/*
===========================================================================

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 <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 "sys/platform.h"
#include "framework/FileSystem.h"
#include "framework/DemoFile.h"
#include "framework/KeyInput.h"
#include "ui/ListGUILocal.h"
#include "ui/DeviceContext.h"
#include "ui/Window.h"

#include "ui/UserInterfaceLocal.h"

extern idCVar r_skipGuiShaders;		// 1 = don't render any gui elements on surfaces
extern idCVar r_scaleMenusTo43; // DG: for the "scale menus to 4:3" hack

idUserInterfaceManagerLocal	uiManagerLocal;
idUserInterfaceManager *	uiManager = &uiManagerLocal;

/*
===============================================================================

	idUserInterfaceManagerLocal

===============================================================================
*/

void idUserInterfaceManagerLocal::Init() {
	screenRect = idRectangle(0, 0, 640, 480);
	dc.Init();
}

void idUserInterfaceManagerLocal::Shutdown() {
	guis.DeleteContents( true );
	demoGuis.DeleteContents( true );
	dc.Shutdown();
}

void idUserInterfaceManagerLocal::Touch( const char *name ) {
	idUserInterface *gui = Alloc();
	gui->InitFromFile( name );
//	delete gui;
}

void idUserInterfaceManagerLocal::WritePrecacheCommands( idFile *f ) {

	int c = guis.Num();
	for( int i = 0; i < c; i++ ) {
		char	str[1024];
		sprintf( str, "touchGui %s\n", guis[i]->Name() );
		common->Printf( "%s", str );
		f->Printf( "%s", str );
	}
}

void idUserInterfaceManagerLocal::SetSize( float width, float height ) {
	dc.SetSize( width, height );
}

void idUserInterfaceManagerLocal::BeginLevelLoad() {
	int c = guis.Num();
	for ( int i = 0; i < c; i++ ) {
		if ( (guis[ i ]->GetDesktop()->GetFlags() & WIN_MENUGUI) == 0 ) {
			guis[ i ]->ClearRefs();
			/*
			delete guis[ i ];
			guis.RemoveIndex( i );
			i--; c--;
			*/
		}
	}
}

void idUserInterfaceManagerLocal::EndLevelLoad() {
	int c = guis.Num();
	for ( int i = 0; i < c; i++ ) {
		if ( guis[i]->GetRefs() == 0 ) {
			//common->Printf( "purging %s.\n", guis[i]->GetSourceFile() );

			// use this to make sure no materials still reference this gui
			bool remove = true;
			for ( int j = 0; j < declManager->GetNumDecls( DECL_MATERIAL ); j++ ) {
				const idMaterial *material = static_cast<const idMaterial *>(declManager->DeclByIndex( DECL_MATERIAL, j, false ));
				if ( material->GlobalGui() == guis[i] ) {
					remove = false;
					break;
				}
			}
			if ( remove ) {
				delete guis[ i ];
				guis.RemoveIndex( i );
				i--; c--;
			}
		}
	}

	// DG: this should probably be reset at this point
	Sys_SetInteractiveIngameGuiActive( false, NULL );
}

void idUserInterfaceManagerLocal::Reload( bool all ) {
	ID_TIME_T ts;

	int c = guis.Num();
	for ( int i = 0; i < c; i++ ) {
		if ( !all ) {
			fileSystem->ReadFile( guis[i]->GetSourceFile(), NULL, &ts );
			if ( ts <= guis[i]->GetTimeStamp() ) {
				continue;
			}
		}

		guis[i]->InitFromFile( guis[i]->GetSourceFile() );
		common->Printf( "reloading %s.\n", guis[i]->GetSourceFile() );
	}
}

void idUserInterfaceManagerLocal::ListGuis() const {
	int c = guis.Num();
	common->Printf( "\n   size   refs   name\n" );
	size_t total = 0;
	int copies = 0;
	int unique = 0;
	for ( int i = 0; i < c; i++ ) {
		idUserInterfaceLocal *gui = guis[i];
		size_t sz = gui->Size();
		bool isUnique = guis[i]->interactive;
		if ( isUnique ) {
			unique++;
		} else {
			copies++;
		}
		common->Printf( "%6.1fk %4i (%s) %s ( %i transitions )\n", sz / 1024.0f, guis[i]->GetRefs(), isUnique ? "unique" : "copy", guis[i]->GetSourceFile(), guis[i]->desktop->NumTransitions() );
		total += sz;
	}
	common->Printf( "===========\n  %i total Guis ( %i copies, %i unique ), %.2f total Mbytes", c, copies, unique, total / ( 1024.0f * 1024.0f ) );
}

