mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-22 04:12:09 +00:00
632 lines
16 KiB
C++
632 lines
16 KiB
C++
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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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
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#pragma hdrstop
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#include "../idlib/precompiled.h"
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#include "Window.h"
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#include "Winvar.h"
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#include "GuiScript.h"
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#include "UserInterfaceLocal.h"
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/*
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=========================
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Script_Set
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=========================
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*/
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void Script_Set(idWindow *window, idList<idGSWinVar, TAG_OLD_UI> *src) {
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idStr key, val;
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idWinStr *dest = dynamic_cast<idWinStr*>((*src)[0].var);
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if (dest) {
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if (idStr::Icmp(*dest, "cmd") == 0) {
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dest = dynamic_cast<idWinStr*>((*src)[1].var);
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int parmCount = src->Num();
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if (parmCount > 2) {
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val = dest->c_str();
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int i = 2;
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while (i < parmCount) {
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val += " \"";
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val += (*src)[i].var->c_str();
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val += "\"";
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i++;
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}
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window->AddCommand(val);
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} else {
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window->AddCommand(*dest);
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}
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return;
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}
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}
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(*src)[0].var->Set((*src)[1].var->c_str());
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(*src)[0].var->SetEval(false);
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}
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/*
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=========================
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Script_SetFocus
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=========================
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*/
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void Script_SetFocus(idWindow *window, idList<idGSWinVar, TAG_OLD_UI> *src) {
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idWinStr *parm = dynamic_cast<idWinStr*>((*src)[0].var);
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if (parm) {
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drawWin_t *win = window->GetGui()->GetDesktop()->FindChildByName(*parm);
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if ( win != NULL && win->win != NULL ) {
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window->SetFocus(win->win);
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}
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}
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}
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/*
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=========================
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Script_ShowCursor
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=========================
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*/
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void Script_ShowCursor(idWindow *window, idList<idGSWinVar, TAG_OLD_UI> *src) {
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idWinStr *parm = dynamic_cast<idWinStr*>((*src)[0].var);
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if ( parm ) {
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if ( atoi( *parm ) ) {
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window->GetGui()->GetDesktop()->ClearFlag( WIN_NOCURSOR );
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} else {
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window->GetGui()->GetDesktop()->SetFlag( WIN_NOCURSOR );
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}
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}
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}
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/*
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=========================
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Script_RunScript
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run scripts must come after any set cmd set's in the script
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=========================
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*/
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void Script_RunScript(idWindow *window, idList<idGSWinVar, TAG_OLD_UI> *src) {
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idWinStr *parm = dynamic_cast<idWinStr*>((*src)[0].var);
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if (parm) {
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idStr str = window->cmd;
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str += " ; runScript ";
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str += parm->c_str();
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window->cmd = str;
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}
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}
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/*
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=========================
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Script_LocalSound
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=========================
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*/
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void Script_LocalSound(idWindow *window, idList<idGSWinVar, TAG_OLD_UI> *src) {
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idWinStr *parm = dynamic_cast<idWinStr*>((*src)[0].var);
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if (parm) {
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common->SW()->PlayShaderDirectly(*parm);
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}
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}
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/*
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=========================
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Script_EvalRegs
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=========================
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*/
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void Script_EvalRegs(idWindow *window, idList<idGSWinVar, TAG_OLD_UI> *src) {
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window->EvalRegs(-1, true);
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}
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/*
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=========================
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Script_EndGame
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=========================
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*/
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void Script_EndGame( idWindow *window, idList<idGSWinVar, TAG_OLD_UI> *src ) {
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cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "disconnect\n" );
