mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-24 21:11:49 +00:00
69420a703a
Huge shoutout to dhewm3 and RBDOOM-3-BFG for doing 99% of this work before us!
439 lines
11 KiB
C++
439 lines
11 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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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
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "DeviceContext.h"
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#include "Window.h"
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#include "UserInterfaceLocal.h"
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#include "SimpleWindow.h"
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idSimpleWindow::idSimpleWindow(idWindow *win) {
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gui = win->GetGui();
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dc = win->dc;
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drawRect = win->drawRect;
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clientRect = win->clientRect;
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textRect = win->textRect;
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origin = win->origin;
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fontNum = win->fontNum;
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name = win->name;
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matScalex = win->matScalex;
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matScaley = win->matScaley;
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borderSize = win->borderSize;
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textAlign = win->textAlign;
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textAlignx = win->textAlignx;
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textAligny = win->textAligny;
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background = win->background;
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flags = win->flags;
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textShadow = win->textShadow;
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visible = win->visible;
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text = win->text;
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rect = win->rect;
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backColor = win->backColor;
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matColor = win->matColor;
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foreColor = win->foreColor;
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borderColor = win->borderColor;
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textScale = win->textScale;
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rotate = win->rotate;
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shear = win->shear;
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backGroundName = win->backGroundName;
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if (backGroundName.Length()) {
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background = declManager->FindMaterial(backGroundName);
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background->SetSort( SS_GUI );
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background->SetImageClassifications( 1 ); // just for resource tracking
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}
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backGroundName.SetMaterialPtr(&background);
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//
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// added parent
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mParent = win->GetParent();
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//
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hideCursor = win->hideCursor;
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idWindow *parent = win->GetParent();
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if (parent) {
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if (text.NeedsUpdate()) {
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parent->AddUpdateVar(&text);
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}
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if (visible.NeedsUpdate()) {
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parent->AddUpdateVar(&visible);
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}
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if (rect.NeedsUpdate()) {
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parent->AddUpdateVar(&rect);
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}
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if (backColor.NeedsUpdate()) {
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parent->AddUpdateVar(&backColor);
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}
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if (matColor.NeedsUpdate()) {
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parent->AddUpdateVar(&matColor);
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}
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if (foreColor.NeedsUpdate()) {
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parent->AddUpdateVar(&foreColor);
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}
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if (borderColor.NeedsUpdate()) {
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parent->AddUpdateVar(&borderColor);
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}
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if (textScale.NeedsUpdate()) {
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parent->AddUpdateVar(&textScale);
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}
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if (rotate.NeedsUpdate()) {
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parent->AddUpdateVar(&rotate);
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}
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if (shear.NeedsUpdate()) {
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parent->AddUpdateVar(&shear);
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}
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if (backGroundName.NeedsUpdate()) {
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parent->AddUpdateVar(&backGroundName);
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}
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}
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}
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idSimpleWindow::~idSimpleWindow() {
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}
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void idSimpleWindow::StateChanged( bool redraw ) {
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if ( redraw && background && background->CinematicLength() ) {
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background->UpdateCinematic( gui->GetTime() );
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}
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}
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void idSimpleWindow::SetupTransforms(float x, float y) {
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static idMat3 trans;
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static idVec3 org;
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trans.Identity();
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org.Set( origin.x + x, origin.y + y, 0 );
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if ( rotate ) {
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static idRotation rot;
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static idVec3 vec( 0, 0, 1 );
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rot.Set( org, vec, rotate );
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trans = rot.ToMat3();
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}
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static idMat3 smat;
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smat.Identity();
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if (shear.x() || shear.y()) {
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smat[0][1] = shear.x();
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smat[1][0] = shear.y();
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trans *= smat;
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}
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if ( !trans.IsIdentity() ) {
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dc->SetTransformInfo( org, trans );
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}
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}
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void idSimpleWindow::DrawBackground(const idRectangle &drawRect) {
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if (backColor.w() > 0) {
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dc->DrawFilledRect(drawRect.x, drawRect.y, drawRect.w, drawRect.h, backColor);
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}
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if (background) {
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if (matColor.w() > 0) {
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float scalex, scaley;
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if ( flags & WIN_NATURALMAT ) {
