mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-10 06:41:36 +00:00
626 lines
15 KiB
C++
626 lines
15 KiB
C++
|
/*
|
||
|
===========================================================================
|
||
|
|
||
|
Doom 3 GPL Source Code
|
||
|
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
|
||
|
|
||
|
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
|
||
|
|
||
|
Doom 3 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 3 of the License, or
|
||
|
(at your option) any later version.
|
||
|
|
||
|
Doom 3 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
|
||
|
|
||
|
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
|
||
|
|
||
|
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
|
||
|
|
||
|
===========================================================================
|
||
|
*/
|
||
|
|
||
|
#include "../idlib/precompiled.h"
|
||
|
#pragma hdrstop
|
||
|
|
||
|
#include "Window.h"
|
||
|
#include "Winvar.h"
|
||
|
#include "GuiScript.h"
|
||
|
#include "UserInterfaceLocal.h"
|
||
|
|
||
|
|
||
|
/*
|
||
|
=========================
|
||
|
Script_Set
|
||
|
=========================
|
||
|
*/
|
||
|
void Script_Set(idWindow *window, idList<idGSWinVar> *src) {
|
||
|
idStr key, val;
|
||
|
idWinStr *dest = dynamic_cast<idWinStr*>((*src)[0].var);
|
||
|
if (dest) {
|
||
|
if (idStr::Icmp(*dest, "cmd") == 0) {
|
||
|
dest = dynamic_cast<idWinStr*>((*src)[1].var);
|
||
|
int parmCount = src->Num();
|
||
|
if (parmCount > 2) {
|
||
|
val = dest->c_str();
|
||
|
int i = 2;
|
||
|
while (i < parmCount) {
|
||
|
val += " \"";
|
||
|
val += (*src)[i].var->c_str();
|
||
|
val += "\"";
|
||
|
i++;
|
||
|
}
|
||
|
window->AddCommand(val);
|
||
|
} else {
|
||
|
window->AddCommand(*dest);
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
(*src)[0].var->Set((*src)[1].var->c_str());
|
||
|
(*src)[0].var->SetEval(false);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=========================
|
||
|
Script_SetFocus
|
||
|
=========================
|
||
|
*/
|
||
|
void Script_SetFocus(idWindow *window, idList<idGSWinVar> *src) {
|
||
|
idWinStr *parm = dynamic_cast<idWinStr*>((*src)[0].var);
|
||
|
if (parm) {
|
||
|
drawWin_t *win = window->GetGui()->GetDesktop()->FindChildByName(*parm);
|
||
|
if (win && win->win) {
|
||
|
window->SetFocus(win->win);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=========================
|
||
|
Script_ShowCursor
|
||
|
=========================
|
||
|
*/
|
||
|
void Script_ShowCursor(idWindow *window, idList<idGSWinVar> *src) {
|
||
|
idWinStr *parm = dynamic_cast<idWinStr*>((*src)[0].var);
|
||
|
if ( parm ) {
|
||
|
if ( atoi( *parm ) ) {
|
||
|
window->GetGui()->GetDesktop()->ClearFlag( WIN_NOCURSOR );
|
||
|
} else {
|
||
|
window->GetGui()->GetDesktop()->SetFlag( WIN_NOCURSOR );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=========================
|
||
|
Script_RunScript
|
||
|
|
||
|
run scripts must come after any set cmd set's in the script
|
||
|
=========================
|
||
|
*/
|
||
|
void Script_RunScript(idWindow *window, idList<idGSWinVar> *src) {