bool idUserInterfaceManagerLocal::CheckGui( const char *qpath ) const {
	idFile *file = fileSystem->OpenFileRead( qpath );
	if ( file ) {
		fileSystem->CloseFile( file );
		return true;
	}
	return false;
}

idUserInterface *idUserInterfaceManagerLocal::Alloc( void ) const {
	return new idUserInterfaceLocal();
}

void idUserInterfaceManagerLocal::DeAlloc( idUserInterface *gui ) {
	if ( gui ) {
		int c = guis.Num();
		for ( int i = 0; i < c; i++ ) {
			if ( guis[i] == gui ) {
				delete guis[i];
				guis.RemoveIndex( i );
				return;
			}
		}
	}
}

idUserInterface *idUserInterfaceManagerLocal::FindGui( const char *qpath, bool autoLoad, bool needUnique, bool forceNOTUnique ) {
	int c = guis.Num();

	for ( int i = 0; i < c; i++ ) {
		if ( !idStr::Icmp( guis[i]->GetSourceFile(), qpath ) ) {
			if ( !forceNOTUnique && ( needUnique || guis[i]->IsInteractive() ) ) {
				break;
			}
			guis[i]->AddRef();
			return guis[i];
		}
	}

	if ( autoLoad ) {
		idUserInterface *gui = Alloc();
		if ( gui->InitFromFile( qpath ) ) {
			gui->SetUniqued( forceNOTUnique ? false : needUnique );
			return gui;
		} else {
			delete gui;
		}
	}
	return NULL;
}

idUserInterface *idUserInterfaceManagerLocal::FindDemoGui( const char *qpath ) {
	int c = demoGuis.Num();
	for ( int i = 0; i < c; i++ ) {
		if ( !idStr::Icmp( demoGuis[i]->GetSourceFile(), qpath ) ) {
			return demoGuis[i];
		}
	}
	return NULL;
}

idListGUI *	idUserInterfaceManagerLocal::AllocListGUI( void ) const {
	return new idListGUILocal();
}

void idUserInterfaceManagerLocal::FreeListGUI( idListGUI *listgui ) {
	delete listgui;
}

/*
===============================================================================

	idUserInterfaceLocal

===============================================================================
*/

idUserInterfaceLocal::idUserInterfaceLocal() {
	cursorX = cursorY = 0.0;
	desktop = NULL;
	loading = false;
	active = false;
	interactive = false;
	uniqued = false;
	bindHandler = NULL;
	//so the reg eval in gui parsing doesn't get bogus values
	time = 0;
	refs = 1;
}

idUserInterfaceLocal::~idUserInterfaceLocal() {
	delete desktop;
	desktop = NULL;
}

const char *idUserInterfaceLocal::Name() const {
	return source;
}

const char *idUserInterfaceLocal::Comment() const {
	if ( desktop ) {
		return desktop->GetComment();
	}
	return "";
}

bool idUserInterfaceLocal::IsInteractive() const {
	return interactive;
}

bool idUserInterfaceLocal::InitFromFile( const char *qpath, bool rebuild, bool cache ) {

	if ( !( qpath && *qpath ) ) {
		// FIXME: Memory leak!!
		return false;
	}

	loading = true;

	if ( rebuild ) {
		delete desktop;
		desktop = new idWindow( this );
	} else if ( desktop == NULL ) {
		desktop = new idWindow( this );
	}

	source = qpath;
	state.Set( "text", "Test Text!" );

	idParser src( LEXFL_NOFATALERRORS | LEXFL_NOSTRINGCONCAT | LEXFL_ALLOWMULTICHARLITERALS | LEXFL_ALLOWBACKSLASHSTRINGCONCAT );