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scalex = drawRect.w / background->GetImageWidth();
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scaley = drawRect.h / background->GetImageHeight();
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} else {
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scalex = matScalex;
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scaley = matScaley;
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}
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dc->DrawMaterial(drawRect.x, drawRect.y, drawRect.w, drawRect.h, background, matColor, scalex, scaley);
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}
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}
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}
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void idSimpleWindow::DrawBorderAndCaption(const idRectangle &drawRect) {
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if (flags & WIN_BORDER) {
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if (borderSize) {
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dc->DrawRect(drawRect.x, drawRect.y, drawRect.w, drawRect.h, borderSize, borderColor);
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}
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}
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}
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void idSimpleWindow::CalcClientRect(float xofs, float yofs) {
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drawRect = rect;
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if ( flags & WIN_INVERTRECT ) {
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drawRect.x = rect.x() - rect.w();
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drawRect.y = rect.y() - rect.h();
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}
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drawRect.x += xofs;
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drawRect.y += yofs;
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clientRect = drawRect;
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if (rect.h() > 0.0 && rect.w() > 0.0) {
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if (flags & WIN_BORDER && borderSize != 0.0) {
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clientRect.x += borderSize;
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clientRect.y += borderSize;
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clientRect.w -= borderSize;
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clientRect.h -= borderSize;
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}
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textRect = clientRect;
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textRect.x += 2.0;
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textRect.w -= 2.0;
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textRect.y += 2.0;
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textRect.h -= 2.0;
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textRect.x += textAlignx;
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textRect.y += textAligny;
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}
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origin.Set( rect.x() + ( rect.w() / 2 ), rect.y() + ( rect.h() / 2 ) );
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}
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void idSimpleWindow::Redraw(float x, float y) {
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if (!visible) {
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return;
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}
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CalcClientRect(0, 0);
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dc->SetFont(fontNum);
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drawRect.Offset(x, y);
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clientRect.Offset(x, y);
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textRect.Offset(x, y);
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SetupTransforms(x, y);
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if ( flags & WIN_NOCLIP ) {
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dc->EnableClipping( false );
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}
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DrawBackground(drawRect);
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DrawBorderAndCaption(drawRect);
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if ( textShadow ) {
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idStr shadowText = text;
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idRectangle shadowRect = textRect;
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shadowText.RemoveColors();
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shadowRect.x += textShadow;
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shadowRect.y += textShadow;
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dc->DrawText( shadowText, textScale, textAlign, colorBlack, shadowRect, !( flags & WIN_NOWRAP ), -1 );
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}
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dc->DrawText(text, textScale, textAlign, foreColor, textRect, !( flags & WIN_NOWRAP ), -1);
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dc->SetTransformInfo(vec3_origin, mat3_identity);
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if ( flags & WIN_NOCLIP ) {
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dc->EnableClipping( true );
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}
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drawRect.Offset(-x, -y);
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clientRect.Offset(-x, -y);
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textRect.Offset(-x, -y);
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}
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intptr_t idSimpleWindow::GetWinVarOffset( idWinVar *wv, drawWin_t* owner) {
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intptr_t ret = -1;
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if ( wv == &rect ) {
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ret = (ptrdiff_t)&this->rect - (ptrdiff_t)this;
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}
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if ( wv == &backColor ) {
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ret = (ptrdiff_t)&this->backColor - (ptrdiff_t)this;
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}
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if ( wv == &matColor ) {
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ret = (ptrdiff_t)&this->matColor - (ptrdiff_t)this;
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}
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if ( wv == &foreColor ) {
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ret = (ptrdiff_t)&this->foreColor - (ptrdiff_t)this;
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}
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if ( wv == &borderColor ) {
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ret = (ptrdiff_t)&this->borderColor - (ptrdiff_t)this;
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}
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if ( wv == &textScale ) {
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ret = (ptrdiff_t)&this->textScale - (ptrdiff_t)this;
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}
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if ( wv == &rotate ) {
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ret = (ptrdiff_t)&this->rotate - (ptrdiff_t)this;
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}
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if ( ret != -1 ) {
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owner->simp = this;
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}
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return ret;
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}
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idWinVar *idSimpleWindow::GetWinVarByName(const char *_name) {
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idWinVar *retVar = NULL;
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if (idStr::Icmp(_name, "background") == 0) {
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retVar = &backGroundName;
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}
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if (idStr::Icmp(_name, "visible") == 0) {
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retVar = &visible;
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}
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if (idStr::Icmp(_name, "rect") == 0) {
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retVar = ▭
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}
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if (idStr::Icmp(_name, "backColor") == 0) {
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retVar = &backColor;
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}
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if (idStr::Icmp(_name, "matColor") == 0) {
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retVar = &matColor;
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}
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if (idStr::Icmp(_name, "foreColor") == 0) {
