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cd0a11f974
WIN_DESKTOP means that this can currently only be set for the top-level window in a .gui (all its subwindows/widgets will be scaled implicitly) There are two ways to make a GUI use this: 1. in the .gui add a window variable "scaleto43 1", like windowDef Desktop { rect 0 ,0 ,640 ,480 nocursor 1 float talk 0 scaleto43 1 // .. etc rest of windowDef 2. When creating the GUI from C++ code, you can afterwards make the UserInterface scale to 4:3 like this: idUserInterface* ui = Whatever(); // create it ui->SetStateBool("scaleto43", true); ui->StateChanged(gameLocal.time); Both lines are important! As you can see in my changes to Player.cpp, my primary usecase for this is the cursor/crosshair GUI.
461 lines
13 KiB
C++
461 lines
13 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __WINDOW_H__
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#define __WINDOW_H__
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#include "idlib/math/Interpolate.h"
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#include "ui/Rectangle.h"
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#include "ui/DeviceContext.h"
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#include "ui/RegExp.h"
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#include "ui/Winvar.h"
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#include "ui/GuiScript.h"
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#include "ui/SimpleWindow.h"
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const int WIN_CHILD = 0x00000001;
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const int WIN_CAPTION = 0x00000002;
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const int WIN_BORDER = 0x00000004;
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const int WIN_SIZABLE = 0x00000008;
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const int WIN_MOVABLE = 0x00000010;
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const int WIN_FOCUS = 0x00000020;
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const int WIN_CAPTURE = 0x00000040;
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const int WIN_HCENTER = 0x00000080;
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const int WIN_VCENTER = 0x00000100;
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const int WIN_MODAL = 0x00000200;
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const int WIN_INTRANSITION = 0x00000400;
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const int WIN_CANFOCUS = 0x00000800;
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const int WIN_SELECTED = 0x00001000;
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const int WIN_TRANSFORM = 0x00002000;
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const int WIN_HOLDCAPTURE = 0x00004000;
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const int WIN_NOWRAP = 0x00008000;
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const int WIN_NOCLIP = 0x00010000;
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const int WIN_INVERTRECT = 0x00020000;
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const int WIN_NATURALMAT = 0x00040000;
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const int WIN_NOCURSOR = 0x00080000;
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const int WIN_MENUGUI = 0x00100000;
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const int WIN_ACTIVE = 0x00200000;
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const int WIN_SHOWCOORDS = 0x00400000;
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const int WIN_SHOWTIME = 0x00800000;
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const int WIN_WANTENTER = 0x01000000;
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const int WIN_DESKTOP = 0x10000000;
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const int WIN_SCALETO43 = 0x20000000; // DG: for the "scaleto43" window flag (=> scale window to 4:3 with "empty" bars left/right or above/below)
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const char CAPTION_HEIGHT[] = "16.0";
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const char SCROLLER_SIZE[] = "16.0";
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const int SCROLLBAR_SIZE = 16;
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const int MAX_WINDOW_NAME = 32;
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const int MAX_LIST_ITEMS = 1024;
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const int MAX_EXPRESSION_OPS = 4096;
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const int MAX_EXPRESSION_REGISTERS = 4096;
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const char DEFAULT_BACKCOLOR[] = "1 1 1 1";
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const char DEFAULT_FORECOLOR[] = "0 0 0 1";
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const char DEFAULT_BORDERCOLOR[] = "0 0 0 1";
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const char DEFAULT_TEXTSCALE[] = "0.4";
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typedef enum {
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WOP_TYPE_ADD,
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WOP_TYPE_SUBTRACT,
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WOP_TYPE_MULTIPLY,
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WOP_TYPE_DIVIDE,
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WOP_TYPE_MOD,
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WOP_TYPE_TABLE,
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WOP_TYPE_GT,
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WOP_TYPE_GE,
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WOP_TYPE_LT,
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WOP_TYPE_LE,
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WOP_TYPE_EQ,
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WOP_TYPE_NE,
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WOP_TYPE_AND,
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WOP_TYPE_OR,
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WOP_TYPE_VAR,
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WOP_TYPE_VARS,
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WOP_TYPE_VARF,
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WOP_TYPE_VARI,
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WOP_TYPE_VARB,
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WOP_TYPE_COND
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} wexpOpType_t;
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typedef enum {
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WEXP_REG_TIME,
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WEXP_REG_NUM_PREDEFINED
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} wexpRegister_t;
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typedef struct {
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wexpOpType_t opType;
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intptr_t a, b, c, d;
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} wexpOp_t;
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struct idRegEntry {
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const char *name;
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idRegister::REGTYPE type;
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int index;
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};
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class rvGEWindowWrapper;
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class idWindow;
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struct idTimeLineEvent {
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idTimeLineEvent() {
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event = new idGuiScriptList;
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}
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~idTimeLineEvent() {