|
||
|
idWinStr *parm = dynamic_cast<idWinStr*>((*src)[0].var);
|
||
|
if (parm) {
|
||
|
idStr str = window->cmd;
|
||
|
str += " ; runScript ";
|
||
|
str += parm->c_str();
|
||
|
window->cmd = str;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=========================
|
||
|
Script_LocalSound
|
||
|
=========================
|
||
|
*/
|
||
|
void Script_LocalSound(idWindow *window, idList<idGSWinVar> *src) {
|
||
|
idWinStr *parm = dynamic_cast<idWinStr*>((*src)[0].var);
|
||
|
if (parm) {
|
||
|
session->sw->PlayShaderDirectly(*parm);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=========================
|
||
|
Script_EvalRegs
|
||
|
=========================
|
||
|
*/
|
||
|
void Script_EvalRegs(idWindow *window, idList<idGSWinVar> *src) {
|
||
|
window->EvalRegs(-1, true);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=========================
|
||
|
Script_EndGame
|
||
|
=========================
|
||
|
*/
|
||
|
void Script_EndGame( idWindow *window, idList<idGSWinVar> *src ) {
|
||
|
cvarSystem->SetCVarBool( "g_nightmare", true );
|
||
|
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "disconnect\n" );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=========================
|
||
|
Script_ResetTime
|
||
|
=========================
|
||
|
*/
|
||
|
void Script_ResetTime(idWindow *window, idList<idGSWinVar> *src) {
|
||
|
idWinStr *parm = dynamic_cast<idWinStr*>((*src)[0].var);
|
||
|
drawWin_t *win = NULL;
|
||
|
if (parm && src->Num() > 1) {
|
||
|
win = window->GetGui()->GetDesktop()->FindChildByName(*parm);
|
||
|
parm = dynamic_cast<idWinStr*>((*src)[1].var);
|
||
|
}
|
||
|
if (win && win->win) {
|
||
|
win->win->ResetTime(atoi(*parm));
|
||
|
win->win->EvalRegs(-1, true);
|
||
|
} else {
|
||
|
window->ResetTime(atoi(*parm));
|
||
|
window->EvalRegs(-1, true);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=========================
|
||
|
Script_ResetCinematics
|
||
|
=========================
|
||
|
*/
|
||
|
void Script_ResetCinematics(idWindow *window, idList<idGSWinVar> *src) {
|
||
|
window->ResetCinematics();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=========================
|
||
|
Script_Transition
|
||
|
=========================
|
||
|
*/
|
||
|
void Script_Transition(idWindow *window, idList<idGSWinVar> *src) {
|
||
|
// transitions always affect rect or vec4 vars
|
||
|
if (src->Num() >= 4) {
|
||
|
idWinRectangle *rect = NULL;
|
||
|
idWinVec4 *vec4 = dynamic_cast<idWinVec4*>((*src)[0].var);
|
||
|
//
|
||
|
// added float variable
|
||
|
idWinFloat* val = NULL;
|
||
|
//
|
||
|
if (vec4 == NULL) {
|
||
|
rect = dynamic_cast<idWinRectangle*>((*src)[0].var);
|
||
|
//
|
||
|
// added float variable
|
||
|
if ( NULL == rect ) {
|
||
|
val = dynamic_cast<idWinFloat*>((*src)[0].var);
|
||
|
}
|
||
|
//
|
||
|
}
|
||
|
idWinVec4 *from = dynamic_cast<idWinVec4*>((*src)[1].var);
|
||
|
idWinVec4 *to = dynamic_cast<idWinVec4*>((*src)[2].var);
|
||
|
idWinStr *timeStr = dynamic_cast<idWinStr*>((*src)[3].var);
|
||
|
//
|
||
|
// added float variable
|
||
|