	//Load the timestamp so reload guis will work correctly
	fileSystem->ReadFile(qpath, NULL, &timeStamp);

	src.LoadFile( qpath );

	if ( src.IsLoaded() ) {
		idToken token;
		while( src.ReadToken( &token ) ) {
			if ( idStr::Icmp( token, "windowDef" ) == 0 ) {
				desktop->SetDC( &uiManagerLocal.dc );
				if ( desktop->Parse( &src, rebuild ) ) {
					desktop->SetFlag( WIN_DESKTOP );
					desktop->FixupParms();
				}
				continue;
			}
		}

		state.Set( "name", qpath );
	} else {
		desktop->SetDC( &uiManagerLocal.dc );
		desktop->SetFlag( WIN_DESKTOP );
		desktop->name = "Desktop";
		desktop->text = va( "Invalid GUI: %s", qpath );
		desktop->rect = idRectangle( 0.0f, 0.0f, 640.0f, 480.0f );
		desktop->drawRect = desktop->rect;
		desktop->foreColor = idVec4( 1.0f, 1.0f, 1.0f, 1.0f );
		desktop->backColor = idVec4( 0.0f, 0.0f, 0.0f, 1.0f );
		desktop->SetupFromState();
		common->Warning( "Couldn't load gui: '%s'", qpath );
		loading = false;
		return false;
	}

	interactive = desktop->Interactive();

	if ( uiManagerLocal.guis.Find( this ) == NULL ) {
		uiManagerLocal.guis.Append( this );
	}

	loading = false;

	return true;
}

const char *idUserInterfaceLocal::HandleEvent( const sysEvent_t *event, int _time, bool *updateVisuals ) {

	time = _time;

	if ( bindHandler && event->evType == SE_KEY && event->evValue2 == 1 ) {
		const char *ret = bindHandler->HandleEvent( event, updateVisuals );
		bindHandler = NULL;
		return ret;
	}

	// DG: used to translate gamepad input into events the UI system is familiar with
	sysEvent_t fakedEvent = {};

	if ( event->evType == SE_MOUSE || event->evType == SE_MOUSE_ABS ) {
		if ( !desktop || (desktop->GetFlags() & WIN_MENUGUI) ) {
			// DG: this is a fullscreen GUI, scale the mousedelta added to cursorX/Y
			//     by 640/w, because the GUI pretends that everything is 640x480
			//     even if the actual resolution is higher => mouse moved too fast
			float w = renderSystem->GetScreenWidth();
			float h = renderSystem->GetScreenHeight();
			if( w <= 0.0f || h <= 0.0f ) {
				w = VIRTUAL_WIDTH;
				h = VIRTUAL_HEIGHT;
			}

			if(r_scaleMenusTo43.GetBool()) {
				// in case we're scaling menus to 4:3, we need to take that into account
				// when scaling the mouse events.
				// no, we can't just call uiManagerLocal.dc.GetFixScaleForMenu() or sth like that,
				// because when we're here dc.SetMenuScaleFix(true) is not active and it'd just return (1, 1)!
				float aspectRatio = w/h;
				static const float virtualAspectRatio = float(VIRTUAL_WIDTH)/float(VIRTUAL_HEIGHT); // 4:3
				if(aspectRatio > 1.4f) {
					// widescreen (4:3 is 1.333 3:2 is 1.5, 16:10 is 1.6, 16:9 is 1.7778)
					// => we need to modify cursorX scaling, by modifying w
					w *= virtualAspectRatio/aspectRatio;
				} else if(aspectRatio < 1.24f) {
					// portrait-mode, "thinner" than 5:4 (which is 1.25)
					// => we need to scale cursorY via h
					h *= aspectRatio/virtualAspectRatio;
				}
			}

			if( event->evType == SE_MOUSE ) {
				cursorX += event->evValue * (float(VIRTUAL_WIDTH)/w);
				cursorY += event->evValue2 * (float(VIRTUAL_HEIGHT)/h);
			} else { // SE_MOUSE_ABS
				// Note: In case of scaling to 4:3, w and h are already scaled down
				//       to the 4:3 size that fits into the real resolution.
				//       Otherwise xOffset/yOffset will just be 0
				float xOffset = (renderSystem->GetScreenWidth()  - w) * 0.5f;
				float yOffset = (renderSystem->GetScreenHeight() - h) * 0.5f;
				// offset the mouse coordinates into 4:3 area and scale down to 640x480
				// yes, result could be negative, doesn't matter, code below checks that anyway
				cursorX = (event->evValue  - xOffset) * (float(VIRTUAL_WIDTH)/w);
				cursorY = (event->evValue2 - yOffset) * (float(VIRTUAL_HEIGHT)/h);
			}
		} else {
			// not a fullscreen GUI but some ingame thing - no scaling needed
			cursorX += event->evValue;
			cursorY += event->evValue2;
		}

