dhewm3/neo/ui/Winvar.h
dhewg 736ec20d4d Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2011-12-19 23:21:47 +01:00

855 lines
18 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 __WINVAR_H__
#define __WINVAR_H__
#include "framework/File.h"
#include "ui/Rectangle.h"
extern const char *VAR_GUIPREFIX;
class idWindow;
class idWinVar {
public:
idWinVar();
virtual ~idWinVar();
void SetGuiInfo(idDict *gd, const char *_name);
const char *GetName() const {
if (name) {
if (guiDict && *name == '*') {
return guiDict->GetString(&name[1]);
}
return name;
}
return "";
}
void SetName(const char *_name) {
delete []name;
name = NULL;
if (_name) {
name = new char[strlen(_name)+1];
strcpy(name, _name);
}
}
idWinVar &operator=( const idWinVar &other ) {
guiDict = other.guiDict;
SetName(other.name);
return *this;
}
idDict *GetDict() const { return guiDict; }
bool NeedsUpdate() { return (guiDict != NULL); }
virtual void Init(const char *_name, idWindow* win) = 0;
virtual void Set(const char *val) = 0;
virtual void Update() = 0;
virtual const char *c_str() const = 0;
virtual size_t Size() { size_t sz = (name) ? strlen(name) : 0; return sz + sizeof(*this); }
virtual void WriteToSaveGame( idFile *savefile ) = 0;
virtual void ReadFromSaveGame( idFile *savefile ) = 0;
virtual float x( void ) const = 0;
void SetEval(bool b) {
eval = b;
}
bool GetEval() {
return eval;
}
protected:
idDict *guiDict;
char *name;
bool eval;
};
class idWinBool : public idWinVar {
public:
idWinBool() : idWinVar() {};
~idWinBool() {};
virtual void Init(const char *_name, idWindow *win) { idWinVar::Init(_name, win);
if (guiDict) {
data = guiDict->GetBool(GetName());
}
}
int operator==( const bool &other ) { return (other == data); }
bool &operator=( const bool &other ) {
data = other;
if (guiDict) {
guiDict->SetBool(GetName(), data);
}
return data;
}
idWinBool &operator=( const idWinBool &other ) {
idWinVar::operator=(other);
data = other.data;
return *this;
}
operator bool() const { return data; }
virtual void Set(const char *val) {
data = ( atoi( val ) != 0 );
if (guiDict) {
guiDict->SetBool(GetName(), data);
}
}
virtual void Update() {
const char *s = GetName();
if ( guiDict && s[0] != '\0' ) {
data = guiDict->GetBool( s );
}
}
virtual const char *c_str() const {return va("%i", data); }
// SaveGames
virtual void WriteToSaveGame( idFile *savefile ) {
savefile->Write( &eval, sizeof( eval ) );
savefile->Write( &data, sizeof( data ) );
}
virtual void ReadFromSaveGame( idFile *savefile ) {
savefile->Read( &eval, sizeof( eval ) );
savefile->Read( &data, sizeof( data ) );
}
virtual float x( void ) const { return data ? 1.0f : 0.0f; };
protected:
bool data;
};
class idWinStr : public idWinVar {
public:
idWinStr() : idWinVar() {};
~idWinStr() {};
virtual void Init(const char *_name, idWindow *win) {
idWinVar::Init(_name, win);
if (guiDict) {
data = guiDict->GetString(GetName());
}
}
int operator==( const idStr &other ) const {
return (other == data);
}
int operator==( const char *other ) const {
return (data == other);
}
idStr &operator=( const idStr &other ) {
data = other;
if (guiDict) {
guiDict->Set(GetName(), data);
}
return data;
}
idWinStr &operator=( const idWinStr &other ) {
idWinVar::operator=(other);
data = other.data;
return *this;
}
operator const char *() const {
return data.c_str();
}
operator const idStr &() const {
return data;
}
int LengthWithoutColors() {
if (guiDict && name && *name) {
data = guiDict->GetString(GetName());
}
return data.LengthWithoutColors();
}
int Length() {
if (guiDict && name && *name) {
data = guiDict->GetString(GetName());
}
return data.Length();
}
void RemoveColors() {
if (guiDict && name && *name) {
data = guiDict->GetString(GetName());
}
data.RemoveColors();
}
virtual const char *c_str() const {
return data.c_str();
}
virtual void Set(const char *val) {
data = val;
if ( guiDict ) {
guiDict->Set(GetName(), data);
}
}
virtual void Update() {
const char *s = GetName();
if ( guiDict && s[0] != '\0' ) {