if (!((vec4 || rect || val) && from && to && timeStr)) {
|
||
|
//
|
||
|
common->Warning("Bad transition in gui %s in window %s\n", window->GetGui()->GetSourceFile(), window->GetName());
|
||
|
return;
|
||
|
}
|
||
|
int time = atoi(*timeStr);
|
||
|
float ac = 0.0f;
|
||
|
float dc = 0.0f;
|
||
|
if (src->Num() > 4) {
|
||
|
idWinStr *acv = dynamic_cast<idWinStr*>((*src)[4].var);
|
||
|
idWinStr *dcv = dynamic_cast<idWinStr*>((*src)[5].var);
|
||
|
assert(acv && dcv);
|
||
|
ac = atof(*acv);
|
||
|
dc = atof(*dcv);
|
||
|
}
|
||
|
|
||
|
if (vec4) {
|
||
|
vec4->SetEval(false);
|
||
|
window->AddTransition(vec4, *from, *to, time, ac, dc);
|
||
|
//
|
||
|
// added float variable
|
||
|
} else if ( val ) {
|
||
|
val->SetEval ( false );
|
||
|
window->AddTransition(val, *from, *to, time, ac, dc);
|
||
|
//
|
||
|
} else {
|
||
|
rect->SetEval(false);
|
||
|
window->AddTransition(rect, *from, *to, time, ac, dc);
|
||
|
}
|
||
|
window->StartTransition();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
typedef struct {
|
||
|
const char *name;
|
||
|
void (*handler) (idWindow *window, idList<idGSWinVar> *src);
|
||
|
int mMinParms;
|
||
|
int mMaxParms;
|
||
|
} guiCommandDef_t;
|
||
|
|
||
|
guiCommandDef_t commandList[] = {
|
||
|
{ "set", Script_Set, 2, 999 },
|
||
|
{ "setFocus", Script_SetFocus, 1, 1 },
|
||
|
{ "endGame", Script_EndGame, 0, 0 },
|
||
|
{ "resetTime", Script_ResetTime, 0, 2 },
|
||
|
{ "showCursor", Script_ShowCursor, 1, 1 },
|
||
|
{ "resetCinematics", Script_ResetCinematics, 0, 2 },
|
||
|
{ "transition", Script_Transition, 4, 6 },
|
||
|
{ "localSound", Script_LocalSound, 1, 1 },
|
||
|
{ "runScript", Script_RunScript, 1, 1 },
|
||
|
{ "evalRegs", Script_EvalRegs, 0, 0 }
|
||
|
};
|
||
|
|
||
|
int scriptCommandCount = sizeof(commandList) / sizeof(guiCommandDef_t);
|
||
|
|
||
|
|
||
|
/*
|
||
|
=========================
|
||
|
idGuiScript::idGuiScript
|
||
|
=========================
|
||
|
*/
|
||
|
idGuiScript::idGuiScript() {
|
||
|
ifList = NULL;
|
||
|
elseList = NULL;
|
||
|
conditionReg = -1;
|
||
|
handler = NULL;
|
||
|
parms.SetGranularity( 2 );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=========================
|
||
|
idGuiScript::~idGuiScript
|
||
|
=========================
|
||
|
*/
|
||
|
idGuiScript::~idGuiScript() {
|
||
|
delete ifList;
|
||
|
delete elseList;
|
||
|
int c = parms.Num();
|
||
|
for ( int i = 0; i < c; i++ ) {
|
||
|
if ( parms[i].own ) {
|
||
|
delete parms[i].var;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=========================
|
||
|
idGuiScript::WriteToSaveGame
|
||
|
=========================
|
||
|
*/
|
||
|
void idGuiScript::WriteToSaveGame( idFile *savefile ) {
|
||
|
int i;
|
||
|
|
||
|
if ( ifList ) {
|
||
|
ifList->WriteToSaveGame( savefile );
|
||
|
}
|
||
|
if ( elseList ) {
|
||
|
elseList->WriteToSaveGame( savefile );
|
||
|
}
|
||
|
|
||
|
savefile->Write( &conditionReg, sizeof( conditionReg ) );
|
||
|
|
||
|
for ( i = 0; i < parms.Num(); i++ ) {
|
||
|
if ( parms[i].own ) {
|
||
|