		if (cursorX < 0) {
			cursorX = 0;
		}
		if (cursorY < 0) {
			cursorY = 0;
		}
	}
	else if ( event->evType == SE_JOYSTICK && event->evValue2 != 0 && event->evValue < 4 )
	{
		// evValue:  axis = jEvent - J_AXIS_MIN;
		// evValue2: percent (-100 to 100)

		// currently uses both sticks for cursor movement
		// TODO could use one stick for scrolling (maybe by generating K_UPARROW/DOWNARROW events?)
		float addVal = expf( fabsf(event->evValue2 * 0.03f) ) * 0.5f;
		if(event->evValue2 < 0)
			addVal = -addVal;

		if( event->evValue == 0 || event->evValue == 2 ) {
			cursorX += addVal;
		} else if( event->evValue == 1 || event->evValue == 3 ) {
			cursorY += addVal;
		}

		if (cursorX < 0) {
			cursorX = 0;
		}
		if (cursorY < 0) {
			cursorY = 0;
		}

		// some things like highlighting hovered UI elements need a mouse event,
		// so create a fake mouse event
		fakedEvent.evType = SE_MOUSE;
		// the coordinates (evValue/evValue2) aren't used, but keeping them at 0
		// (as default-initialized above) shouldn't hurt either way
		event = &fakedEvent;
	}
	else if ( event->evType == SE_KEY && event->evValue >= K_FIRST_JOY && event->evValue <= K_LAST_JOY )
	{
		// map some gamepad buttons to SE_KEY events that the UI already knows how to use
		int key = 0;
		if( idKeyInput::GetUsercmdAction( event->evValue ) ==  20 /* UB_ATTACK*/ ) {
			// if this button is bound to _attack (fire), treat it as left mouse button
			key = K_MOUSE1;
		} else {
			switch(event->evValue) {
				// emulate mouse buttons
				case K_JOY_BTN_SOUTH: // A on xbox controller
					key = K_MOUSE1;
					break;
				case K_JOY_BTN_EAST: // B on xbox controller
					key = K_MOUSE2;
					break;
				// emulate cursor keys (sometimes used for scrolling or selecting in a list)
				case K_JOY_DPAD_UP:
					key = K_UPARROW;
					break;
				case K_JOY_DPAD_DOWN:
					key = K_DOWNARROW;
					break;
				case K_JOY_DPAD_LEFT:
					key = K_LEFTARROW;
					break;
				case K_JOY_DPAD_RIGHT:
					key = K_RIGHTARROW;
					break;
				// enter is useful after selecting something with cursor keys (or dpad)
				// in a list, like selecting a savegame - I guess left trigger is suitable for that?
				// (right trigger is often used for shooting, which we use as K_MOUSE1 here)
				case K_JOY_TRIGGER1:
					key = K_ENTER;
					break;
			}
		}
		if (key != 0) {
			fakedEvent = *event;
			fakedEvent.evValue = key;
			event = &fakedEvent;
		}
	}

	if ( desktop ) {
		return desktop->HandleEvent( event, updateVisuals );
	}

	return "";
}

void idUserInterfaceLocal::HandleNamedEvent ( const char* eventName ) {
	desktop->RunNamedEvent( eventName );
}

void idUserInterfaceLocal::Redraw( int _time ) {
	if ( r_skipGuiShaders.GetInteger() > 5 ) {
		return;
	}
	if ( !loading && desktop ) {
		time = _time;
		uiManagerLocal.dc.PushClipRect( uiManagerLocal.screenRect );
		desktop->Redraw( 0, 0 );
		uiManagerLocal.dc.PopClipRect();
	}
}

void idUserInterfaceLocal::DrawCursor() {
	if ( !desktop || desktop->GetFlags() & WIN_MENUGUI ) {
		uiManagerLocal.dc.DrawCursor(&cursorX, &cursorY, 32.0f );
	} else {
		uiManagerLocal.dc.DrawCursor(&cursorX, &cursorY, 64.0f );
	}
}