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}
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/*
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=========================
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Script_ResetTime
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=========================
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*/
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void Script_ResetTime(idWindow *window, idList<idGSWinVar, TAG_OLD_UI> *src) {
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idWinStr *parm = dynamic_cast<idWinStr*>((*src)[0].var);
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drawWin_t *win = NULL;
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if (parm != NULL && src->Num() > 1) {
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win = window->GetGui()->GetDesktop()->FindChildByName(*parm);
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parm = dynamic_cast<idWinStr*>((*src)[1].var);
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}
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if ( parm == NULL ) {
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return;
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}
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if (win != NULL && win->win != NULL) {
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win->win->ResetTime(atoi(*parm));
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win->win->EvalRegs(-1, true);
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} else {
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window->ResetTime(atoi(*parm));
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window->EvalRegs(-1, true);
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}
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}
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/*
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=========================
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Script_ResetCinematics
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=========================
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*/
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void Script_ResetCinematics(idWindow *window, idList<idGSWinVar, TAG_OLD_UI> *src) {
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window->ResetCinematics();
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}
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/*
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=========================
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Script_Transition
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=========================
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*/
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void Script_Transition(idWindow *window, idList<idGSWinVar, TAG_OLD_UI> *src) {
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// transitions always affect rect or vec4 vars
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if (src->Num() >= 4) {
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idWinRectangle *rect = NULL;
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idWinVec4 *vec4 = dynamic_cast<idWinVec4*>((*src)[0].var);
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//
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// added float variable
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idWinFloat* val = NULL;
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//
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if (vec4 == NULL) {
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rect = dynamic_cast<idWinRectangle*>((*src)[0].var);
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//
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// added float variable
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if ( NULL == rect ) {
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val = dynamic_cast<idWinFloat*>((*src)[0].var);
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}
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//
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}
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idWinVec4 *from = dynamic_cast<idWinVec4*>((*src)[1].var);
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idWinVec4 *to = dynamic_cast<idWinVec4*>((*src)[2].var);
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idWinStr *timeStr = dynamic_cast<idWinStr*>((*src)[3].var);
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//
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// added float variable
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if (!((vec4 || rect || val) && from && to && timeStr)) {
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//
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common->Warning("Bad transition in gui %s in window %s\n", window->GetGui()->GetSourceFile(), window->GetName());
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return;
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}
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int time = atoi(*timeStr);
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float ac = 0.0f;
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float dc = 0.0f;
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if (src->Num() > 4) {
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idWinStr *acv = dynamic_cast<idWinStr*>((*src)[4].var);
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idWinStr *dcv = dynamic_cast<idWinStr*>((*src)[5].var);
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assert(acv && dcv);
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ac = atof(*acv);
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dc = atof(*dcv);
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}
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if (vec4) {
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vec4->SetEval(false);
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window->AddTransition(vec4, *from, *to, time, ac, dc);
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//
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// added float variable
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} else if ( val ) {
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val->SetEval ( false );
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window->AddTransition(val, *from, *to, time, ac, dc);
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//
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} else {
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rect->SetEval(false);
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window->AddTransition(rect, *from, *to, time, ac, dc);
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}
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window->StartTransition();
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}
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}
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typedef struct {
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const char *name;
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void (*handler) (idWindow *window, idList<idGSWinVar, TAG_OLD_UI> *src);
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int mMinParms;
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int mMaxParms;
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} guiCommandDef_t;
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guiCommandDef_t commandList[] = {
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{ "set", Script_Set, 2, 999 },
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{ "setFocus", Script_SetFocus, 1, 1 },
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{ "endGame", Script_EndGame, 0, 0 },
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{ "resetTime", Script_ResetTime, 0, 2 },
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{ "showCursor", Script_ShowCursor, 1, 1 },
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{ "resetCinematics", Script_ResetCinematics, 0, 2 },
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{ "transition", Script_Transition, 4, 6 },
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{ "localSound", Script_LocalSound, 1, 1 },
