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