parms[i].var->WriteToSaveGame( savefile );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=========================
|
||
|
idGuiScript::ReadFromSaveGame
|
||
|
=========================
|
||
|
*/
|
||
|
void idGuiScript::ReadFromSaveGame( idFile *savefile ) {
|
||
|
int i;
|
||
|
|
||
|
if ( ifList ) {
|
||
|
ifList->ReadFromSaveGame( savefile );
|
||
|
}
|
||
|
if ( elseList ) {
|
||
|
elseList->ReadFromSaveGame( savefile );
|
||
|
}
|
||
|
|
||
|
savefile->Read( &conditionReg, sizeof( conditionReg ) );
|
||
|
|
||
|
for ( i = 0; i < parms.Num(); i++ ) {
|
||
|
if ( parms[i].own ) {
|
||
|
parms[i].var->ReadFromSaveGame( savefile );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=========================
|
||
|
idGuiScript::Parse
|
||
|
=========================
|
||
|
*/
|
||
|
bool idGuiScript::Parse(idParser *src) {
|
||
|
int i;
|
||
|
|
||
|
// first token should be function call
|
||
|
// then a potentially variable set of parms
|
||
|
// ended with a ;
|
||
|
idToken token;
|
||
|
if ( !src->ReadToken(&token) ) {
|
||
|
src->Error( "Unexpected end of file" );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
handler = NULL;
|
||
|
|
||
|
for ( i = 0; i < scriptCommandCount ; i++ ) {
|
||
|
if ( idStr::Icmp(token, commandList[i].name) == 0 ) {
|
||
|
handler = commandList[i].handler;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (handler == NULL) {
|
||
|
src->Error("Uknown script call %s", token.c_str());
|
||
|
}
|
||
|
// now read parms til ;
|
||
|
// all parms are read as idWinStr's but will be fixed up later
|
||
|
// to be proper types
|
||
|
while (1) {
|
||
|
if ( !src->ReadToken(&token) ) {
|
||
|
src->Error( "Unexpected end of file" );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if (idStr::Icmp(token, ";") == 0) {
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if (idStr::Icmp(token, "}") == 0) {
|
||
|
src->UnreadToken(&token);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
idWinStr *str = new idWinStr();
|
||
|
*str = token;
|
||
|
idGSWinVar wv;
|
||
|
wv.own = true;
|
||
|
wv.var = str;
|
||
|
parms.Append( wv );
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// verify min/max params
|
||
|
if ( handler && (parms.Num() < commandList[i].mMinParms || parms.Num() > commandList[i].mMaxParms ) ) {
|
||
|
src->Error("incorrect number of parameters for script %s", commandList[i].name );
|
||
|
}
|
||
|
//
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=========================
|
||
|
idGuiScriptList::Execute
|
||
|
=========================
|
||
|
*/
|
||
|
void idGuiScriptList::Execute(idWindow *win) {
|
||
|
int c = list.Num();
|
||
|
for (int i = 0; i < c; i++) {
|
||
|
idGuiScript *gs = list[i];
|
||
|
assert(gs);
|
||
|
if (gs->conditionReg >= 0) {
|
||
|
if (win->HasOps()) {
|
||
|
float f = win->EvalRegs(gs->conditionReg);
|
||
|
if (f) {
|
||
|
if (gs->ifList) {
|
||
|
win->RunScriptList(gs->ifList);
|
||
|
}
|
||
|
} else if (gs->elseList) {
|
||
|
win->RunScriptList(gs->elseList);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
gs->Execute(win);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=========================
