doom3-bfg/neo/ui/SimpleWindow.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 __SIMPLEWIN_H__
#define __SIMPLEWIN_H__
class idUserInterfaceLocal;
class idDeviceContext;
class idSimpleWindow;
typedef struct {
idWindow *win;
idSimpleWindow *simp;
} drawWin_t;
class idSimpleWindow {
friend class idWindow;
public:
idSimpleWindow(idWindow* win);
virtual ~idSimpleWindow();
void Redraw(float x, float y);
void StateChanged( bool redraw );
idStr name;
idWinVar * GetWinVarByName(const char *_name);
int GetWinVarOffset( idWinVar *wv, drawWin_t* owner);
size_t Size();
idWindow* GetParent () { return mParent; }
virtual void WriteToSaveGame( idFile *savefile );
virtual void ReadFromSaveGame( idFile *savefile );
protected:
void CalcClientRect(float xofs, float yofs);
void SetupTransforms(float x, float y);
void DrawBackground(const idRectangle &drawRect);
void DrawBorderAndCaption(const idRectangle &drawRect);
idUserInterfaceLocal *gui;
int flags;
idRectangle drawRect; // overall rect
idRectangle clientRect; // client area
idRectangle textRect;
idVec2 origin;
class idFont * font;
float matScalex;
float matScaley;
float borderSize;
int textAlign;
float textAlignx;
float textAligny;
int textShadow;
idWinStr text;
idWinBool visible;
idWinRectangle rect; // overall rect
idWinVec4 backColor;
idWinVec4 matColor;
idWinVec4 foreColor;
idWinVec4 borderColor;
idWinFloat textScale;
idWinFloat rotate;
idWinVec2 shear;
idWinBackground backGroundName;
const idMaterial* background;
idWindow * mParent;
idWinBool hideCursor;
};
#endif /* !__SIMPLEWIN_H__ */