doom3-bfg/neo/ui/Winvar.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 __WINVAR_H__
#define __WINVAR_H__
#include "Rectangle.h"
static const char *VAR_GUIPREFIX = "gui::";
static const int VAR_GUIPREFIX_LEN = strlen(VAR_GUIPREFIX);
class idWindow;
class idWinVar {
public:
idWinVar();
virtual ~idWinVar();
void SetGuiInfo(idDict *gd, const char *_name);
const char *GetName() const {
if (name) {
if (guiDict && *name == '*') {
return guiDict->GetString(&name[1]);
}
return name;
}
return "";
}
void SetName(const char *_name) {
delete []name;
name = NULL;
if (_name) {
name = new (TAG_OLD_UI) char[strlen(_name)+1];
strcpy(name, _name);
}
}
idWinVar &operator=( const idWinVar &other ) {
guiDict = other.guiDict;
SetName(other.name);
return *this;
}
idDict *GetDict() const { return guiDict; }
bool NeedsUpdate() { return (guiDict != NULL); }
virtual void Init(const char *_name, idWindow* win) = 0;
virtual void Set(const char *val) = 0;
virtual void Update() = 0;
virtual const char *c_str() const = 0;
virtual size_t Size() { size_t sz = (name) ? strlen(name) : 0; return sz + sizeof(*this); }
virtual void WriteToSaveGame( idFile *savefile ) = 0;
virtual void ReadFromSaveGame( idFile *savefile ) = 0;
virtual float x() const = 0;
void SetEval(bool b) {
eval = b;
}
bool GetEval() {
return eval;
}
protected:
idDict *guiDict;
char *name;
bool eval;
};
class idWinBool : public idWinVar {
public:
idWinBool() : idWinVar() {};
~idWinBool() {};
virtual void Init(const char *_name, idWindow *win) { idWinVar::Init(_name, win);
if (guiDict) {
data = guiDict->GetBool(GetName());
}
}
int operator==( const bool &other ) { return (other == data); }
bool &operator=( const bool &other ) {
data = other;
if (guiDict) {
guiDict->SetBool(GetName(), data);
}
return data;
}
idWinBool &operator=( const idWinBool &other ) {
idWinVar::operator=(other);
data = other.data;
return *this;
}
operator bool() const { return data; }
virtual void Set(const char *val) {
data = ( atoi( val ) != 0 );
if (guiDict) {
guiDict->SetBool(GetName(), data);
}
}
virtual void Update() {
const char *s = GetName();
if ( guiDict && s[0] != '\0' ) {
data = guiDict->GetBool( s );
}
}
virtual const char *c_str() const {return va("%i", data); }
// SaveGames
virtual void WriteToSaveGame( idFile *savefile ) {
savefile->Write( &eval, sizeof( eval ) );
savefile->Write( &data, sizeof( data ) );
}
virtual void ReadFromSaveGame( idFile *savefile ) {
savefile->Read( &eval, sizeof( eval ) );
savefile->Read( &data, sizeof( data ) );
}
virtual float x() const { return data ? 1.0f : 0.0f; };
protected:
bool data;
};
class idWinStr : public idWinVar {
public:
idWinStr() : idWinVar() {};
~idWinStr() {};
virtual void Init(const char *_name, idWindow *win) {
idWinVar::Init(_name, win);
if (guiDict) {
const char * name = GetName();
if ( name[0] == 0 ) {
data = "";
} else {
data = guiDict->GetString( name );
}
}
}
int operator==( const idStr &other ) const {
return (other == data);
}
int operator==( const char *other ) const {
return (data == other);
}
idStr &operator=( const idStr &other ) {
data = other;
if (guiDict) {
guiDict->Set(GetName(), data);
}
return data;
}
idWinStr &operator=( const idWinStr &other ) {
idWinVar::operator=(other);
data = other.data;
return *this;
}
operator const char *() const {
return data.c_str();
}
operator const idStr &() const {
return data;
}
int LengthWithoutColors() {
if (guiDict && name && *name) {
data = guiDict->GetString(GetName());
}
return data.LengthWithoutColors();
}
int Length() {
if (guiDict && name && *name) {
data = guiDict->GetString(GetName());
}
return data.Length();
}
void RemoveColors() {
if (guiDict && name && *name) {
data = guiDict->GetString(GetName());
}
data.RemoveColors();
}
virtual const char *c_str() const {
return data.c_str();
}
virtual void Set(const char *val) {
data = val;
if ( guiDict ) {
guiDict->Set(GetName(), data);
}
}
virtual void Update() {
const char *s = GetName();
if ( guiDict && s[0] != '\0' ) {
