/* =========================================================================== 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. =========================================================================== */ #include "../idlib/precompiled.h" #pragma hdrstop #include "DeviceContext.h" #include "Window.h" #include "UserInterfaceLocal.h" #include "SimpleWindow.h" idSimpleWindow::idSimpleWindow(idWindow *win) { gui = win->GetGui(); dc = win->dc; drawRect = win->drawRect; clientRect = win->clientRect; textRect = win->textRect; origin = win->origin; fontNum = win->fontNum; name = win->name; matScalex = win->matScalex; matScaley = win->matScaley; borderSize = win->borderSize; textAlign = win->textAlign; textAlignx = win->textAlignx; textAligny = win->textAligny; background = win->background; flags = win->flags; textShadow = win->textShadow; visible = win->visible; text = win->text; rect = win->rect; backColor = win->backColor; matColor = win->matColor; foreColor = win->foreColor; borderColor = win->borderColor; textScale = win->textScale; rotate = win->rotate; shear = win->shear; backGroundName = win->backGroundName; if (backGroundName.Length()) { background = declManager->FindMaterial(backGroundName); background->SetSort( SS_GUI ); background->SetImageClassifications( 1 ); // just for resource tracking } backGroundName.SetMaterialPtr(&background); // // added parent mParent = win->GetParent(); // hideCursor = win->hideCursor; idWindow *parent = win->GetParent(); if (parent) { if (text.NeedsUpdate()) { parent->AddUpdateVar(&text); } if (visible.NeedsUpdate()) { parent->AddUpdateVar(&visible); } if (rect.NeedsUpdate()) { parent->AddUpdateVar(&rect); } if (backColor.NeedsUpdate()) { parent->AddUpdateVar(&backColor); } if (matColor.NeedsUpdate()) { parent->AddUpdateVar(&matColor); } if (foreColor.NeedsUpdate()) { parent->AddUpdateVar(&foreColor); } if (borderColor.NeedsUpdate()) { parent->AddUpdateVar(&borderColor); } if (textScale.NeedsUpdate()) { parent->AddUpdateVar(&textScale); } if (rotate.NeedsUpdate()) { parent->AddUpdateVar(&rotate); } if (shear.NeedsUpdate()) { parent->AddUpdateVar(&shear); } if (backGroundName.NeedsUpdate()) { parent->AddUpdateVar(&backGroundName); } } } idSimpleWindow::~idSimpleWindow() { } void idSimpleWindow::StateChanged( bool redraw ) { if ( redraw && background && background->CinematicLength() ) { background->UpdateCinematic( gui->GetTime() ); } } void idSimpleWindow::SetupTransforms(float x, float y) { static idMat3 trans; static idVec3 org; trans.Identity(); org.Set( origin.x + x, origin.y + y, 0 ); if ( rotate ) { static idRotation rot; static idVec3 vec( 0, 0, 1 ); rot.Set( org, vec, rotate ); trans = rot.ToMat3(); } static idMat3 smat; smat.Identity(); if (shear.x() || shear.y()) { smat[0][1] = shear.x(); smat[1][0] = shear.y(); trans *= smat; } if ( !trans.IsIdentity() ) { dc->SetTransformInfo( org, trans ); } } void idSimpleWindow::DrawBackground(const idRectangle &drawRect) { if (backColor.w() > 0) { dc->DrawFilledRect(drawRect.x, drawRect.y, drawRect.w, drawRect.h, backColor); } if (background) { if (matColor.w() > 0) { float scalex, scaley; if ( flags & WIN_NATURALMAT ) { scalex = drawRect.w / background->GetImageWidth(); scaley = drawRect.h / background->GetImageHeight(); } else { scalex = matScalex; scaley = matScaley; } dc->DrawMaterial(drawRect.x, drawRect.y, drawRect.w, drawRect.h, background, matColor, scalex, scaley); } } } void idSimpleWindow::DrawBorderAndCaption(const idRectangle &drawRect) { if (flags & WIN_BORDER) { if (borderSize) { dc->DrawRect(drawRect.x, drawRect.y, drawRect.w, drawRect.h, borderSize, borderColor); } } } void idSimpleWindow::CalcClientRect(float xofs, float yofs) { drawRect = rect; if ( flags & WIN_INVERTRECT ) { drawRect.x = rect.x() - rect.w(); drawRect.y = rect.y() - rect.h(); } drawRect.x += xofs; drawRect.y += yofs; clientRect = drawRect; if (rect.h() > 0.0 && rect.w() > 0.0) { if (flags & WIN_BORDER && borderSize != 0.0) { clientRect.x += borderSize; clientRect.y += borderSize; clientRect.w -= borderSize; clientRect.h -= borderSize; } textRect = clientRect; textRect.x += 2.0; textRect.w -= 2.0; textRect.y += 2.0; textRect.h -= 2.0; textRect.x += textAlignx; textRect.y += textAligny; } origin.Set( rect.x() + ( rect.w() / 2 ), rect.y() + ( rect.h() / 2 ) ); } void idSimpleWindow::Redraw(float x, float y) { if (!visible) { return; } CalcClientRect(0, 0); dc->SetFont(fontNum); drawRect.Offset(x, y); clientRect.Offset(x, y); textRect.Offset(x, y); SetupTransforms(x, y); if ( flags & WIN_NOCLIP ) { dc->EnableClipping( false ); } DrawBackground(drawRect); DrawBorderAndCaption(drawRect); if ( textShadow ) { idStr shadowText = text; idRectangle shadowRect = textRect; shadowText.RemoveColors(); shadowRect.x += textShadow; shadowRect.y += textShadow; dc->DrawText( shadowText, textScale, textAlign, colorBlack, shadowRect, !( flags & WIN_NOWRAP ), -1 ); } dc->DrawText(text, textScale, textAlign, foreColor, textRect, !( flags & WIN_NOWRAP ), -1); dc->SetTransformInfo(vec3_origin, mat3_identity); if ( flags & WIN_NOCLIP ) { dc->EnableClipping( true ); } drawRect.Offset(-x, -y); clientRect.Offset(-x, -y); textRect.Offset(-x, -y); } int idSimpleWindow::GetWinVarOffset( idWinVar *wv, drawWin_t* owner) { int ret = -1; if ( wv == &rect ) { ret = (ptrdiff_t)&this->rect - (ptrdiff_t)this; } if ( wv == &backColor ) { ret = (ptrdiff_t)&this->backColor - (ptrdiff_t)this; } if ( wv == &matColor ) { ret = (ptrdiff_t)&this->matColor - (ptrdiff_t)this; } if ( wv == &foreColor ) { ret = (ptrdiff_t)&this->foreColor - (ptrdiff_t)this; } if ( wv == &borderColor ) { ret = (ptrdiff_t)&this->borderColor - (ptrdiff_t)this; } if ( wv == &textScale ) { ret = (ptrdiff_t)&this->textScale - (ptrdiff_t)this; } if ( wv == &rotate ) { ret = (ptrdiff_t)&this->rotate - (ptrdiff_t)this; } if ( ret != -1 ) { owner->simp = this; } return ret; } idWinVar *idSimpleWindow::GetWinVarByName(const char *_name) { idWinVar *retVar = NULL; if (idStr::Icmp(_name, "background") == 0) { retVar = &backGroundName; } if (idStr::Icmp(_name, "visible") == 0) { retVar = &visible; } if (idStr::Icmp(_name, "rect") == 0) { retVar = ▭ } if (idStr::Icmp(_name, "backColor") == 0) { retVar = &backColor; } if (idStr::Icmp(_name, "matColor") == 0) { retVar = &matColor; } if (idStr::Icmp(_name, "foreColor") == 0) { retVar = &foreColor; } if (idStr::Icmp(_name, "borderColor") == 0) { retVar = &borderColor; } if (idStr::Icmp(_name, "textScale") == 0) { retVar = &textScale; } if (idStr::Icmp(_name, "rotate") == 0) { retVar = &rotate; } if (idStr::Icmp(_name, "shear") == 