/*
===========================================================================
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 __GUISCRIPT_H
#define __GUISCRIPT_H
#include "ui/Window.h"
#include "ui/Winvar.h"
struct idGSWinVar {
idGSWinVar() {
var = NULL;
own = false;
}
idWinVar* var;
bool own;
};
class idGuiScriptList;
class idGuiScript {
friend class idGuiScriptList;
friend class idWindow;
public:
idGuiScript();
~idGuiScript();
bool Parse(idParser *src);
void Execute(idWindow *win) {
if (handler) {
handler(win, &parms);
}
}
void FixupParms(idWindow *win);
size_t Size() {
int sz = sizeof(*this);
for (int i = 0; i < parms.Num(); i++) {
sz += parms[i].var->Size();
}
return sz;
}
void WriteToSaveGame( idFile *savefile );
void ReadFromSaveGame( idFile *savefile );
protected:
int conditionReg;
idGuiScriptList *ifList;
idGuiScriptList *elseList;
idList parms;
void (*handler) (idWindow *window, idList *src);
};
class idGuiScriptList {
idList list;
public:
idGuiScriptList() { list.SetGranularity( 4 ); };
~idGuiScriptList() { list.DeleteContents(true); };
void Execute(idWindow *win);
void Append(idGuiScript* gs) {
list.Append(gs);
}
size_t Size() {
int sz = sizeof(*this);
for (int i = 0; i < list.Num(); i++) {
sz += list[i]->Size();
}
return sz;
}
void FixupParms(idWindow *win);
void ReadFromDemoFile( class idDemoFile *f ) {};
void WriteToDemoFile( class idDemoFile *f ) {};
void WriteToSaveGame( idFile *savefile );
void ReadFromSaveGame( idFile *savefile );
};
#endif // __GUISCRIPT_H