/* =========================================================================== 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 __SIMPLEWIN_H__ #define __SIMPLEWIN_H__ class idUserInterfaceLocal; class idDeviceContext; class idSimpleWindow; typedef struct { idWindow *win; idSimpleWindow *simp; } drawWin_t; class idSimpleWindow { friend class idWindow; public: idSimpleWindow(idWindow* win); virtual ~idSimpleWindow(); void Redraw(float x, float y); void StateChanged( bool redraw ); idStr name; idWinVar * GetWinVarByName(const char *_name); intptr_t GetWinVarOffset( idWinVar *wv, drawWin_t* owner); size_t Size(); idWindow* GetParent ( void ) { return mParent; } virtual void WriteToSaveGame( idFile *savefile ); virtual void ReadFromSaveGame( idFile *savefile ); protected: void CalcClientRect(float xofs, float yofs); void SetupTransforms(float x, float y); void DrawBackground(const idRectangle &drawRect); void DrawBorderAndCaption(const idRectangle &drawRect); idUserInterfaceLocal *gui; idDeviceContext *dc; int flags; idRectangle drawRect; // overall rect idRectangle clientRect; // client area idRectangle textRect; idVec2 origin; int fontNum; float matScalex; float matScaley; float borderSize; int textAlign; float textAlignx; float textAligny; int textShadow; idWinStr text; idWinBool visible; idWinRectangle rect; // overall rect idWinVec4 backColor; idWinVec4 matColor; idWinVec4 foreColor; idWinVec4 borderColor; idWinFloat textScale; idWinFloat rotate; idWinVec2 shear; idWinBackground backGroundName; const idMaterial* background; idWindow * mParent; idWinBool hideCursor; }; #endif /* !__SIMPLEWIN_H__ */