quadrilateralcowboy/ui/SimpleWindow.cpp

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/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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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 "DeviceContext.h"
#include "Window.h"
#include "UserInterfaceLocal.h"
#include "SimpleWindow.h"
idSimpleWindow::idSimpleWindow(idWindow *win) {
gui = win->GetGui();
dc = win->dc;
drawRect = win->drawRect;
clientRect = win->clientRect;
textRect = win->textRect;
origin = win->origin;
fontNum = win->fontNum;
name = win->name;
matScalex = win->matScalex;
matScaley = win->matScaley;
borderSize = win->borderSize;
textAlign = win->textAlign;
textAlignx = win->textAlignx;
textAligny = win->textAligny;
background = win->background;
flags = win->flags;
textShadow = win->textShadow;
visible = win->visible;
text = win->text;
rect = win->rect;
backColor = win->backColor;
matColor = win->matColor;
foreColor = win->foreColor;
borderColor = win->borderColor;
textScale = win->textScale;
rotate = win->rotate;
shear = win->shear;
backGroundName = win->backGroundName;
if (backGroundName.Length()) {
background = declManager->FindMaterial(backGroundName);
background->SetSort( SS_GUI );
background->SetImageClassifications( 1 ); // just for resource tracking
}
backGroundName.SetMaterialPtr(&background);
//
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// added parent
mParent = win->GetParent();
//
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hideCursor = win->hideCursor;
idWindow *parent = win->GetParent();
if (parent) {
if (text.NeedsUpdate()) {
parent->AddUpdateVar(&text);
}
if (visible.NeedsUpdate()) {
parent->AddUpdateVar(&visible);
}
if (rect.NeedsUpdate()) {
parent->AddUpdateVar(&rect);
}
if (backColor.NeedsUpdate()) {
parent->AddUpdateVar(&backColor);
}
if (matColor.NeedsUpdate()) {
parent->AddUpdateVar(&matColor);
}
if (foreColor.NeedsUpdate()) {
parent->AddUpdateVar(&foreColor);
}
if (borderColor.NeedsUpdate()) {
parent->AddUpdateVar(&borderColor);
}
if (textScale.NeedsUpdate()) {
parent->AddUpdateVar(&textScale);
}
if (rotate.NeedsUpdate()) {
parent->AddUpdateVar(&rotate);
}
if (shear.NeedsUpdate()) {
parent->AddUpdateVar(&shear);
}
if (backGroundName.NeedsUpdate()) {
parent->AddUpdateVar(&backGroundName);
}
}
}
idSimpleWindow::~idSimpleWindow() {
}
void idSimpleWindow::StateChanged( bool redraw ) {
if ( redraw && background && background->CinematicLength() ) {
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background->UpdateCinematic( gui->GetTime() );
}
}
void idSimpleWindow::SetupTransforms(float x, float y) {
static idMat3 trans;
static idVec3 org;
trans.Identity();
org.Set( origin.x + x, origin.y + y, 0 );
if ( rotate ) {
static idRotation rot;
static idVec3 vec( 0, 0, 1 );
rot.Set( org, vec, rotate );
trans = rot.ToMat3();
}
static idMat3 smat;
smat.Identity();
if (shear.x() || shear.y()) {
smat[0][1] = shear.x();
smat[1][0] = shear.y();
trans *= smat;
}
if ( !trans.IsIdentity() ) {
dc->SetTransformInfo( org, trans );
}
}
void idSimpleWindow::DrawBackground(const idRectangle &drawRect) {
if (backColor.w() > 0) {
dc->DrawFilledRect(drawRect.x, drawRect.y, drawRect.w, drawRect.h, backColor);
}
if (background) {
if (matColor.w() > 0) {
float scalex, scaley;
if ( flags & WIN_NATURALMAT ) {
scalex = drawRect.w / background->GetImageWidth();
scaley = drawRect.h / background->GetImageHeight();
} else {
scalex = matScalex;
scaley = matScaley;
}
dc->DrawMaterial(drawRect.x, drawRect.y, drawRect.w, drawRect.h, background, matColor, scalex, scaley);
