doom3-bfg/neo/ui/UserInterface.h

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2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition 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 BFG Edition 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 __USERINTERFACE_H__
#define __USERINTERFACE_H__
/*
===============================================================================
Draws an interactive 2D surface.
Used for all user interaction with the game.
===============================================================================
*/
class idFile;
class idDemoFile;
class idUserInterface {
public:
virtual ~idUserInterface() {};
// Returns the name of the gui.
virtual const char * Name() const = 0;
// Returns a comment on the gui.
virtual const char * Comment() const = 0;
// Returns true if the gui is interactive.
virtual bool IsInteractive() const = 0;
virtual bool IsUniqued() const = 0;
virtual void SetUniqued( bool b ) = 0;
// returns false if it failed to load
virtual bool InitFromFile( const char *qpath, bool rebuild = true, bool cache = true ) = 0;
// handles an event, can return an action string, the caller interprets
// any return and acts accordingly
virtual const char * HandleEvent( const sysEvent_t *event, int time, bool *updateVisuals = NULL ) = 0;
// handles a named event
virtual void HandleNamedEvent( const char *eventName ) = 0;
// repaints the ui
virtual void Redraw( int time, bool hud = false ) = 0;
// repaints the cursor
virtual void DrawCursor() = 0;
// Provides read access to the idDict that holds this gui's state.
virtual const idDict & State() const = 0;
// Removes a gui state variable
virtual void DeleteStateVar( const char *varName ) = 0;
// Sets a gui state variable.
virtual void SetStateString( const char *varName, const char *value ) = 0;
virtual void SetStateBool( const char *varName, const bool value ) = 0;
virtual void SetStateInt( const char *varName, const int value ) = 0;
virtual void SetStateFloat( const char *varName, const float value ) = 0;
// Gets a gui state variable
virtual const char* GetStateString( const char *varName, const char* defaultString = "" ) const = 0;
virtual bool GetStateBool( const char *varName, const char* defaultString = "0" ) const = 0;
virtual int GetStateInt( const char *varName, const char* defaultString = "0" ) const = 0;
virtual float GetStateFloat( const char *varName, const char* defaultString = "0" ) const = 0;
// The state has changed and the gui needs to update from the state idDict.
virtual void StateChanged( int time, bool redraw = false ) = 0;
// Activated the gui.
virtual const char * Activate( bool activate, int time ) = 0;
// Triggers the gui and runs the onTrigger scripts.
virtual void Trigger( int time ) = 0;
virtual void ReadFromDemoFile( class idDemoFile *f ) = 0;
virtual void WriteToDemoFile( class idDemoFile *f ) = 0;
virtual bool WriteToSaveGame( idFile * savefile ) const = 0;
virtual bool ReadFromSaveGame( idFile * savefile ) = 0;
virtual void SetKeyBindingNames() = 0;
virtual void SetCursor( float x, float y ) = 0;
virtual float CursorX() = 0;
virtual float CursorY() = 0;
};
class idUserInterfaceManager {
public:
virtual ~idUserInterfaceManager() {};
virtual void Init() = 0;
virtual void Shutdown() = 0;
virtual void Touch( const char *name ) = 0;
virtual void WritePrecacheCommands( idFile *f ) = 0;
// use either the optimized or legacy implementation for
// testing, based on the g_useNewGuiCode cvar
virtual void SetDrawingDC() = 0;
// Sets the size for 640x480 adjustment.
virtual void SetSize( float width, float height ) = 0;
virtual void BeginLevelLoad() = 0;
virtual void EndLevelLoad( const char *mapName ) = 0;
virtual void Preload( const char *mapName ) = 0;
// Reloads changed guis, or all guis.
virtual void Reload( bool all ) = 0;
// lists all guis
virtual void ListGuis() const = 0;
// Returns true if gui exists.
virtual bool CheckGui( const char *qpath ) const = 0;
// Allocates a new gui.
virtual idUserInterface * Alloc() const = 0;
// De-allocates a gui.. ONLY USE FOR PRECACHING
virtual void DeAlloc( idUserInterface *gui ) = 0;
// Returns NULL if gui by that name does not exist.
virtual idUserInterface * FindGui( const char *qpath, bool autoLoad = false, bool needUnique = false, bool forceUnique = false ) = 0;
// Returns NULL if gui by that name does not exist.
virtual idUserInterface * FindDemoGui( const char *qpath ) = 0;
// Allocates a new GUI list handler
virtual idListGUI * AllocListGUI() const = 0;
// De-allocates a list gui
virtual void FreeListGUI( idListGUI *listgui ) = 0;
};
extern idUserInterfaceManager * uiManager;
#endif /* !__USERINTERFACE_H__ */