0) { retVar = &shear; } if (idStr::Icmp(_name, "text") == 0) { retVar = &text; } return retVar; } /* ======================== idSimpleWindow::WriteToSaveGame ======================== */ void idSimpleWindow::WriteToSaveGame( idFile *savefile ) { savefile->Write( &flags, sizeof( flags ) ); savefile->Write( &drawRect, sizeof( drawRect ) ); savefile->Write( &clientRect, sizeof( clientRect ) ); savefile->Write( &textRect, sizeof( textRect ) ); savefile->Write( &origin, sizeof( origin ) ); savefile->Write( &fontNum, sizeof( fontNum ) ); savefile->Write( &matScalex, sizeof( matScalex ) ); savefile->Write( &matScaley, sizeof( matScaley ) ); savefile->Write( &borderSize, sizeof( borderSize ) ); savefile->Write( &textAlign, sizeof( textAlign ) ); savefile->Write( &textAlignx, sizeof( textAlignx ) ); savefile->Write( &textAligny, sizeof( textAligny ) ); savefile->Write( &textShadow, sizeof( textShadow ) ); text.WriteToSaveGame( savefile ); visible.WriteToSaveGame( savefile ); rect.WriteToSaveGame( savefile ); backColor.WriteToSaveGame( savefile ); matColor.WriteToSaveGame( savefile ); foreColor.WriteToSaveGame( savefile ); borderColor.WriteToSaveGame( savefile ); textScale.WriteToSaveGame( savefile ); rotate.WriteToSaveGame( savefile ); shear.WriteToSaveGame( savefile ); backGroundName.WriteToSaveGame( savefile ); int stringLen; if ( background ) { stringLen = strlen( background->GetName() ); savefile->Write( &stringLen, sizeof( stringLen ) ); savefile->Write( background->GetName(), stringLen ); } else { stringLen = 0; savefile->Write( &stringLen, sizeof( stringLen ) ); } } /* ======================== idSimpleWindow::ReadFromSaveGame ======================== */ void idSimpleWindow::ReadFromSaveGame( idFile *savefile ) { savefile->Read( &flags, sizeof( flags ) ); savefile->Read( &drawRect, sizeof( drawRect ) ); savefile->Read( &clientRect, sizeof( clientRect ) ); savefile->Read( &textRect, sizeof( textRect ) ); savefile->Read( &origin, sizeof( origin ) ); savefile->Read( &fontNum, sizeof( fontNum ) ); savefile->Read( &matScalex, sizeof( matScalex ) ); savefile->Read( &matScaley, sizeof( matScaley ) ); savefile->Read( &borderSize, sizeof( borderSize ) ); savefile->Read( &textAlign, sizeof( textAlign ) ); savefile->Read( &textAlignx, sizeof( textAlignx ) ); savefile->Read( &textAligny, sizeof( textAligny ) ); savefile->Read( &textShadow, sizeof( textShadow ) ); text.ReadFromSaveGame( savefile ); visible.ReadFromSaveGame( savefile ); rect.ReadFromSaveGame( savefile ); backColor.ReadFromSaveGame( savefile ); matColor.ReadFromSaveGame( savefile ); foreColor.ReadFromSaveGame( savefile ); borderColor.ReadFromSaveGame( savefile ); textScale.ReadFromSaveGame( savefile ); rotate.ReadFromSaveGame( savefile ); shear.ReadFromSaveGame( savefile ); backGroundName.ReadFromSaveGame( savefile ); int stringLen; savefile->Read( &stringLen, sizeof( stringLen ) ); if ( stringLen > 0 ) { idStr backName; backName.Fill( ' ', stringLen ); savefile->Read( &(backName)[0], stringLen ); background = declManager->FindMaterial( backName ); background->SetSort( SS_GUI ); } else { background = NULL; } } /* =============================== */ size_t idSimpleWindow::Size() { size_t sz = sizeof(*this); sz += name.Size(); sz += text.Size(); sz += backGroundName.Size(); return sz; }