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delete event;
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}
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int time;
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idGuiScriptList *event;
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bool pending;
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size_t Size() {
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return sizeof(*this) + event->Size();
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}
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};
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class rvNamedEvent
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{
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public:
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rvNamedEvent(const char* name)
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{
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mEvent = new idGuiScriptList;
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mName = name;
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}
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~rvNamedEvent(void)
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{
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delete mEvent;
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}
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size_t Size()
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{
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return sizeof(*this) + mEvent->Size();
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}
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idStr mName;
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idGuiScriptList* mEvent;
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};
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struct idTransitionData {
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idWinVar *data;
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int offset;
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idInterpolateAccelDecelLinear<idVec4> interp;
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};
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class idUserInterfaceLocal;
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class idWindow {
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public:
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idWindow(idUserInterfaceLocal *gui);
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idWindow(idDeviceContext *d, idUserInterfaceLocal *gui);
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virtual ~idWindow();
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enum {
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ON_MOUSEENTER = 0,
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ON_MOUSEEXIT,
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ON_ACTION,
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ON_ACTIVATE,
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ON_DEACTIVATE,
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ON_ESC,
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ON_FRAME,
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ON_TRIGGER,
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ON_ACTIONRELEASE,
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ON_ENTER,
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ON_ENTERRELEASE,
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SCRIPT_COUNT
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};
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enum {
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ADJUST_MOVE = 0,
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ADJUST_TOP,
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ADJUST_RIGHT,
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ADJUST_BOTTOM,
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ADJUST_LEFT,
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ADJUST_TOPLEFT,
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ADJUST_BOTTOMRIGHT,
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ADJUST_TOPRIGHT,
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ADJUST_BOTTOMLEFT
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};
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static const char *ScriptNames[SCRIPT_COUNT];
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static const idRegEntry RegisterVars[];
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static const int NumRegisterVars;
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void SetDC(idDeviceContext *d);
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idDeviceContext* GetDC ( void ) { return dc; }
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idWindow *SetFocus(idWindow *w, bool scripts = true);
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idWindow *SetCapture(idWindow *w);
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void SetParent(idWindow *w);
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void SetFlag(unsigned int f);
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void ClearFlag(unsigned int f);
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unsigned GetFlags() {return flags;};
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void Move(float x, float y);
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void BringToTop(idWindow *w);
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void Adjust(float xd, float yd);
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void SetAdjustMode(idWindow *child);
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void Size(float x, float y, float w, float h);
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void SetupFromState();
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void SetupBackground();
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drawWin_t *FindChildByName(const char *name);
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idSimpleWindow *FindSimpleWinByName(const char *_name);
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idWindow *GetParent() { return parent; }
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idUserInterfaceLocal *GetGui() {return gui;};
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bool Contains(float x, float y);
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size_t Size();
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virtual size_t Allocated();
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idStr* GetStrPtrByName(const char *_name);
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virtual idWinVar *GetWinVarByName (const char *_name, bool winLookup = false, drawWin_t** owner = NULL);
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intptr_t GetWinVarOffset( idWinVar *wv, drawWin_t *dw );
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float GetMaxCharHeight();
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float GetMaxCharWidth();
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void SetFont();
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void SetInitialState(const char *_name);
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void AddChild(idWindow *win);
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void DebugDraw(int time, float x, float y);
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void CalcClientRect(float xofs, float yofs);
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void CommonInit();
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void CleanUp();
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void DrawBorderAndCaption(const idRectangle &drawRect);
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void DrawCaption(int time, float x, float y);
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void SetupTransforms(float x, float y);