data = guiDict->GetString( s );
}
}
virtual size_t Size() {
size_t sz = idWinVar::Size();
return sz +data.Allocated();
}
// SaveGames
virtual void WriteToSaveGame( idFile *savefile ) {
savefile->Write( &eval, sizeof( eval ) );
int len = data.Length();
savefile->Write( &len, sizeof( len ) );
if ( len > 0 ) {
savefile->Write( data.c_str(), len );
}
}
virtual void ReadFromSaveGame( idFile *savefile ) {
savefile->Read( &eval, sizeof( eval ) );
int len;
savefile->Read( &len, sizeof( len ) );
if ( len > 0 ) {
data.Fill( ' ', len );
savefile->Read( &data[0], len );
}
}
// return wether string is emtpy
virtual float x() const { return data[0] ? 1.0f : 0.0f; };
protected:
idStr data;
};
class idWinInt : public idWinVar {
public:
idWinInt() : idWinVar() {};
~idWinInt() {};
virtual void Init(const char *_name, idWindow *win) {
idWinVar::Init(_name, win);
if (guiDict) {
data = guiDict->GetInt(GetName());
}
}
int &operator=( const int &other ) {
data = other;
if (guiDict) {
guiDict->SetInt(GetName(), data);
}
return data;
}
idWinInt &operator=( const idWinInt &other ) {
idWinVar::operator=(other);
data = other.data;
return *this;
}
operator int () const {
return data;
}
virtual void Set(const char *val) {
data = atoi(val);;
if (guiDict) {
guiDict->SetInt(GetName(), data);
}
}
virtual void Update() {
const char *s = GetName();
if ( guiDict && s[0] != '\0' ) {
data = guiDict->GetInt( s );
}
}
virtual const char *c_str() const {
return va("%i", data);
}
// SaveGames
virtual void WriteToSaveGame( idFile *savefile ) {
savefile->Write( &eval, sizeof( eval ) );
savefile->Write( &data, sizeof( data ) );
}
virtual void ReadFromSaveGame( idFile *savefile ) {
savefile->Read( &eval, sizeof( eval ) );
savefile->Read( &data, sizeof( data ) );
}
// no suitable conversion
virtual float x() const { assert( false ); return 0.0f; };
protected:
int data;
};
class idWinFloat : public idWinVar {
public:
idWinFloat() : idWinVar() {};
~idWinFloat() {};
virtual void Init(const char *_name, idWindow *win) {
idWinVar::Init(_name, win);
if (guiDict) {
data = guiDict->GetFloat(GetName());
}
}
idWinFloat &operator=( const idWinFloat &other ) {
idWinVar::operator=(other);
data = other.data;
return *this;
}
float &operator=( const float &other ) {
data = other;
if (guiDict) {
guiDict->SetFloat(GetName(), data);
}
return data;
}
operator float() const {
return data;
}
virtual void Set(const char *val) {
data = atof(val);
if (guiDict) {
guiDict->SetFloat(GetName(), data);
}
}
virtual void Update() {
const char *s = GetName();
if ( guiDict && s[0] != '\0' ) {
data = guiDict->GetFloat( s );
}
}
virtual const char *c_str() const {
return va("%f", data);
}
virtual void WriteToSaveGame( idFile *savefile ) {
savefile->Write( &eval, sizeof( eval ) );
savefile->Write( &data, sizeof( data ) );
}
virtual void ReadFromSaveGame( idFile *savefile ) {
savefile->Read( &eval, sizeof( eval ) );
savefile->Read( &data, sizeof( data ) );
}
virtual float x() const { return data; };
protected:
float data;
};
class idWinRectangle : public idWinVar {
public:
idWinRectangle() : idWinVar() {};
~idWinRectangle() {};
virtual void Init(const char *_name, idWindow *win) {
idWinVar::Init(_name, win);
if (guiDict) {
idVec4 v = guiDict->GetVec4(GetName());
data.x = v.x;
data.y = v.y;
data.w = v.z;
data.h = v.w;
}
}
int operator==( const idRectangle &other ) const {
return (other == data);
}
idWinRectangle &operator=( const idWinRectangle &other ) {
idWinVar::operator=(other);
data = other.data;
return *this;
}
idRectangle &operator=( const idVec4 &other ) {
data = other;
if (guiDict) {
guiDict->SetVec4(GetName(), other);
}
return data;
}
idRectangle &operator=( const idRectangle &other ) {
data = other;
if (guiDict) {
idVec4 v = data.ToVec4();
guiDict->SetVec4(GetName(), v);
}
return data;
}
operator const idRectangle&() const {
return data;
}
float x() const {
return data.x;
}
float y() const {
return data.y;
}
float w() const {
return data.w;
}
float h() const {