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retVar = &foreColor;
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}
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if (idStr::Icmp(_name, "borderColor") == 0) {
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retVar = &borderColor;
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}
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if (idStr::Icmp(_name, "textScale") == 0) {
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retVar = &textScale;
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}
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if (idStr::Icmp(_name, "rotate") == 0) {
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retVar = &rotate;
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}
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if (idStr::Icmp(_name, "shear") == 0) {
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retVar = &shear;
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}
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if (idStr::Icmp(_name, "text") == 0) {
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retVar = &text;
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}
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return retVar;
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}
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/*
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========================
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idSimpleWindow::WriteToSaveGame
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========================
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*/
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void idSimpleWindow::WriteToSaveGame( idFile *savefile ) {
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savefile->Write( &flags, sizeof( flags ) );
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savefile->Write( &drawRect, sizeof( drawRect ) );
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savefile->Write( &clientRect, sizeof( clientRect ) );
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savefile->Write( &textRect, sizeof( textRect ) );
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savefile->Write( &origin, sizeof( origin ) );
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savefile->Write( &fontNum, sizeof( fontNum ) );
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savefile->Write( &matScalex, sizeof( matScalex ) );
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savefile->Write( &matScaley, sizeof( matScaley ) );
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savefile->Write( &borderSize, sizeof( borderSize ) );
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savefile->Write( &textAlign, sizeof( textAlign ) );
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savefile->Write( &textAlignx, sizeof( textAlignx ) );
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savefile->Write( &textAligny, sizeof( textAligny ) );
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savefile->Write( &textShadow, sizeof( textShadow ) );
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text.WriteToSaveGame( savefile );
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visible.WriteToSaveGame( savefile );
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rect.WriteToSaveGame( savefile );
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backColor.WriteToSaveGame( savefile );
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matColor.WriteToSaveGame( savefile );
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foreColor.WriteToSaveGame( savefile );
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borderColor.WriteToSaveGame( savefile );
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textScale.WriteToSaveGame( savefile );
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rotate.WriteToSaveGame( savefile );
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shear.WriteToSaveGame( savefile );
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backGroundName.WriteToSaveGame( savefile );
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int stringLen;
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if ( background ) {
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stringLen = strlen( background->GetName() );
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savefile->Write( &stringLen, sizeof( stringLen ) );
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savefile->Write( background->GetName(), stringLen );
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} else {
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stringLen = 0;
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savefile->Write( &stringLen, sizeof( stringLen ) );
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}
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}
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/*
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========================
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idSimpleWindow::ReadFromSaveGame
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========================
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*/
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void idSimpleWindow::ReadFromSaveGame( idFile *savefile ) {
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savefile->Read( &flags, sizeof( flags ) );
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savefile->Read( &drawRect, sizeof( drawRect ) );
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savefile->Read( &clientRect, sizeof( clientRect ) );
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savefile->Read( &textRect, sizeof( textRect ) );
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savefile->Read( &origin, sizeof( origin ) );
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savefile->Read( &fontNum, sizeof( fontNum ) );
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savefile->Read( &matScalex, sizeof( matScalex ) );
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savefile->Read( &matScaley, sizeof( matScaley ) );
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savefile->Read( &borderSize, sizeof( borderSize ) );
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savefile->Read( &textAlign, sizeof( textAlign ) );
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savefile->Read( &textAlignx, sizeof( textAlignx ) );
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savefile->Read( &textAligny, sizeof( textAligny ) );
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savefile->Read( &textShadow, sizeof( textShadow ) );
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text.ReadFromSaveGame( savefile );
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visible.ReadFromSaveGame( savefile );
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rect.ReadFromSaveGame( savefile );
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backColor.ReadFromSaveGame( savefile );
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matColor.ReadFromSaveGame( savefile );
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foreColor.ReadFromSaveGame( savefile );
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borderColor.ReadFromSaveGame( savefile );
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textScale.ReadFromSaveGame( savefile );
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rotate.ReadFromSaveGame( savefile );
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shear.ReadFromSaveGame( savefile );
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backGroundName.ReadFromSaveGame( savefile );
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int stringLen;
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savefile->Read( &stringLen, sizeof( stringLen ) );
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if ( stringLen > 0 ) {
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idStr backName;
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backName.Fill( ' ', stringLen );
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savefile->Read( &(backName)[0], stringLen );
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background = declManager->FindMaterial( backName );
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background->SetSort( SS_GUI );
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} else {
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background = NULL;
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}
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}
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/*
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===============================
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*/
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size_t idSimpleWindow::Size() {
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size_t sz = sizeof(*this);
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sz += name.Size();
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sz += text.Size();
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sz += backGroundName.Size();
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return sz;
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}
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