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bool Contains(const idRectangle &sr, float x, float y);
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const char *GetName() { return name; };
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virtual bool Parse(idParser *src, bool rebuild = true);
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virtual const char *HandleEvent(const sysEvent_t *event, bool *updateVisuals);
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void CalcRects(float x, float y);
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virtual void Redraw(float x, float y);
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virtual void ArchiveToDictionary(idDict *dict, bool useNames = true);
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virtual void InitFromDictionary(idDict *dict, bool byName = true);
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virtual void PostParse();
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virtual void Activate( bool activate, idStr &act );
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virtual void Trigger();
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virtual void GainFocus();
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virtual void LoseFocus();
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virtual void GainCapture();
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virtual void LoseCapture();
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virtual void Sized();
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virtual void Moved();
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virtual void Draw(int time, float x, float y);
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virtual void MouseExit();
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virtual void MouseEnter();
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virtual void DrawBackground(const idRectangle &drawRect);
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virtual const char *RouteMouseCoords(float xd, float yd);
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virtual void SetBuddy(idWindow *buddy) {};
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virtual void HandleBuddyUpdate(idWindow *buddy) {};
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virtual void StateChanged( bool redraw );
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virtual void ReadFromDemoFile( class idDemoFile *f, bool rebuild = true );
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virtual void WriteToDemoFile( class idDemoFile *f );
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// SaveGame support
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void WriteSaveGameString( const char *string, idFile *savefile );
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void WriteSaveGameTransition( idTransitionData &trans, idFile *savefile );
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virtual void WriteToSaveGame( idFile *savefile );
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void ReadSaveGameString( idStr &string, idFile *savefile );
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void ReadSaveGameTransition( idTransitionData & trans, idFile *savefile );
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virtual void ReadFromSaveGame( idFile *savefile );
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void FixupTransitions();
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virtual void HasAction(){};
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virtual void HasScripts(){};
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void FixupParms();
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void GetScriptString(const char *name, idStr &out);
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void SetScriptParams();
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bool HasOps() { return (ops.Num() > 0); };
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float EvalRegs(int test = -1, bool force = false);
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void StartTransition();
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void AddTransition(idWinVar *dest, idVec4 from, idVec4 to, int time, float accelTime, float decelTime);
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void ResetTime(int time);
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void ResetCinematics();
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int NumTransitions();
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bool ParseScript(idParser *src, idGuiScriptList &list, int *timeParm = NULL, bool allowIf = false);
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bool RunScript(int n);
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bool RunScriptList(idGuiScriptList *src);
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void SetRegs(const char *key, const char *val);
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intptr_t ParseExpression( idParser *src, idWinVar *var = NULL, intptr_t component = 0 );
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int ExpressionConstant(float f);
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idRegisterList *RegList() { return ®List; }
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void AddCommand(const char *cmd);
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void AddUpdateVar(idWinVar *var);
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bool Interactive();
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bool ContainsStateVars();
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void SetChildWinVarVal(const char *name, const char *var, const char *val);
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idWindow *GetFocusedChild();
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idWindow *GetCaptureChild();
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const char *GetComment() { return comment; }
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void SetComment( const char * p) { comment = p; }
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idStr cmd;
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virtual void RunNamedEvent ( const char* eventName );
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void AddDefinedVar ( idWinVar* var );
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idWindow* FindChildByPoint ( float x, float y, idWindow* below = NULL );
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int GetChildIndex ( idWindow* window );
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int GetChildCount ( void );
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idWindow* GetChild ( int index );
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void RemoveChild ( idWindow *win );
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bool InsertChild ( idWindow *win, idWindow* before );
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void ScreenToClient ( idRectangle* rect );
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void ClientToScreen ( idRectangle* rect );
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bool UpdateFromDictionary ( idDict& dict );
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protected:
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friend class rvGEWindowWrapper;
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idWindow* FindChildByPoint ( float x, float y, idWindow** below );
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void SetDefaults ( void );
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friend class idSimpleWindow;
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friend class idUserInterfaceLocal;
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bool IsSimple();
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void UpdateWinVars();
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void DisableRegister(const char *_name);