data = guiDict->GetString( s );
}
}
virtual size_t Size() {
size_t sz = idWinVar::Size();
return sz +data.Allocated();
}
// SaveGames
virtual void WriteToSaveGame( idFile *savefile ) {
savefile->Write( &eval, sizeof( eval ) );
int len = data.Length();
savefile->Write( &len, sizeof( len ) );
if ( len > 0 ) {
savefile->Write( data.c_str(), len );
}
}
virtual void ReadFromSaveGame( idFile *savefile ) {
savefile->Read( &eval, sizeof( eval ) );
int len;
savefile->Read( &len, sizeof( len ) );
if ( len > 0 ) {
data.Fill( ' ', len );
savefile->Read( &data[0], len );
}
}
// return wether string is emtpy
virtual float x( void ) const { return data[0] ? 1.0f : 0.0f; };
protected:
idStr data;
};
class idWinInt : public idWinVar {
public:
idWinInt() : idWinVar() {};
~idWinInt() {};
virtual void Init(const char *_name, idWindow *win) {
idWinVar::Init(_name, win);
if (guiDict) {
data = guiDict->GetInt(GetName());
}
}
int &operator=( const int &other ) {
data = other;
if (guiDict) {
guiDict->SetInt(GetName(), data);
}
return data;
}
idWinInt &operator=( const idWinInt &other ) {
idWinVar::operator=(other);
data = other.data;
return *this;
}
operator int () const {
return data;
}
virtual void Set(const char *val) {
data = atoi(val);;
if (guiDict) {
guiDict->SetInt(GetName(), data);
}
}
virtual void Update() {
const char *s = GetName();
if ( guiDict && s[0] != '\0' ) {
data = guiDict->GetInt( s );
}
}
virtual const char *c_str() const {
return va("%i", data);
}
// SaveGames
virtual void WriteToSaveGame( idFile *savefile ) {
savefile->Write( &eval, sizeof( eval ) );
savefile->Write( &data, sizeof( data ) );
}
virtual void ReadFromSaveGame( idFile *savefile ) {
savefile->Read( &eval, sizeof( eval ) );
savefile->Read( &data, sizeof( data ) );
}
// no suitable conversion
virtual float x( void ) const { assert( false ); return 0.0f; };
protected:
int data;
};
class idWinFloat : public idWinVar {
public:
idWinFloat() : idWinVar() {};
~idWinFloat() {};
virtual void Init(const char *_name, idWindow *win) {
idWinVar::Init(_name, win);
if (guiDict) {
data = guiDict->GetFloat(GetName());
}
}
idWinFloat &operator=( const idWinFloat &other ) {
idWinVar::operator=(other);
data = other.data;
return *this;
}
float &operator=( const float &other ) {
data = other;
if (guiDict) {
guiDict->SetFloat(GetName(), data);
}
return data;
}
operator float() const {
return data;
}
virtual void Set(const char *val) {
data = atof(val);
if (guiDict) {
guiDict->SetFloat(GetName(), data);
}
}
virtual void Update() {
const char *s = GetName();
if ( guiDict && s[0] != '\0' ) {
data = guiDict->GetFloat( s );
}
}
virtual const char *c_str() const {
return va("%f", data);
}
virtual void WriteToSaveGame( idFile *savefile ) {
savefile->Write( &eval, sizeof( eval ) );
savefile->Write( &data, sizeof( data ) );
}
virtual void ReadFromSaveGame( idFile *savefile ) {
savefile->Read( &eval, sizeof( eval ) );
savefile->Read( &data, sizeof( data ) );
}
virtual float x( void ) const { return data; };
protected:
float data;
};
class idWinRectangle : public idWinVar {
public:
idWinRectangle() : idWinVar() {};
~idWinRectangle() {};
virtual void Init(const char *_name, idWindow *win) {
idWinVar::Init(_name, win);
if (guiDict) {
idVec4 v = guiDict->GetVec4(GetName());
data.x = v.x;
data.y = v.y;
data.w = v.z;
data.h = v.w;
}
}
int operator==( const idRectangle &other ) const {
return (other == data);
}
idWinRectangle &operator=( const idWinRectangle &other ) {
idWinVar::operator=(other);
data = other.data;
return *this;
}
idRectangle &operator=( const idVec4 &other ) {
data = other;
if (guiDict) {
guiDict->SetVec4(GetName(), other);
}
return data;
}
idRectangle &operator=( const idRectangle &other ) {
data = other;
if (guiDict) {
idVec4 v = data.ToVec4();
guiDict->SetVec4(GetName(), v);
}
return data;
}
operator const idRectangle&() const {
return data;
}
float x() const {
return data.x;
}
float y() const {
return data.y;
}
float w() const {
return data.w;
}
float h() const {
