dhewm3/neo/ui/Window.h
Daniel Gibson cd0a11f974 Allow scaling non-menu WIN_DESKTOP GUIs to 4:3
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.
2018-11-05 04:33:57 +01:00

461 lines
13 KiB
C++

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