}
}
}
void idSimpleWindow::DrawBorderAndCaption(const idRectangle &drawRect) {
if (flags & WIN_BORDER) {
if (borderSize) {
dc->DrawRect(drawRect.x, drawRect.y, drawRect.w, drawRect.h, borderSize, borderColor);
}
}
}
void idSimpleWindow::CalcClientRect(float xofs, float yofs) {
drawRect = rect;
if ( flags & WIN_INVERTRECT ) {
drawRect.x = rect.x() - rect.w();
drawRect.y = rect.y() - rect.h();
}
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drawRect.x += xofs;
drawRect.y += yofs;
clientRect = drawRect;
if (rect.h() > 0.0 && rect.w() > 0.0) {
if (flags & WIN_BORDER && borderSize != 0.0) {
clientRect.x += borderSize;
clientRect.y += borderSize;
clientRect.w -= borderSize;
clientRect.h -= borderSize;
}
textRect = clientRect;
textRect.x += 2.0;
textRect.w -= 2.0;
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textRect.y += 2.0;
textRect.h -= 2.0;
textRect.x += textAlignx;
textRect.y += textAligny;
}
origin.Set( rect.x() + ( rect.w() / 2 ), rect.y() + ( rect.h() / 2 ) );
}
void idSimpleWindow::Redraw(float x, float y) {
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if (!visible) {
return;
}
CalcClientRect(0, 0);
dc->SetFont(fontNum);
drawRect.Offset(x, y);
clientRect.Offset(x, y);
textRect.Offset(x, y);
SetupTransforms(x, y);
if ( flags & WIN_NOCLIP ) {
dc->EnableClipping( false );
}
DrawBackground(drawRect);
DrawBorderAndCaption(drawRect);
if ( textShadow ) {
idStr shadowText = text;
idRectangle shadowRect = textRect;
shadowText.RemoveColors();
shadowRect.x += textShadow;
shadowRect.y += textShadow;
dc->DrawText( shadowText, textScale, textAlign, colorBlack, shadowRect, !( flags & WIN_NOWRAP ), -1 );
}
dc->DrawText(text, textScale, textAlign, foreColor, textRect, !( flags & WIN_NOWRAP ), -1);
dc->SetTransformInfo(vec3_origin, mat3_identity);
if ( flags & WIN_NOCLIP ) {
dc->EnableClipping( true );
}
drawRect.Offset(-x, -y);
clientRect.Offset(-x, -y);
textRect.Offset(-x, -y);
}
intptr_t idSimpleWindow::GetWinVarOffset( idWinVar *wv, drawWin_t* owner) {
intptr_t ret = -1;
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if ( wv == &rect ) {
ret = (ptrdiff_t)&this->rect - (ptrdiff_t)this;
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}
if ( wv == &backColor ) {
ret = (ptrdiff_t)&this->backColor - (ptrdiff_t)this;
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}
if ( wv == &matColor ) {
ret = (ptrdiff_t)&this->matColor - (ptrdiff_t)this;
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}
if ( wv == &foreColor ) {
ret = (ptrdiff_t)&this->foreColor - (ptrdiff_t)this;
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}
if ( wv == &borderColor ) {
ret = (ptrdiff_t)&this->borderColor - (ptrdiff_t)this;
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}
if ( wv == &textScale ) {
ret = (ptrdiff_t)&this->textScale - (ptrdiff_t)this;
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}
if ( wv == &rotate ) {
ret = (ptrdiff_t)&this->rotate - (ptrdiff_t)this;
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}
if ( ret != -1 ) {
owner->simp = this;
}
return ret;
}
idWinVar *idSimpleWindow::GetWinVarByName(const char *_name) {
idWinVar *retVar = NULL;
if (idStr::Icmp(_name, "background") == 0) {
retVar = &backGroundName;
}
if (idStr::Icmp(_name, "visible") == 0) {
retVar = &visible;
}
if (idStr::Icmp(_name, "rect") == 0) {
retVar = &rect;
}
if (idStr::Icmp(_name, "backColor") == 0) {
retVar = &backColor;
}
if (idStr::Icmp(_name, "matColor") == 0) {
retVar = &matColor;
}
if (idStr::Icmp(_name, "foreColor") == 0) {