return data.h;
}
float Right() const {
return data.Right();
}
float Bottom() const {
return data.Bottom();
}
idVec4 &ToVec4() {
static idVec4 ret;
ret = data.ToVec4();
return ret;
}
virtual void Set(const char *val) {
if ( strchr ( val, ',' ) ) {
sscanf( val, "%f,%f,%f,%f", &data.x, &data.y, &data.w, &data.h );
} else {
sscanf( val, "%f %f %f %f", &data.x, &data.y, &data.w, &data.h );
}
if (guiDict) {
idVec4 v = data.ToVec4();
guiDict->SetVec4(GetName(), v);
}
}
virtual void Update() {
const char *s = GetName();
if ( guiDict && s[0] != '\0' ) {
idVec4 v = guiDict->GetVec4( s );
data.x = v.x;
data.y = v.y;
data.w = v.z;
data.h = v.w;
}
}
virtual const char *c_str() const {
return data.ToVec4().ToString();
}
virtual void WriteToSaveGame( idFile *savefile ) {
savefile->Write( &eval, sizeof( eval ) );
savefile->Write( &data, sizeof( data ) );
}
virtual void ReadFromSaveGame( idFile *savefile ) {
savefile->Read( &eval, sizeof( eval ) );
savefile->Read( &data, sizeof( data ) );
}
protected:
idRectangle data;
};
class idWinVec2 : public idWinVar {
public:
idWinVec2() : idWinVar() {};
~idWinVec2() {};
virtual void Init(const char *_name, idWindow *win) {
idWinVar::Init(_name, win);
if (guiDict) {
data = guiDict->GetVec2(GetName());
}
}
int operator==( const idVec2 &other ) const {
return (other == data);
}
idWinVec2 &operator=( const idWinVec2 &other ) {
idWinVar::operator=(other);
data = other.data;
return *this;
}
idVec2 &operator=( const idVec2 &other ) {
data = other;
if (guiDict) {
guiDict->SetVec2(GetName(), data);
}
return data;
}
float x() const {
return data.x;
}
float y() const {
return data.y;
}
virtual void Set(const char *val) {
if ( strchr ( val, ',' ) ) {
sscanf( val, "%f,%f", &data.x, &data.y );
} else {
sscanf( val, "%f %f", &data.x, &data.y);
}
if (guiDict) {
guiDict->SetVec2(GetName(), data);
}
}
operator const idVec2&() const {
return data;
}
virtual void Update() {
const char *s = GetName();
if ( guiDict && s[0] != '\0' ) {
data = guiDict->GetVec2( s );
}
}
virtual const char *c_str() const {
return data.ToString();
}
void Zero() {
data.Zero();
}
virtual void WriteToSaveGame( idFile *savefile ) {
savefile->Write( &eval, sizeof( eval ) );
savefile->Write( &data, sizeof( data ) );
}
virtual void ReadFromSaveGame( idFile *savefile ) {
savefile->Read( &eval, sizeof( eval ) );
savefile->Read( &data, sizeof( data ) );
}
protected:
idVec2 data;
};
class idWinVec4 : public idWinVar {
public:
idWinVec4() : idWinVar() {};
~idWinVec4() {};
virtual void Init(const char *_name, idWindow *win) {
idWinVar::Init(_name, win);
if (guiDict) {
data = guiDict->GetVec4(GetName());
}
}
int operator==( const idVec4 &other ) const {
return (other == data);
}
idWinVec4 &operator=( const idWinVec4 &other ) {
idWinVar::operator=(other);
data = other.data;
return *this;
}
idVec4 &operator=( const idVec4 &other ) {
data = other;
if (guiDict) {
guiDict->SetVec4(GetName(), data);
}
return data;
}
operator const idVec4&() const {
return data;
}
float x() const {
return data.x;
}
float y() const {
return data.y;
}
float z() const {
return data.z;
}
float w() const {
return data.w;
}
virtual void Set(const char *val) {
if ( strchr ( val, ',' ) ) {
sscanf( val, "%f,%f,%f,%f", &data.x, &data.y, &data.z, &data.w );
} else {
sscanf( val, "%f %f %f %f", &data.x, &data.y, &data.z, &data.w);
}
if ( guiDict ) {
guiDict->SetVec4( GetName(), data );
}
}
virtual void Update() {
const char *s = GetName();
if ( guiDict && s[0] != '\0' ) {
data = guiDict->GetVec4( s );
}
}
virtual const char *c_str() const {
return data.ToString();
}
void Zero() {
data.Zero();
if ( guiDict ) {
guiDict->SetVec4(GetName(), data);
}
}
const idVec3 &ToVec3() const {
return data.ToVec3();
}
virtual void WriteToSaveGame( idFile *savefile ) {
savefile->Write( &eval, sizeof( eval ) );
savefile->Write( &data, sizeof( data ) );
}
virtual void ReadFromSaveGame( idFile *savefile ) {
savefile->Read( &eval, sizeof( eval ) );
savefile->Read( &data, sizeof( data ) );