const idDict &idUserInterfaceLocal::State() const {
	return state;
}

void idUserInterfaceLocal::DeleteStateVar( const char *varName ) {
	state.Delete( varName );
}

void idUserInterfaceLocal::SetStateString( const char *varName, const char *value ) {
	state.Set( varName, value );
}

void idUserInterfaceLocal::SetStateBool( const char *varName, const bool value ) {
	state.SetBool( varName, value );
}

void idUserInterfaceLocal::SetStateInt( const char *varName, const int value ) {
	state.SetInt( varName, value );
}

void idUserInterfaceLocal::SetStateFloat( const char *varName, const float value ) {
	state.SetFloat( varName, value );
}

const char* idUserInterfaceLocal::GetStateString( const char *varName, const char* defaultString ) const {
	return state.GetString(varName, defaultString);
}

bool idUserInterfaceLocal::GetStateBool( const char *varName, const char* defaultString ) const {
	return state.GetBool(varName, defaultString);
}

int idUserInterfaceLocal::GetStateInt( const char *varName, const char* defaultString ) const {
	return state.GetInt(varName, defaultString);
}

float idUserInterfaceLocal::GetStateFloat( const char *varName, const char* defaultString ) const {
	return state.GetFloat(varName, defaultString);
}

void idUserInterfaceLocal::StateChanged( int _time, bool redraw ) {
	time = _time;
	if (desktop) {
		// DG: little hack: allow game DLLs to do
		//     ui->SetStateBool("scaleto43", true);
		//     ui->StateChanged(gameLocal.time);
		//     so we can force cursors.gui (crosshair) to be scaled, for example
		bool scaleTo43 = false;
		if(state.GetBool("scaleto43", "0", scaleTo43)) {
			if(scaleTo43)
				desktop->SetFlag(WIN_SCALETO43);
			else
				desktop->ClearFlag(WIN_SCALETO43);
		}
		// DG end

		desktop->StateChanged( redraw );
	}
	if ( state.GetBool( "noninteractive" ) ) {
		interactive = false;
	}
	else {
		if (desktop) {
			interactive = desktop->Interactive();
		} else {
			interactive = false;
		}
	}
}

const char *idUserInterfaceLocal::Activate(bool activate, int _time) {
	time = _time;
	active = activate;
	if ( desktop ) {
		// DG: added this hack for gamepad input - Note that it can happen that
		//     a UI has been made non-interactive before Activate(false, ..) is called
		//     and it still needs to be unregistered with Sys_SetInteractiveIngameGuiActive()!
		if ( interactive || !activate ) {
			Sys_SetInteractiveIngameGuiActive( activate, this );
		} // DG end
		activateStr = "";
		desktop->Activate( activate, activateStr );
		return activateStr;
	}
	return "";
}

void idUserInterfaceLocal::Trigger(int _time) {
	time = _time;
	if ( desktop ) {
		desktop->Trigger();
	}
}

void idUserInterfaceLocal::ReadFromDemoFile( class idDemoFile *f ) {
	idStr work;
	f->ReadDict( state );
	source = state.GetString("name");

	if (desktop == NULL) {
		f->Log("creating new gui\n");
		desktop = new idWindow(this);
		desktop->SetFlag( WIN_DESKTOP );
		desktop->SetDC( &uiManagerLocal.dc );
		desktop->ReadFromDemoFile(f);
	} else {
		f->Log("re-using gui\n");
		desktop->ReadFromDemoFile(f, false);
	}

	f->ReadFloat( cursorX );
	f->ReadFloat( cursorY );

	bool add = true;
	int c = uiManagerLocal.demoGuis.Num();
	for ( int i = 0; i < c; i++ ) {
		if ( uiManagerLocal.demoGuis[i] == this ) {
			add = false;
			break;
		}
	}

	if (add) {
		uiManagerLocal.demoGuis.Append(this);
	}
}

void idUserInterfaceLocal::WriteToDemoFile( class idDemoFile *f ) {
	idStr work;
	f->WriteDict( state );
	if (desktop) {
		desktop->WriteToDemoFile(f);
	}