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{ "runScript", Script_RunScript, 1, 1 },
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{ "evalRegs", Script_EvalRegs, 0, 0 }
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};
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int scriptCommandCount = sizeof(commandList) / sizeof(guiCommandDef_t);
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/*
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=========================
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idGuiScript::idGuiScript
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=========================
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*/
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idGuiScript::idGuiScript() {
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ifList = NULL;
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elseList = NULL;
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conditionReg = -1;
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handler = NULL;
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parms.SetGranularity( 2 );
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}
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/*
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=========================
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idGuiScript::~idGuiScript
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=========================
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*/
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idGuiScript::~idGuiScript() {
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delete ifList;
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delete elseList;
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int c = parms.Num();
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for ( int i = 0; i < c; i++ ) {
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if ( parms[i].own ) {
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delete parms[i].var;
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}
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}
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}
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/*
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=========================
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idGuiScript::WriteToSaveGame
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=========================
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*/
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void idGuiScript::WriteToSaveGame( idFile *savefile ) {
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int i;
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if ( ifList ) {
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ifList->WriteToSaveGame( savefile );
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}
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if ( elseList ) {
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elseList->WriteToSaveGame( savefile );
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}
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savefile->Write( &conditionReg, sizeof( conditionReg ) );
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for ( i = 0; i < parms.Num(); i++ ) {
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if ( parms[i].own ) {
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parms[i].var->WriteToSaveGame( savefile );
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}
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}
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}
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/*
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=========================
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idGuiScript::ReadFromSaveGame
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=========================
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*/
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void idGuiScript::ReadFromSaveGame( idFile *savefile ) {
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int i;
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if ( ifList ) {
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ifList->ReadFromSaveGame( savefile );
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}
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if ( elseList ) {
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elseList->ReadFromSaveGame( savefile );
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}
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savefile->Read( &conditionReg, sizeof( conditionReg ) );
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for ( i = 0; i < parms.Num(); i++ ) {
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if ( parms[i].own ) {
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parms[i].var->ReadFromSaveGame( savefile );
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}
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}
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}
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/*
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=========================
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idGuiScript::Parse
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=========================
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*/
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bool idGuiScript::Parse(idTokenParser *src) {
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int i;
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// first token should be function call
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// then a potentially variable set of parms
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// ended with a ;
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idToken token;
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if ( !src->ReadToken(&token) ) {
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src->Error( "Unexpected end of file" );
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return false;
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}
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handler = NULL;
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for ( i = 0; i < scriptCommandCount ; i++ ) {
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if ( idStr::Icmp(token, commandList[i].name) == 0 ) {
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handler = commandList[i].handler;
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break;
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}
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}
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if (handler == NULL) {
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src->Error("Uknown script call %s", token.c_str());
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}
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// now read parms til ;
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// all parms are read as idWinStr's but will be fixed up later
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// to be proper types
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while (1) {
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if ( !src->ReadToken(&token) ) {
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src->Error( "Unexpected end of file" );
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return false;
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}
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if (idStr::Icmp(token, ";") == 0) {
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break;
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}
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if (idStr::Icmp(token, "}") == 0) {
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src->UnreadToken(&token);
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break;
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}
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idWinStr *str = new (TAG_OLD_UI) idWinStr();
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*str = token;