}
protected:
idVec4 data;
};
class idWinVec3 : public idWinVar {
public:
idWinVec3() : idWinVar() {};
~idWinVec3() {};
virtual void Init(const char *_name, idWindow *win) {
idWinVar::Init(_name, win);
if (guiDict) {
data = guiDict->GetVector(GetName());
}
}
int operator==( const idVec3 &other ) const {
return (other == data);
}
idWinVec3 &operator=( const idWinVec3 &other ) {
idWinVar::operator=(other);
data = other.data;
return *this;
}
idVec3 &operator=( const idVec3 &other ) {
data = other;
if (guiDict) {
guiDict->SetVector(GetName(), data);
}
return data;
}
operator const idVec3&() const {
return data;
}
float x() const {
return data.x;
}
float y() const {
return data.y;
}
float z() const {
return data.z;
}
virtual void Set(const char *val) {
sscanf( val, "%f %f %f", &data.x, &data.y, &data.z);
if (guiDict) {
guiDict->SetVector(GetName(), data);
}
}
virtual void Update() {
const char *s = GetName();
if ( guiDict && s[0] != '\0' ) {
data = guiDict->GetVector( s );
}
}
virtual const char *c_str() const {
return data.ToString();
}
void Zero() {
data.Zero();
if (guiDict) {
guiDict->SetVector(GetName(), data);
}
}
virtual void WriteToSaveGame( idFile *savefile ) {
savefile->Write( &eval, sizeof( eval ) );
savefile->Write( &data, sizeof( data ) );
}
virtual void ReadFromSaveGame( idFile *savefile ) {
savefile->Read( &eval, sizeof( eval ) );
savefile->Read( &data, sizeof( data ) );
}
protected:
idVec3 data;
};
class idWinBackground : public idWinStr {
public:
idWinBackground() : idWinStr() {
mat = NULL;
};
~idWinBackground() {};
virtual void Init(const char *_name, idWindow *win) {
idWinStr::Init(_name, win);
if (guiDict) {
data = guiDict->GetString(GetName());
}
}
int operator==( const idStr &other ) const {
return (other == data);
}
int operator==( const char *other ) const {
return (data == other);
}
idStr &operator=( const idStr &other ) {
data = other;
if (guiDict) {
guiDict->Set(GetName(), data);
}
if (mat) {
if ( data == "" ) {
(*mat) = NULL;
} else {
(*mat) = declManager->FindMaterial(data);
}
}
return data;
}
idWinBackground &operator=( const idWinBackground &other ) {
idWinVar::operator=(other);
data = other.data;
mat = other.mat;
if (mat) {
if ( data == "" ) {
(*mat) = NULL;
} else {
(*mat) = declManager->FindMaterial(data);
}
}
return *this;
}
operator const char *() const {
return data.c_str();
}
operator const idStr &() const {
return data;
}
int Length() {
if (guiDict) {
data = guiDict->GetString(GetName());
}
return data.Length();
}
virtual const char *c_str() const {
return data.c_str();
}
virtual void Set(const char *val) {
data = val;
if (guiDict) {
guiDict->Set(GetName(), data);
}
if (mat) {
if ( data == "" ) {
(*mat) = NULL;
} else {
(*mat) = declManager->FindMaterial(data);
}
}
}
virtual void Update() {
const char *s = GetName();
if ( guiDict && s[0] != '\0' ) {
data = guiDict->GetString( s );
if (mat) {
if ( data == "" ) {
(*mat) = NULL;
} else {
(*mat) = declManager->FindMaterial(data);
}
}
}
}
virtual size_t Size() {
size_t sz = idWinVar::Size();
return sz +data.Allocated();
}
void SetMaterialPtr( const idMaterial **m ) {
mat = m;
}
virtual void WriteToSaveGame( idFile *savefile ) {
savefile->Write( &eval, sizeof( eval ) );
int len = data.Length();
savefile->Write( &len, sizeof( len ) );
if ( len > 0 ) {
savefile->Write( data.c_str(), len );
}
}
virtual void ReadFromSaveGame( idFile *savefile ) {
savefile->Read( &eval, sizeof( eval ) );
int len;
savefile->Read( &len, sizeof( len ) );
if ( len > 0 ) {
data.Fill( ' ', len );
savefile->Read( &data[0], len );
}
if ( mat ) {
if ( len > 0 ) {
(*mat) = declManager->FindMaterial( data );
} else {
(*mat) = NULL;
}
}
}
protected:
idStr data;
const idMaterial **mat;
};
/*
================
idMultiWinVar
multiplexes access to a list if idWinVar*
================
*/
class idMultiWinVar : public idList< idWinVar * > {
public:
void Set( const char *val );
void Update( void );
void SetGuiInfo( idDict *dict );
};
#endif /* !__WINVAR_H__ */