return data.h;
}
float Right() const {
return data.Right();
}
float Bottom() const {
return data.Bottom();
}
idVec4 &ToVec4() {
static idVec4 ret;
ret = data.ToVec4();
return ret;
}
virtual void Set(const char *val) {
if ( strchr ( val, ',' ) ) {
sscanf( val, "%f,%f,%f,%f", &data.x, &data.y, &data.w, &data.h );
} else {
sscanf( val, "%f %f %f %f", &data.x, &data.y, &data.w, &data.h );
}
if (guiDict) {
idVec4 v = data.ToVec4();
guiDict->SetVec4(GetName(), v);
}
}
virtual void Update() {
const char *s = GetName();
if ( guiDict && s[0] != '\0' ) {
idVec4 v = guiDict->GetVec4( s );
data.x = v.x;
data.y = v.y;
data.w = v.z;
data.h = v.w;
}
}
virtual const char *c_str() const {
return data.ToVec4().ToString();
}
virtual void WriteToSaveGame( idFile *savefile ) {
savefile->Write( &eval, sizeof( eval ) );
savefile->Write( &data, sizeof( data ) );
}
virtual void ReadFromSaveGame( idFile *savefile ) {
savefile->Read( &eval, sizeof( eval ) );
savefile->Read( &data, sizeof( data ) );
}
protected:
idRectangle data;
};
class idWinVec2 : public idWinVar {
public:
idWinVec2() : idWinVar() {};
~idWinVec2() {};
virtual void Init(const char *_name, idWindow *win) {
idWinVar::Init(_name, win);
if (guiDict) {
data = guiDict->GetVec2(GetName());
}
}
int operator==( const idVec2 &other ) const {
return (other == data);
}
idWinVec2 &operator=( const idWinVec2 &other ) {
idWinVar::operator=(other);
data = other.data;
return *this;
}
idVec2 &operator=( const idVec2 &other ) {
data = other;
if (guiDict) {
guiDict->SetVec2(GetName(), data);
}
return data;
}
float x() const {
return data.x;
}
float y() const {
return data.y;
}
virtual void Set(const char *val) {
if ( strchr ( val, ',' ) ) {
sscanf( val, "%f,%f", &data.x, &data.y );
} else {
sscanf( val, "%f %f", &data.x, &data.y);
}
if (guiDict) {
guiDict->SetVec2(GetName(), data);
}
}
operator const idVec2&() const {
return data;
}
virtual void Update() {
const char *s = GetName();
if ( guiDict && s[0] != '\0' ) {
data = guiDict->GetVec2( s );
}
}
virtual const char *c_str() const {
return data.ToString();
}
void Zero() {
data.Zero();
}
virtual void WriteToSaveGame( idFile *savefile ) {
savefile->Write( &eval, sizeof( eval ) );
savefile->Write( &data, sizeof( data ) );
}
virtual void ReadFromSaveGame( idFile *savefile ) {
savefile->Read( &eval, sizeof( eval ) );
savefile->Read( &data, sizeof( data ) );
}
protected:
idVec2 data;
};
class idWinVec4 : public idWinVar {
public:
idWinVec4() : idWinVar() {};
~idWinVec4() {};
virtual void Init(const char *_name, idWindow *win) {
idWinVar::Init(_name, win);
if (guiDict) {
data = guiDict->GetVec4(GetName());
}
}
int operator==( const idVec4 &other ) const {
return (other == data);
}
idWinVec4 &operator=( const idWinVec4 &other ) {
idWinVar::operator=(other);
data = other.data;
return *this;
}
idVec4 &operator=( const idVec4 &other ) {
data = other;
if (guiDict) {
guiDict->SetVec4(GetName(), data);
}
return data;
}
operator const idVec4&() const {
return data;
}
float x() const {
return data.x;
}
float y() const {
return data.y;
}
float z() const {
return data.z;
}
float w() const {
return data.w;
}
virtual void Set(const char *val) {
if ( strchr ( val, ',' ) ) {
sscanf( val, "%f,%f,%f,%f", &data.x, &data.y, &data.z, &data.w );
} else {
sscanf( val, "%f %f %f %f", &data.x, &data.y, &data.z, &data.w);
}
if ( guiDict ) {
guiDict->SetVec4( GetName(), data );
}
}
virtual void Update() {
const char *s = GetName();
if ( guiDict && s[0] != '\0' ) {
data = guiDict->GetVec4( s );
}
}
virtual const char *c_str() const {
return data.ToString();
}
void Zero() {
data.Zero();
if ( guiDict ) {
guiDict->SetVec4(GetName(), data);
}
}
const idVec3 &ToVec3() const {
return data.ToVec3();
}
virtual void WriteToSaveGame( idFile *savefile ) {
savefile->Write( &eval, sizeof( eval ) );
savefile->Write( &data, sizeof( data ) );
}
virtual void ReadFromSaveGame( idFile *savefile ) {
savefile->Read( &eval, sizeof( eval ) );
savefile->Read( &data, sizeof( data ) );
