/* =========================================================================== 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 . 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. =========================================================================== */ #ifndef __RENDERWINDOW_H #define __RENDERWINDOW_H class idUserInterfaceLocal; class idRenderWindow : public idWindow { public: idRenderWindow(idUserInterfaceLocal *gui); idRenderWindow(idDeviceContext *d, idUserInterfaceLocal *gui); virtual ~idRenderWindow(); virtual void PostParse(); virtual void Draw(int time, float x, float y); virtual size_t Allocated(){return idWindow::Allocated();}; // // virtual idWinVar *GetWinVarByName(const char *_name, bool winLookup = false, drawWin_t** owner = NULL); // private: void CommonInit(); virtual bool ParseInternalVar(const char *name, idParser *src); void Render(int time); void PreRender(); void BuildAnimation(int time); renderView_t refdef; idRenderWorld *world; renderEntity_t worldEntity; renderLight_t rLight; const idMD5Anim *modelAnim; qhandle_t worldModelDef; qhandle_t lightDef; qhandle_t modelDef; idWinStr modelName; idWinStr animName; idStr animClass; idWinVec4 lightOrigin; idWinVec4 lightColor; idWinVec4 modelOrigin; idWinVec4 modelRotate; idWinVec4 viewOffset; idWinBool needsRender; int animLength; int animEndTime; bool updateAnimation; //bc idWinStr skinName; }; #endif // __RENDERWINDOW_H