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