|
||
|
idGuiScriptList::FixupParms
|
||
|
=========================
|
||
|
*/
|
||
|
void idGuiScript::FixupParms(idWindow *win) {
|
||
|
if (handler == &Script_Set) {
|
||
|
bool precacheBackground = false;
|
||
|
bool precacheSounds = false;
|
||
|
idWinStr *str = dynamic_cast<idWinStr*>(parms[0].var);
|
||
|
assert(str);
|
||
|
idWinVar *dest = win->GetWinVarByName(*str, true);
|
||
|
if (dest) {
|
||
|
delete parms[0].var;
|
||
|
parms[0].var = dest;
|
||
|
parms[0].own = false;
|
||
|
|
||
|
if ( dynamic_cast<idWinBackground *>(dest) != NULL ) {
|
||
|
precacheBackground = true;
|
||
|
}
|
||
|
} else if ( idStr::Icmp( str->c_str(), "cmd" ) == 0 ) {
|
||
|
precacheSounds = true;
|
||
|
}
|
||
|
int parmCount = parms.Num();
|
||
|
for (int i = 1; i < parmCount; i++) {
|
||
|
idWinStr *str = dynamic_cast<idWinStr*>(parms[i].var);
|
||
|
if (idStr::Icmpn(*str, "gui::", 5) == 0) {
|
||
|
|
||
|
// always use a string here, no point using a float if it is one
|
||
|
// FIXME: This creates duplicate variables, while not technically a problem since they
|
||
|
// are all bound to the same guiDict, it does consume extra memory and is generally a bad thing
|
||
|
idWinStr* defvar = new idWinStr();
|
||
|
defvar->Init ( *str, win );
|
||
|
win->AddDefinedVar ( defvar );
|
||
|
delete parms[i].var;
|
||
|
parms[i].var = defvar;
|
||
|
parms[i].own = false;
|
||
|
|
||
|
//dest = win->GetWinVarByName(*str, true);
|
||
|
//if (dest) {
|
||
|
// delete parms[i].var;
|
||
|
// parms[i].var = dest;
|
||
|
// parms[i].own = false;
|
||
|
//}
|
||
|
//
|
||
|
} else if ((*str[0]) == '$') {
|
||
|
//
|
||
|
// dont include the $ when asking for variable
|
||
|
dest = win->GetGui()->GetDesktop()->GetWinVarByName((const char*)(*str) + 1, true);
|
||
|
//
|
||
|
if (dest) {
|
||
|
delete parms[i].var;
|
||
|
parms[i].var = dest;
|
||
|
parms[i].own = false;
|
||
|
}
|
||
|
} else if ( idStr::Cmpn( str->c_str(), STRTABLE_ID, STRTABLE_ID_LENGTH ) == 0 ) {
|
||
|
str->Set( common->GetLanguageDict()->GetString( str->c_str() ) );
|
||
|
} else if ( precacheBackground ) {
|
||
|
const idMaterial *mat = declManager->FindMaterial( str->c_str() );
|
||
|
mat->SetSort( SS_GUI );
|
||
|
} else if ( precacheSounds ) {
|
||
|
// Search for "play <...>"
|
||
|
idToken token;
|
||
|
idParser parser( LEXFL_NOSTRINGCONCAT | LEXFL_ALLOWMULTICHARLITERALS | LEXFL_ALLOWBACKSLASHSTRINGCONCAT );
|
||
|
parser.LoadMemory(str->c_str(), str->Length(), "command");
|
||
|
|
||
|
while ( parser.ReadToken(&token) ) {
|
||
|
if ( token.Icmp("play") == 0 ) {
|
||
|
if ( parser.ReadToken(&token) && ( token != "" ) ) {
|
||
|
declManager->FindSound( token.c_str() );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
} else if (handler == &Script_Transition) {
|
||
|
if (parms.Num() < 4) {
|
||
|
common->Warning("Window %s in gui %s has a bad transition definition", win->GetName(), win->GetGui()->GetSourceFile());
|
||
|
}
|
||
|
idWinStr *str = dynamic_cast<idWinStr*>(parms[0].var);
|
||
|
assert(str);
|
||
|
|
||
|
//
|
||
|
drawWin_t *destowner;
|
||
|
