doom3-bfg/neo/ui/GuiScript.h

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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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 __GUISCRIPT_H
#define __GUISCRIPT_H
#include "Window.h"
#include "Winvar.h"
struct idGSWinVar
{
idGSWinVar()
{
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var = NULL;
own = false;
}
idWinVar* var;
bool own;
};
class idGuiScriptList;
class idGuiScript
{
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friend class idGuiScriptList;
friend class idWindow;
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public:
idGuiScript();
~idGuiScript();
bool Parse( idTokenParser* src );
void Execute( idWindow* win )
{
if( handler )
{
handler( win, &parms );
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}
}
void FixupParms( idWindow* win );
size_t Size()
{
int sz = sizeof( *this );
for( int i = 0; i < parms.Num(); i++ )
{
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sz += parms[i].var->Size();
}
return sz;
}
void WriteToSaveGame( idFile* savefile );
void ReadFromSaveGame( idFile* savefile );
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protected:
int conditionReg;
idGuiScriptList* ifList;
idGuiScriptList* elseList;
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idList<idGSWinVar, TAG_OLD_UI> parms;
void ( *handler )( idWindow* window, idList<idGSWinVar, TAG_OLD_UI>* src );
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};
class idGuiScriptList
{
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idList<idGuiScript*, TAG_OLD_UI> list;
public:
idGuiScriptList()
{
list.SetGranularity( 4 );
};
~idGuiScriptList()
{
list.DeleteContents( true );
};
void Execute( idWindow* win );
void Append( idGuiScript* gs )
{
list.Append( gs );
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}
size_t Size()
{
int sz = sizeof( *this );
for( int i = 0; i < list.Num(); i++ )
{
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sz += list[i]->Size();
}
return sz;
}
void FixupParms( idWindow* win );
void ReadFromDemoFile( class idDemoFile* f ) {};
void WriteToDemoFile( class idDemoFile* f ) {};
void WriteToSaveGame( idFile* savefile );
void ReadFromSaveGame( idFile* savefile );
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};
#endif // __GUISCRIPT_H