doom3-bfg/neo/ui/ChoiceWindow.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 __CHOICEWINDOW_H
#define __CHOICEWINDOW_H
#include "Window.h"
class idUserInterfaceLocal;
class idChoiceWindow : public idWindow {
public:
idChoiceWindow(idUserInterfaceLocal *gui);
virtual ~idChoiceWindow();
virtual const char *HandleEvent(const sysEvent_t *event, bool *updateVisuals);
virtual void PostParse();
virtual void Draw(int time, float x, float y);
virtual void Activate( bool activate, idStr &act );
virtual size_t Allocated(){return idWindow::Allocated();};
virtual idWinVar *GetWinVarByName(const char *_name, bool winLookup = false, drawWin_t** owner = NULL);
void RunNamedEvent( const char* eventName );
private:
virtual bool ParseInternalVar(const char *name, idTokenParser *src);
void CommonInit();
void UpdateChoice();
void ValidateChoice();
void InitVars();
// true: read the updated cvar from cvar system, gui from dict
// false: write to the cvar system, to the gui dict
// force == true overrides liveUpdate 0
void UpdateVars( bool read, bool force = false );
void UpdateChoicesAndVals();
int currentChoice;
int choiceType;
idStr latchedChoices;
idWinStr choicesStr;
idStr latchedVals;
idWinStr choiceVals;
idStrList choices;
idStrList values;
idWinStr guiStr;
idWinStr cvarStr;
idCVar * cvar;
idMultiWinVar updateStr;
idWinBool liveUpdate;
idWinStr updateGroup;
};
#endif // __CHOICEWINDOW_H