doom3-bfg/neo/ui/DeviceContext.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 __DEVICECONTEXT_H__
#define __DEVICECONTEXT_H__
// device context support for gui stuff
//
#include "Rectangle.h"
#include "../renderer/Font.h"
const int VIRTUAL_WIDTH = 640;
const int VIRTUAL_HEIGHT = 480;
const int BLINK_DIVISOR = 200;
class idDeviceContext {
public:
idDeviceContext();
~idDeviceContext() { }
void Init();
void Shutdown();
bool Initialized() { return initialized; }
void EnableLocalization();
void GetTransformInfo(idVec3& origin, idMat3& mat );
void SetTransformInfo(const idVec3 &origin, const idMat3 &mat);
void DrawMaterial(float x, float y, float w, float h, const idMaterial *mat, const idVec4 &color, float scalex = 1.0, float scaley = 1.0);
void DrawRect(float x, float y, float width, float height, float size, const idVec4 &color);
void DrawFilledRect(float x, float y, float width, float height, const idVec4 &color);
int DrawText(const char *text, float textScale, int textAlign, idVec4 color, idRectangle rectDraw, bool wrap, int cursor = -1, bool calcOnly = false, idList<int> *breaks = NULL, int limit = 0 );
void DrawMaterialRect( float x, float y, float w, float h, float size, const idMaterial *mat, const idVec4 &color);
void DrawStretchPic(float x, float y, float w, float h, float s0, float t0, float s1, float t1, const idMaterial *mat);
void DrawMaterialRotated(float x, float y, float w, float h, const idMaterial *mat, const idVec4 &color, float scalex = 1.0, float scaley = 1.0, float angle = 0.0f);
void DrawStretchPicRotated(float x, float y, float w, float h, float s0, float t0, float s1, float t1, const idMaterial *mat, float angle = 0.0f);
void DrawWinding( idWinding & w, const idMaterial * mat );
int CharWidth( const char c, float scale );
int TextWidth(const char *text, float scale, int limit);
int TextHeight(const char *text, float scale, int limit);
int MaxCharHeight(float scale);
int MaxCharWidth(float scale);
idRegion * GetTextRegion(const char *text, float textScale, idRectangle rectDraw, float xStart, float yStart);
void SetSize( float width, float height );
void SetOffset( float x, float y );
const idMaterial * GetScrollBarImage(int index);
void DrawCursor(float *x, float *y, float size);
void SetCursor(int n);
// clipping rects
virtual bool ClippedCoords(float *x, float *y, float *w, float *h, float *s1, float *t1, float *s2, float *t2);
virtual void PushClipRect(idRectangle r);
virtual void PopClipRect();
virtual void EnableClipping(bool b);
void SetFont( idFont * font ) { activeFont = font; }
void SetOverStrike(bool b) { overStrikeMode = b; }
bool GetOverStrike() { return overStrikeMode; }
void DrawEditCursor(float x, float y, float scale);
enum {
CURSOR_ARROW,
CURSOR_HAND,
CURSOR_HAND_JOY1,
CURSOR_HAND_JOY2,
CURSOR_HAND_JOY3,
CURSOR_HAND_JOY4,
CURSOR_COUNT
};
enum {
ALIGN_LEFT,
ALIGN_CENTER,
ALIGN_RIGHT
};
enum {
SCROLLBAR_HBACK,
SCROLLBAR_VBACK,
SCROLLBAR_THUMB,
SCROLLBAR_RIGHT,
SCROLLBAR_LEFT,
SCROLLBAR_UP,
SCROLLBAR_DOWN,
SCROLLBAR_COUNT
};
static idVec4 colorPurple;
static idVec4 colorOrange;
static idVec4 colorYellow;
static idVec4 colorGreen;
static idVec4 colorBlue;
static idVec4 colorRed;
static idVec4 colorWhite;
static idVec4 colorBlack;
static idVec4 colorNone;
protected:
virtual int DrawText( float x, float y, float scale, idVec4 color, const char *text, float adjust, int limit, int style, int cursor = -1);
void PaintChar( float x, float y, const scaledGlyphInfo_t & glyphInfo );
void Clear();
const idMaterial * cursorImages[CURSOR_COUNT];
const idMaterial * scrollBarImages[SCROLLBAR_COUNT];
const idMaterial * whiteImage;
idFont * activeFont;
float xScale;
float yScale;
float xOffset;
float yOffset;
int cursor;
idList<idRectangle> clipRects;
bool enableClipping;
bool overStrikeMode;
idMat3 mat;
bool matIsIdentity;
idVec3 origin;
bool initialized;
};
class idDeviceContextOptimized : public idDeviceContext {
virtual bool ClippedCoords(float *x, float *y, float *w, float *h, float *s1, float *t1, float *s2, float *t2);
virtual void PushClipRect(idRectangle r);
virtual void PopClipRect();
virtual void EnableClipping(bool b);
virtual int DrawText( float x, float y, float scale, idVec4 color, const char *text, float adjust, int limit, int style, int cursor = -1);
float clipX1;
float clipX2;
float clipY1;
float clipY2;
};
#endif /* !__DEVICECONTEXT_H__ */