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void Transition();
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void Time();
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bool RunTimeEvents(int time);
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void Dump();
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int ExpressionTemporary();
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wexpOp_t *ExpressionOp();
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intptr_t EmitOp( intptr_t a, intptr_t b, wexpOpType_t opType, wexpOp_t **opp = NULL );
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intptr_t ParseEmitOp( idParser *src, intptr_t a, wexpOpType_t opType, int priority, wexpOp_t **opp = NULL );
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intptr_t ParseTerm( idParser *src, idWinVar *var = NULL, intptr_t component = 0 );
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intptr_t ParseExpressionPriority( idParser *src, int priority, idWinVar *var = NULL, intptr_t component = 0 );
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void EvaluateRegisters(float *registers);
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void SaveExpressionParseState();
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void RestoreExpressionParseState();
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void ParseBracedExpression(idParser *src);
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bool ParseScriptEntry(const char *name, idParser *src);
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bool ParseRegEntry(const char *name, idParser *src);
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virtual bool ParseInternalVar(const char *name, idParser *src);
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void ParseString(idParser *src, idStr &out);
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void ParseVec4(idParser *src, idVec4 &out);
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void ConvertRegEntry(const char *name, idParser *src, idStr &out, int tabs);
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float actualX; // physical coords
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float actualY; // ''
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int childID; // this childs id
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unsigned int flags; // visible, focus, mouseover, cursor, border, etc..
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int lastTimeRun; //
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idRectangle drawRect; // overall rect
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idRectangle clientRect; // client area
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idVec2 origin;
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int timeLine; // time stamp used for various fx
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float xOffset;
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float yOffset;
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float forceAspectWidth;
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float forceAspectHeight;
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float matScalex;
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float matScaley;
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float borderSize;
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float textAlignx;
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float textAligny;
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idStr name;
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idStr comment;
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idVec2 shear;
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signed char textShadow;
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unsigned char fontNum;
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unsigned char cursor; //
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signed char textAlign;
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idWinBool noTime; //
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idWinBool visible; //
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idWinBool noEvents;
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idWinRectangle rect; // overall rect
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idWinVec4 backColor;
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idWinVec4 matColor;
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idWinVec4 foreColor;
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idWinVec4 hoverColor;
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idWinVec4 borderColor;
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idWinFloat textScale;
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idWinFloat rotate;
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idWinStr text;
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idWinBackground backGroundName; //
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idList<idWinVar*> definedVars;
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idList<idWinVar*> updateVars;
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idRectangle textRect; // text extented rect
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const idMaterial *background; // background asset
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idWindow *parent; // parent window
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idList<idWindow*> children; // child windows
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idList<drawWin_t> drawWindows;
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idWindow *focusedChild; // if a child window has the focus
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idWindow *captureChild; // if a child window has mouse capture
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idWindow *overChild; // if a child window has mouse capture
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bool hover;
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idDeviceContext *dc;
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idUserInterfaceLocal *gui;
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static idCVar gui_debug;
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static idCVar gui_edit;
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idGuiScriptList *scripts[SCRIPT_COUNT];
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bool *saveTemps;
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idList<idTimeLineEvent*> timeLineEvents;
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idList<idTransitionData> transitions;
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static bool registerIsTemporary[MAX_EXPRESSION_REGISTERS]; // statics to assist during parsing
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idList<wexpOp_t> ops; // evaluate to make expressionRegisters
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idList<float> expressionRegisters;
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idList<wexpOp_t> *saveOps; // evaluate to make expressionRegisters
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idList<rvNamedEvent*> namedEvents; // added named events
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idList<float> *saveRegs;
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idRegisterList regList;
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idWinBool hideCursor;
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};
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ID_INLINE void idWindow::AddDefinedVar( idWinVar* var ) {
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definedVars.AddUnique( var );
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}
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#endif /* !__WINDOW_H__ */
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