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https://github.com/dhewm/dhewm3.git
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736ec20d4d
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.
148 lines
5.7 KiB
C++
148 lines
5.7 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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#include "ui/UserInterface.h"
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class idWindow;
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class idUserInterfaceLocal : public idUserInterface {
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friend class idUserInterfaceManagerLocal;
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public:
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idUserInterfaceLocal();
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virtual ~idUserInterfaceLocal();
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virtual const char * Name() const;
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virtual const char * Comment() const;
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virtual bool IsInteractive() const;
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virtual bool InitFromFile( const char *qpath, bool rebuild = true, bool cache = true );
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virtual const char * HandleEvent( const sysEvent_t *event, int time, bool *updateVisuals );
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virtual void HandleNamedEvent( const char* namedEvent );
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virtual void Redraw( int time );
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virtual void DrawCursor();
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virtual const idDict & State() const;
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virtual void DeleteStateVar( const char *varName );
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virtual void SetStateString( const char *varName, const char *value );
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virtual void SetStateBool( const char *varName, const bool value );
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virtual void SetStateInt( const char *varName, const int value );
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virtual void SetStateFloat( const char *varName, const float value );
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// Gets a gui state variable
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virtual const char* GetStateString( const char *varName, const char* defaultString = "" ) const;
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virtual bool GetStateBool( const char *varName, const char* defaultString = "0" ) const;
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virtual int GetStateInt( const char *varName, const char* defaultString = "0" ) const;
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virtual float GetStateFloat( const char *varName, const char* defaultString = "0" ) const;
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virtual void StateChanged( int time, bool redraw );
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virtual const char * Activate( bool activate, int time );
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virtual void Trigger( int time );
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virtual void ReadFromDemoFile( class idDemoFile *f );
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virtual void WriteToDemoFile( class idDemoFile *f );
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virtual bool WriteToSaveGame( idFile *savefile ) const;
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virtual bool ReadFromSaveGame( idFile *savefile );
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virtual void SetKeyBindingNames( void );
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virtual bool IsUniqued() const { return uniqued; };
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virtual void SetUniqued( bool b ) { uniqued = b; };
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virtual void SetCursor( float x, float y );
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virtual float CursorX() { return cursorX; }
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virtual float CursorY() { return cursorY; }
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size_t Size();
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idDict * GetStateDict() { return &state; }
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const char * GetSourceFile( void ) const { return source; }
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ID_TIME_T GetTimeStamp( void ) const { return timeStamp; }
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idWindow * GetDesktop() const { return desktop; }
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void SetBindHandler( idWindow *win ) { bindHandler = win; }
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bool Active() const { return active; }
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int GetTime() const { return time; }
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void SetTime( int _time ) { time = _time; }
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void ClearRefs() { refs = 0; }
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void AddRef() { refs++; }
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int GetRefs() { return refs; }
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void RecurseSetKeyBindingNames( idWindow *window );
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idStr &GetPendingCmd() { return pendingCmd; };
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idStr &GetReturnCmd() { return returnCmd; };
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private:
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bool active;
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bool loading;
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bool interactive;
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bool uniqued;
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idDict state;
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idWindow * desktop;
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idWindow * bindHandler;
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idStr source;
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idStr activateStr;
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idStr pendingCmd;
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idStr returnCmd;
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ID_TIME_T timeStamp;
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float cursorX;
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float cursorY;
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int time;
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int refs;
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};
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class idUserInterfaceManagerLocal : public idUserInterfaceManager {
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friend class idUserInterfaceLocal;
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public:
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virtual void Init();
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virtual void Shutdown();
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virtual void Touch( const char *name );
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virtual void WritePrecacheCommands( idFile *f );
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virtual void SetSize( float width, float height );
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virtual void BeginLevelLoad();
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virtual void EndLevelLoad();
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virtual void Reload( bool all );
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virtual void ListGuis() const;
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virtual bool CheckGui( const char *qpath ) const;
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virtual idUserInterface * Alloc( void ) const;
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virtual void DeAlloc( idUserInterface *gui );
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virtual idUserInterface * FindGui( const char *qpath, bool autoLoad = false, bool needInteractive = false, bool forceUnique = false );
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virtual idUserInterface * FindDemoGui( const char *qpath );
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virtual idListGUI * AllocListGUI( void ) const;
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virtual void FreeListGUI( idListGUI *listgui );
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private:
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idRectangle screenRect;
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idDeviceContext dc;
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idList<idUserInterfaceLocal*> guis;
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idList<idUserInterfaceLocal*> demoGuis;
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};
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