}
protected:
idVec4 data;
};
class idWinVec3 : public idWinVar {
public:
idWinVec3() : idWinVar() {};
~idWinVec3() {};
virtual void Init(const char *_name, idWindow *win) {
idWinVar::Init(_name, win);
if (guiDict) {
data = guiDict->GetVector(GetName());
}
}
int operator==( const idVec3 &other ) const {
return (other == data);
}
idWinVec3 &operator=( const idWinVec3 &other ) {
idWinVar::operator=(other);
data = other.data;
return *this;
}
idVec3 &operator=( const idVec3 &other ) {
data = other;
if (guiDict) {
guiDict->SetVector(GetName(), data);
}
return data;
}
operator const idVec3&() const {
return data;
}
float x() const {
return data.x;
}
float y() const {
return data.y;
}
float z() const {
return data.z;
}
virtual void Set(const char *val) {
sscanf( val, "%f %f %f", &data.x, &data.y, &data.z);
if (guiDict) {
guiDict->SetVector(GetName(), data);
}
}
virtual void Update() {
const char *s = GetName();
if ( guiDict && s[0] != '\0' ) {
data = guiDict->GetVector( s );
}
}
virtual const char *c_str() const {
return data.ToString();
}
void Zero() {
data.Zero();
if (guiDict) {
guiDict->SetVector(GetName(), data);
}
}
virtual void WriteToSaveGame( idFile *savefile ) {
savefile->Write( &eval, sizeof( eval ) );
savefile->Write( &data, sizeof( data ) );
}
virtual void ReadFromSaveGame( idFile *savefile ) {
savefile->Read( &eval, sizeof( eval ) );
savefile->Read( &data, sizeof( data ) );
}
protected:
idVec3 data;
};
class idWinBackground : public idWinStr {
public:
idWinBackground() : idWinStr() {
mat = NULL;
};
~idWinBackground() {};
virtual void Init(const char *_name, idWindow *win) {
idWinStr::Init(_name, win);
if (guiDict) {
data = guiDict->GetString(GetName());
}
}
int operator==( const idStr &other ) const {
return (other == data);
}
int operator==( const char *other ) const {
return (data == other);
}
idStr &operator=( const idStr &other ) {
data = other;
if (guiDict) {
guiDict->Set(GetName(), data);
}
if (mat) {
if ( data == "" ) {
(*mat) = NULL;
} else {
(*mat) = declManager->FindMaterial(data);
}
}
return data;
}
idWinBackground &operator=( const idWinBackground &other ) {
idWinVar::operator=(other);
data = other.data;
mat = other.mat;
if (mat) {
if ( data == "" ) {
(*mat) = NULL;
} else {
(*mat) = declManager->FindMaterial(data);
}
}
return *this;
}
operator const char *() const {
return data.c_str();
}
operator const idStr &() const {
return data;
}
int Length() {
if (guiDict) {
data = guiDict->GetString(GetName());
}
return data.Length();
}
virtual const char *c_str() const {
return data.c_str();
}
virtual void Set(const char *val) {
data = val;
if (guiDict) {
guiDict->Set(GetName(), data);
}
if (mat) {
if ( data == "" ) {
(*mat) = NULL;
} else {
(*mat) = declManager->FindMaterial(data);
}
}
}
virtual void Update() {
const char *s = GetName();
if ( guiDict && s[0] != '\0' ) {
data = guiDict->GetString( s );
if (mat) {
if ( data == "" ) {
(*mat) = NULL;
} else {
(*mat) = declManager->FindMaterial(data);
}
}
}
}
virtual size_t Size() {
size_t sz = idWinVar::Size();
return sz +data.Allocated();
}
void SetMaterialPtr( const idMaterial **m ) {
mat = m;
}
virtual void WriteToSaveGame( idFile *savefile ) {
savefile->Write( &eval, sizeof( eval ) );
int len = data.Length();
savefile->Write( &len, sizeof( len ) );
if ( len > 0 ) {
savefile->Write( data.c_str(), len );
}
}
virtual void ReadFromSaveGame( idFile *savefile ) {
savefile->Read( &eval, sizeof( eval ) );
int len;
savefile->Read( &len, sizeof( len ) );
if ( len > 0 ) {
data.Fill( ' ', len );
savefile->Read( &data[0], len );
}
if ( mat ) {
if ( len > 0 ) {
(*mat) = declManager->FindMaterial( data );
} else {
(*mat) = NULL;
}
}
}
protected:
idStr data;
const idMaterial **mat;
};
/*
================
idMultiWinVar
multiplexes access to a list if idWinVar*
================
*/
class idMultiWinVar : public idList< idWinVar * > {
public:
void Set( const char *val );
void Update();
void SetGuiInfo( idDict *dict );
};
#endif /* !__WINVAR_H__ */