2011-11-22 21:28:15 +00:00
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/*
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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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2011-12-06 16:14:59 +00:00
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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2011-11-22 21:28:15 +00:00
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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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#ifndef __USERINTERFACE_H__
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#define __USERINTERFACE_H__
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/*
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===============================================================================
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Draws an interactive 2D surface.
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Used for all user interaction with the game.
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===============================================================================
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*/
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class idFile;
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class idDemoFile;
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class idUserInterface {
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public:
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virtual ~idUserInterface() {};
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// Returns the name of the gui.
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virtual const char * Name() const = 0;
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// Returns a comment on the gui.
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virtual const char * Comment() const = 0;
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// Returns true if the gui is interactive.
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virtual bool IsInteractive() const = 0;
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virtual bool IsUniqued() const = 0;
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virtual void SetUniqued( bool b ) = 0;
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// returns false if it failed to load
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virtual bool InitFromFile( const char *qpath, bool rebuild = true, bool cache = true ) = 0;
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// handles an event, can return an action string, the caller interprets
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// any return and acts accordingly
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virtual const char * HandleEvent( const sysEvent_t *event, int time, bool *updateVisuals = NULL ) = 0;
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// handles a named event
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virtual void HandleNamedEvent( const char *eventName ) = 0;
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// repaints the ui
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virtual void Redraw( int time ) = 0;
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// repaints the cursor
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virtual void DrawCursor() = 0;
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// Provides read access to the idDict that holds this gui's state.
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virtual const idDict & State() const = 0;
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// Removes a gui state variable
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virtual void DeleteStateVar( const char *varName ) = 0;
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// Sets a gui state variable.
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virtual void SetStateString( const char *varName, const char *value ) = 0;
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virtual void SetStateBool( const char *varName, const bool value ) = 0;
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virtual void SetStateInt( const char *varName, const int value ) = 0;
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virtual void SetStateFloat( const char *varName, const float value ) = 0;
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// Gets a gui state variable
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virtual const char* GetStateString( const char *varName, const char* defaultString = "" ) const = 0;
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virtual bool GetStateBool( const char *varName, const char* defaultString = "0" ) const = 0;
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virtual int GetStateInt( const char *varName, const char* defaultString = "0" ) const = 0;
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virtual float GetStateFloat( const char *varName, const char* defaultString = "0" ) const = 0;
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// The state has changed and the gui needs to update from the state idDict.
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virtual void StateChanged( int time, bool redraw = false ) = 0;
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// Activated the gui.
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virtual const char * Activate( bool activate, int time ) = 0;
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// Triggers the gui and runs the onTrigger scripts.
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virtual void Trigger( int time ) = 0;
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virtual void ReadFromDemoFile( class idDemoFile *f ) = 0;
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virtual void WriteToDemoFile( class idDemoFile *f ) = 0;
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virtual bool WriteToSaveGame( idFile *savefile ) const = 0;
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virtual bool ReadFromSaveGame( idFile *savefile ) = 0;
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virtual void SetKeyBindingNames( void ) = 0;
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virtual void SetCursor( float x, float y ) = 0;
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virtual float CursorX() = 0;
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virtual float CursorY() = 0;
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};
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class idUserInterfaceManager {
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public:
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virtual ~idUserInterfaceManager( void ) {};
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virtual void Init() = 0;
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virtual void Shutdown() = 0;
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virtual void Touch( const char *name ) = 0;
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virtual void WritePrecacheCommands( idFile *f ) = 0;
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// Sets the size for 640x480 adjustment.
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virtual void SetSize( float width, float height ) = 0;
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virtual void BeginLevelLoad() = 0;
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virtual void EndLevelLoad() = 0;
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// Reloads changed guis, or all guis.
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virtual void Reload( bool all ) = 0;
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// lists all guis
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virtual void ListGuis() const = 0;
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// Returns true if gui exists.
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virtual bool CheckGui( const char *qpath ) const = 0;
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// Allocates a new gui.
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virtual idUserInterface * Alloc( void ) const = 0;
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// De-allocates a gui.. ONLY USE FOR PRECACHING
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virtual void DeAlloc( idUserInterface *gui ) = 0;
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// Returns NULL if gui by that name does not exist.
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virtual idUserInterface * FindGui( const char *qpath, bool autoLoad = false, bool needUnique = false, bool forceUnique = false ) = 0;
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// Returns NULL if gui by that name does not exist.
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virtual idUserInterface * FindDemoGui( const char *qpath ) = 0;
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// Allocates a new GUI list handler
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virtual idListGUI * AllocListGUI( void ) const = 0;
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// De-allocates a list gui
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virtual void FreeListGUI( idListGUI *listgui ) = 0;
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};
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extern idUserInterfaceManager * uiManager;
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#endif /* !__USERINTERFACE_H__ */
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