	f->WriteFloat( cursorX );
	f->WriteFloat( cursorY );
}

bool idUserInterfaceLocal::WriteToSaveGame( idFile *savefile ) const {
	int len;
	const idKeyValue *kv;
	const char *string;

	int num = state.GetNumKeyVals();
	savefile->Write( &num, sizeof( num ) );

	for( int i = 0; i < num; i++ ) {
		kv = state.GetKeyVal( i );
		len = kv->GetKey().Length();
		string = kv->GetKey().c_str();
		savefile->Write( &len, sizeof( len ) );
		savefile->Write( string, len );

		len = kv->GetValue().Length();
		string = kv->GetValue().c_str();
		savefile->Write( &len, sizeof( len ) );
		savefile->Write( string, len );
	}

	savefile->Write( &active, sizeof( active ) );
	savefile->Write( &interactive, sizeof( interactive ) );
	savefile->Write( &uniqued, sizeof( uniqued ) );
	savefile->Write( &time, sizeof( time ) );
	len = activateStr.Length();
	savefile->Write( &len, sizeof( len ) );
	savefile->Write( activateStr.c_str(), len );
	len = pendingCmd.Length();
	savefile->Write( &len, sizeof( len ) );
	savefile->Write( pendingCmd.c_str(), len );
	len = returnCmd.Length();
	savefile->Write( &len, sizeof( len ) );
	savefile->Write( returnCmd.c_str(), len );

	savefile->Write( &cursorX, sizeof( cursorX ) );
	savefile->Write( &cursorY, sizeof( cursorY ) );

	desktop->WriteToSaveGame( savefile );

	return true;
}

bool idUserInterfaceLocal::ReadFromSaveGame( idFile *savefile ) {
	int num;
	int i, len;
	idStr key;
	idStr value;

	savefile->Read( &num, sizeof( num ) );

	state.Clear();
	for( i = 0; i < num; i++ ) {
		savefile->Read( &len, sizeof( len ) );
		key.Fill( ' ', len );
		savefile->Read( &key[0], len );

		savefile->Read( &len, sizeof( len ) );
		value.Fill( ' ', len );
		savefile->Read( &value[0], len );

		state.Set( key, value );
	}

	savefile->Read( &active, sizeof( active ) );
	savefile->Read( &interactive, sizeof( interactive ) );
	savefile->Read( &uniqued, sizeof( uniqued ) );
	savefile->Read( &time, sizeof( time ) );

	savefile->Read( &len, sizeof( len ) );
	activateStr.Fill( ' ', len );
	savefile->Read( &activateStr[0], len );
	savefile->Read( &len, sizeof( len ) );
	pendingCmd.Fill( ' ', len );
	savefile->Read( &pendingCmd[0], len );
	savefile->Read( &len, sizeof( len ) );
	returnCmd.Fill( ' ', len );
	savefile->Read( &returnCmd[0], len );

	savefile->Read( &cursorX, sizeof( cursorX ) );
	savefile->Read( &cursorY, sizeof( cursorY ) );

	desktop->ReadFromSaveGame( savefile );

	return true;
}

size_t idUserInterfaceLocal::Size() {
	size_t sz = sizeof(*this) + state.Size() + source.Allocated();
	if ( desktop ) {
		sz += desktop->Size();
	}
	return sz;
}

void idUserInterfaceLocal::RecurseSetKeyBindingNames( idWindow *window ) {
	int i;
	idWinVar *v = window->GetWinVarByName( "bind" );
	if ( v ) {
		SetStateString( v->GetName(), idKeyInput::KeysFromBinding( v->GetName() ) );
	}
	i = 0;
	while ( i < window->GetChildCount() ) {
		idWindow *next = window->GetChild( i );
		if ( next ) {
			RecurseSetKeyBindingNames( next );
		}
		i++;
	}
}

/*
==============
idUserInterfaceLocal::SetKeyBindingNames
==============
*/
void idUserInterfaceLocal::SetKeyBindingNames( void ) {
	if ( !desktop ) {
		return;
	}
	// walk the windows
	RecurseSetKeyBindingNames( desktop );
}

/*
==============
idUserInterfaceLocal::SetCursor
==============
*/
void idUserInterfaceLocal::SetCursor( float x, float y ) {
	cursorX = x;
	cursorY = y;
}