retVar = &foreColor;
}
if (idStr::Icmp(_name, "borderColor") == 0) {
retVar = &borderColor;
}
if (idStr::Icmp(_name, "textScale") == 0) {
retVar = &textScale;
}
if (idStr::Icmp(_name, "rotate") == 0) {
retVar = &rotate;
}
if (idStr::Icmp(_name, "shear") == 0) {
retVar = &shear;
}
if (idStr::Icmp(_name, "text") == 0) {
retVar = &text;
}
return retVar;
}
/*
========================
idSimpleWindow::WriteToSaveGame
========================
*/
void idSimpleWindow::WriteToSaveGame( idFile *savefile ) {
savefile->Write( &flags, sizeof( flags ) );
savefile->Write( &drawRect, sizeof( drawRect ) );
savefile->Write( &clientRect, sizeof( clientRect ) );
savefile->Write( &textRect, sizeof( textRect ) );
savefile->Write( &origin, sizeof( origin ) );
savefile->Write( &fontNum, sizeof( fontNum ) );
savefile->Write( &matScalex, sizeof( matScalex ) );
savefile->Write( &matScaley, sizeof( matScaley ) );
savefile->Write( &borderSize, sizeof( borderSize ) );
savefile->Write( &textAlign, sizeof( textAlign ) );
savefile->Write( &textAlignx, sizeof( textAlignx ) );
savefile->Write( &textAligny, sizeof( textAligny ) );
savefile->Write( &textShadow, sizeof( textShadow ) );
text.WriteToSaveGame( savefile );
visible.WriteToSaveGame( savefile );
rect.WriteToSaveGame( savefile );
backColor.WriteToSaveGame( savefile );
matColor.WriteToSaveGame( savefile );
foreColor.WriteToSaveGame( savefile );
borderColor.WriteToSaveGame( savefile );
textScale.WriteToSaveGame( savefile );
rotate.WriteToSaveGame( savefile );
shear.WriteToSaveGame( savefile );
backGroundName.WriteToSaveGame( savefile );
int stringLen;
if ( background ) {
stringLen = strlen( background->GetName() );
savefile->Write( &stringLen, sizeof( stringLen ) );
savefile->Write( background->GetName(), stringLen );
} else {
stringLen = 0;
savefile->Write( &stringLen, sizeof( stringLen ) );
}
}
/*
========================
idSimpleWindow::ReadFromSaveGame
========================
*/
void idSimpleWindow::ReadFromSaveGame( idFile *savefile ) {
savefile->Read( &flags, sizeof( flags ) );
savefile->Read( &drawRect, sizeof( drawRect ) );
savefile->Read( &clientRect, sizeof( clientRect ) );
savefile->Read( &textRect, sizeof( textRect ) );
savefile->Read( &origin, sizeof( origin ) );
savefile->Read( &fontNum, sizeof( fontNum ) );
savefile->Read( &matScalex, sizeof( matScalex ) );
savefile->Read( &matScaley, sizeof( matScaley ) );
savefile->Read( &borderSize, sizeof( borderSize ) );
savefile->Read( &textAlign, sizeof( textAlign ) );
savefile->Read( &textAlignx, sizeof( textAlignx ) );
savefile->Read( &textAligny, sizeof( textAligny ) );
savefile->Read( &textShadow, sizeof( textShadow ) );
text.ReadFromSaveGame( savefile );
visible.ReadFromSaveGame( savefile );
rect.ReadFromSaveGame( savefile );
backColor.ReadFromSaveGame( savefile );
matColor.ReadFromSaveGame( savefile );
foreColor.ReadFromSaveGame( savefile );
borderColor.ReadFromSaveGame( savefile );
textScale.ReadFromSaveGame( savefile );
rotate.ReadFromSaveGame( savefile );
shear.ReadFromSaveGame( savefile );
backGroundName.ReadFromSaveGame( savefile );
int stringLen;
savefile->Read( &stringLen, sizeof( stringLen ) );
if ( stringLen > 0 ) {
idStr backName;
backName.Fill( ' ', stringLen );
savefile->Read( &(backName)[0], stringLen );
background = declManager->FindMaterial( backName );
background->SetSort( SS_GUI );
} else {
background = NULL;
}
}
/*
===============================
*/
size_t idSimpleWindow::Size() {
size_t sz = sizeof(*this);
sz += name.Size();
sz += text.Size();
sz += backGroundName.Size();
return sz;
}