LoadCachedServers( void );
void			trap_LAN_SaveCachedServers( void );
void			trap_LAN_MarkServerVisible(int source, int n, qboolean visible);
int				trap_LAN_ServerIsVisible( int source, int n);
qboolean		trap_LAN_UpdateVisiblePings( int source );
int				trap_LAN_AddServer(int source, const char *name, const char *addr);
void			trap_LAN_RemoveServer(int source, const char *addr);
void			trap_LAN_ResetPings(int n);
int				trap_LAN_ServerStatus( const char *serverAddress, char *serverStatus, int maxLen );
int				trap_LAN_CompareServers( int source, int sortKey, int sortDir, int s1, int s2 );
int				trap_MemoryRemaining( void );
void			trap_R_RegisterFont(const char *pFontname, int pointSize, fontInfo_t *font);
void			trap_S_StopBackgroundTrack( void );
void			trap_S_StartBackgroundTrack( const char *intro, const char *loop);
int				trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits);
e_status		trap_CIN_StopCinematic(int handle);
e_status		trap_CIN_RunCinematic (int handle);
void			trap_CIN_DrawCinematic (int handle);
void			trap_CIN_SetExtents (int handle, int x, int y, int w, int h);
int				trap_RealTime(qtime_t *qtime);
void			trap_R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset );

#ifdef IOQ3ZTM // BONES
void			trap_R_AddRefEntityToScene_CustomSkeleton( const refEntity_t *re, const refSkeleton_t *rs );
int				trap_R_JointIndexForName(qhandle_t handle, const char *jointName);
qboolean		trap_R_SetupSkeleton(qhandle_t handle, refSkeleton_t *refSkel, int frame, int oldframe, float backlerp);
qboolean		trap_R_SetupPlayerSkeleton(qhandle_t handle, refSkeleton_t *refSkel,
								int legsFrame, int legsOldFrame, float legsBacklerp,
								int torsoFrame, int torsoOldFrame, float torsoBacklerp,
								int headFrame, int headOldFrame, float headBacklerp);
void			trap_R_MakeSkeletonAbsolute(const refSkeleton_t *in, refSkeleton_t *out);
#endif

//
// ui_addbots.c
//
void UI_AddBots_Cache( void );
void UI_AddBotsMenu( void );

//
// ui_removebots.c
//
void UI_RemoveBots_Cache( void );
void UI_RemoveBotsMenu( void );

//
// ui_teamorders.c
//
extern void UI_TeamOrdersMenu( void );
extern void UI_TeamOrdersMenu_f( void );
extern void UI_TeamOrdersMenu_Cache( void );

//
// ui_loadconfig.c
//
void UI_LoadConfig_Cache( void );
void UI_LoadConfigMenu( void );

//
// ui_saveconfig.c
//
void UI_SaveConfigMenu_Cache( void );
void UI_SaveConfigMenu( void );

//
// ui_display.c
//
void UI_DisplayOptionsMenu_Cache( void );
void UI_DisplayOptionsMenu( void );

//
// ui_sound.c
//
void UI_SoundOptionsMenu_Cache( void );
void UI_SoundOptionsMenu( void );

//
// ui_network.c
//
void UI_NetworkOptionsMenu_Cache( void );
void UI_NetworkOptionsMenu( void );

//
// ui_gameinfo.c
//
typedef enum {
	AWARD_ACCURACY,
#ifndef TURTLEARENA // AWARDS
	AWARD_IMPRESSIVE,
	AWARD_EXCELLENT,
	AWARD_GAUNTLET,
#endif
	AWARD_FRAGS,
	AWARD_PERFECT
} awardType_t;

const char *UI_GetArenaInfoByNumber( int num );
const char *UI_GetArenaInfoByMap( const char *map );
const char *UI_GetSpecialArenaInfo( const char *tag );
int UI_GetNumArenas( void );
int UI_GetNumSPArenas( void );
int UI_GetNumSPTiers( void );

char *UI_GetBotInfoByNumber( int num );
char *UI_GetBotInfoByName( const char *name );
int UI_GetNumBots( void );
void UI_LoadBots( void );
char *UI_GetBotNameByNumber( int num );

#ifndef TA_SP
void UI_GetBestScore( int level, int *score, int *skill );
void UI_SetBestScore( int level, int score );
int UI_TierCompleted( int levelWon );
qboolean UI_ShowTierVideo( int tier );
qboolean UI_CanShowTierVideo( int tier );
int  UI_GetCurrentGame( void );
void UI_NewGame( void );
void UI_LogAwardData( int award, int data );
int UI_GetAwardLevel( int award );
#endif

void UI_SPUnlock_f( void );
#ifndef TA_SP
void UI_SPUnlockMedals_f( void );
#endif

void UI_InitGameinfo( void );

//
// ui_login.c
//
void Login_Cache( void );
void UI_LoginMenu( void );

//
// ui_signup.c
//
void Signup_Cache( void );
void UI_SignupMenu( void );

//
// ui_rankstatus.c
//
void RankStatus_Cache( void );
void UI_RankStatusMenu( void );


// new ui 

#define ASSET_BACKGROUND "uiBackground"

#ifdef TA_SP
// Arcade map gamedata
#define ARCADE_GAMEDATA_MAGIC "EBXARCADE"
#define ARCADE_GAMEDATA_VERSION 0
#define NUM_ARCADE_SCORES 5

typedef struct
{
	char name[9];
	char character[17];
	int score;
	int time;

	// Additional CTF data
	int captures;
	int redScore;
	int blueScore;
} arcadeScore_t;

typedef struct
{
	char magic[9];
	int version;
	arcadeScore_t scores[NUM_ARCADE_SCORES];
} arcadeGameData_t;
#else
// for tracking sp game info in Team Arena
typedef struct postGameInfo_s {
	int score;
	int redScore;
	int blueScore;
	int perfects;
	int accuracy;
#ifndef TURTLEARENA // AWARDS
	int impressives;
	int excellents;
#endif
	int defends;
	int assists;
#ifndef TURTLEARENA // AWARDS
	int gauntlets;
#endif
	int	captures;
	int time;
	int timeBonus;
	int shutoutBonus;
	int skillBonus;
	int baseScore;
} postGameInfo_t;
#endif



#endif