idWinVar *dest = win->GetWinVarByName(*str, true, &destowner );
|
||
|
//
|
||
|
|
||
|
if (dest) {
|
||
|
delete parms[0].var;
|
||
|
parms[0].var = dest;
|
||
|
parms[0].own = false;
|
||
|
} else {
|
||
|
common->Warning("Window %s in gui %s: a transition does not have a valid destination var %s", win->GetName(), win->GetGui()->GetSourceFile(),str->c_str());
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// support variables as parameters
|
||
|
int c;
|
||
|
for ( c = 1; c < 3; c ++ ) {
|
||
|
str = dynamic_cast<idWinStr*>(parms[c].var);
|
||
|
|
||
|
idWinVec4 *v4 = new idWinVec4;
|
||
|
parms[c].var = v4;
|
||
|
parms[c].own = true;
|
||
|
|
||
|
drawWin_t* owner;
|
||
|
|
||
|
if ( (*str[0]) == '$' ) {
|
||
|
dest = win->GetWinVarByName ( (const char*)(*str) + 1, true, &owner );
|
||
|
} else {
|
||
|
dest = NULL;
|
||
|
}
|
||
|
|
||
|
if ( dest ) {
|
||
|
idWindow* ownerparent;
|
||
|
idWindow* destparent;
|
||
|
if ( owner ) {
|
||
|
ownerparent = owner->simp?owner->simp->GetParent():owner->win->GetParent();
|
||
|
destparent = destowner->simp?destowner->simp->GetParent():destowner->win->GetParent();
|
||
|
|
||
|
// If its the rectangle they are referencing then adjust it
|
||
|
if ( ownerparent && destparent &&
|
||
|
(dest == (owner->simp?owner->simp->GetWinVarByName ( "rect" ):owner->win->GetWinVarByName ( "rect" ) ) ) )
|
||
|
{
|
||
|
idRectangle rect;
|
||
|
rect = *(dynamic_cast<idWinRectangle*>(dest));
|
||
|
ownerparent->ClientToScreen ( &rect );
|
||
|
destparent->ScreenToClient ( &rect );
|
||
|
*v4 = rect.ToVec4 ( );
|
||
|
} else {
|
||
|
v4->Set ( dest->c_str ( ) );
|
||
|
}
|
||
|
} else {
|
||
|
v4->Set ( dest->c_str ( ) );
|
||
|
}
|
||
|
} else {
|
||
|
v4->Set(*str);
|
||
|
}
|
||
|
|
||
|
delete str;
|
||
|
}
|
||
|
//
|
||
|
|
||
|
} else {
|
||
|
int c = parms.Num();
|
||
|
for (int i = 0; i < c; i++) {
|
||
|
parms[i].var->Init(parms[i].var->c_str(), win);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=========================
|
||
|
idGuiScriptList::FixupParms
|
||
|
=========================
|
||
|
*/
|
||
|
void idGuiScriptList::FixupParms(idWindow *win) {
|
||
|
int c = list.Num();
|
||
|
for (int i = 0; i < c; i++) {
|
||
|
idGuiScript *gs = list[i];
|
||
|
gs->FixupParms(win);
|
||
|
if (gs->ifList) {
|
||
|
gs->ifList->FixupParms(win);
|
||
|
}
|
||
|
if (gs->elseList) {
|
||
|
gs->elseList->FixupParms(win);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=========================
|
||
|
idGuiScriptList::WriteToSaveGame
|
||
|
=========================
|
||
|
*/
|
||
|
void idGuiScriptList::WriteToSaveGame( idFile *savefile ) {
|
||
|
int i;
|
||
|
|
||
|
for ( i = 0; i < list.Num(); i++ ) {
|
||
|
list[i]->WriteToSaveGame( savefile );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=========================
|
||
|
idGuiScriptList::ReadFromSaveGame
|
||
|
=========================
|
||
|
*/
|
||
|
void idGuiScriptList::ReadFromSaveGame( idFile *savefile ) {
|
||
|
int i;
|
||
|
|
||
|
for ( i = 0; i < list.Num(); i++ ) {
|
||
|
list[i]->ReadFromSaveGame( savefile );
|
||
|
}
|
||
|
}
|