dhewm3/neo/ui/RenderWindow.h

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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.
===========================================================================
*/
#ifndef __RENDERWINDOW_H
#define __RENDERWINDOW_H
#include "renderer/RenderWorld.h"
#include "ui/Window.h"
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class idUserInterfaceLocal;
class idMD5Anim;
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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();};
//
//
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virtual idWinVar *GetWinVarByName(const char *_name, bool winLookup = false, drawWin_t** owner = NULL);
//
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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;
};
#endif // __RENDERWINDOW_H