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idGSWinVar wv;
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wv.own = true;
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wv.var = str;
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parms.Append( wv );
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}
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//
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// verify min/max params
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if ( handler && (parms.Num() < commandList[i].mMinParms || parms.Num() > commandList[i].mMaxParms ) ) {
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src->Error("incorrect number of parameters for script %s", commandList[i].name );
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}
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//
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return true;
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}
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/*
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=========================
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idGuiScriptList::Execute
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=========================
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*/
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void idGuiScriptList::Execute(idWindow *win) {
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int c = list.Num();
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for (int i = 0; i < c; i++) {
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idGuiScript *gs = list[i];
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assert(gs);
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if (gs->conditionReg >= 0) {
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if (win->HasOps()) {
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float f = win->EvalRegs(gs->conditionReg);
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if (f) {
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if (gs->ifList) {
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win->RunScriptList(gs->ifList);
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}
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} else if (gs->elseList) {
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win->RunScriptList(gs->elseList);
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}
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}
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}
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gs->Execute(win);
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}
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}
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/*
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=========================
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idGuiScriptList::FixupParms
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=========================
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*/
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void idGuiScript::FixupParms(idWindow *win) {
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if (handler == &Script_Set) {
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bool precacheBackground = false;
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bool precacheSounds = false;
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idWinStr *str = dynamic_cast<idWinStr*>(parms[0].var);
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assert(str);
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idWinVar *dest = win->GetWinVarByName(*str, true);
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if (dest) {
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delete parms[0].var;
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parms[0].var = dest;
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parms[0].own = false;
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if ( dynamic_cast<idWinBackground *>(dest) != NULL ) {
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precacheBackground = true;
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}
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} else if ( idStr::Icmp( str->c_str(), "cmd" ) == 0 ) {
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precacheSounds = true;
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}
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||
|
int parmCount = parms.Num();
|
||
|
for (int i = 1; i < parmCount; i++) {
|
||
|
idWinStr *str = dynamic_cast<idWinStr*>(parms[i].var);
|
||
|
if (idStr::Icmpn(*str, "gui::", 5) == 0) {
|
||
|
|
||
|
// always use a string here, no point using a float if it is one
|
||
|
// FIXME: This creates duplicate variables, while not technically a problem since they
|
||
|
// are all bound to the same guiDict, it does consume extra memory and is generally a bad thing
|
||
|
idWinStr* defvar = new (TAG_OLD_UI) idWinStr();
|
||
|
defvar->Init ( *str, win );
|
||
|
win->AddDefinedVar ( defvar );
|
||
|
delete parms[i].var;
|
||
|
parms[i].var = defvar;
|
||
|
parms[i].own = false;
|
||
|
|
||
|
//dest = win->GetWinVarByName(*str, true);
|
||
|
//if (dest) {
|
||
|
// delete parms[i].var;
|
||
|
// parms[i].var = dest;
|
||
|
// parms[i].own = false;
|
||
|
//}
|
||
|
//
|
||
|
} else if ((*str[0]) == '$') {
|
||
|
//
|
||
|
// dont include the $ when asking for variable
|
||
|
dest = win->GetGui()->GetDesktop()->GetWinVarByName((const char*)(*str) + 1, true);
|
||
|
//
|
||
|
if (dest) {
|
||
|
delete parms[i].var;
|
||
|
parms[i].var = dest;
|
||
|
parms[i].own = false;
|
||
|
}
|
||
|
} else if ( idStr::Cmpn( str->c_str(), STRTABLE_ID, STRTABLE_ID_LENGTH ) == 0 ) {
|
||
|
str->Set( idLocalization::GetString( str->c_str() ) );
|
||
|
} else if ( precacheBackground ) {
|
||
|
const idMaterial *mat = declManager->FindMaterial( str->c_str() );
|
||
|
mat->SetSort( SS_GUI );
|
||
|
} else if ( precacheSounds ) {
|
||
|
// Search for "play <...>"
|
||
|
idToken token;
|
||
|
idParser parser( LEXFL_NOSTRINGCONCAT | LEXFL_ALLOWMULTICHARLITERALS | LEXFL_ALLOWBACKSLASHSTRINGCONCAT );
|
||
|
parser.LoadMemory(str->c_str(), str->Length(), "command");
|
||
|
|
||
|
while ( parser.ReadToken(&token) ) {
|
||
|
if ( token.Icmp("play") == 0 ) {
|
||
|
if ( parser.ReadToken(&token) && ( token != "" ) ) {
|
||
|
declManager->FindSound( token.c_str() );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
} else if (handler == &Script_Transition) {
|
||
|
if (parms.Num() < 4) {
|
||
|
common->Warning("Window %s in gui %s has a bad transition definition", win->GetName(), win->GetGui()->GetSourceFile());
|
||
|
}
|
||
|
idWinStr *str = dynamic_cast<idWinStr*>(parms[0].var);
|
||
|
assert(str);
|
||
|
|
||
|
//
|
||
|
drawWin_t *destowner;
|
||
|
idWinVar *dest = win->GetWinVarByName(*str, true, &destowner );
|
||
|
//
|
||
|
|
||
|
if (dest) {
|
||
|
delete parms[0].var;
|
||
|
parms[0].var = dest;
|
||
|
parms[0].own = false;
|
||
|
} else {
|
||
|
common->Warning("Window %s in gui %s: a transition does not have a valid destination var %s", win->GetName(), win->GetGui()->GetSourceFile(),str->c_str());
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// support variables as parameters
|
||
|
int c;
|
||
|
for ( c = 1; c < 3; c ++ ) {
|
||
|
str = dynamic_cast<idWinStr*>(parms[c].var);
|
||
|
|
||
|
idWinVec4 *v4 = new (TAG_OLD_UI) idWinVec4;
|
||
|
parms[c].var = v4;
|
||
|
parms[c].own = true;
|
||
|
|
||
|
drawWin_t* owner = NULL;
|
||
|
|
||
|
if ( (*str[0]) == '$' ) {
|
||
|
dest = win->GetWinVarByName ( (const char*)(*str) + 1, true, &owner );
|
||
|
} else {
|
||
|
dest = NULL;
|
||
|
}
|
||
|
|
||
|
if ( dest ) {
|
||
|
idWindow* ownerparent;
|
||
|
idWindow* destparent;
|
||
|
if ( owner != NULL ) {
|
||
|
ownerparent = owner->simp?owner->simp->GetParent():owner->win->GetParent();
|
||
|
destparent = destowner->simp?destowner->simp->GetParent():destowner->win->GetParent();
|
||
|
|
||
|
// If its the rectangle they are referencing then adjust it
|
||
|
if ( ownerparent && destparent &&
|
||
|
(dest == (owner->simp?owner->simp->GetWinVarByName ( "rect" ):owner->win->GetWinVarByName ( "rect" ) ) ) )
|
||
|
{
|
||
|
idRectangle rect;
|
||
|
rect = *(dynamic_cast<idWinRectangle*>(dest));
|
||
|
ownerparent->ClientToScreen ( &rect );
|
||
|
destparent->ScreenToClient ( &rect );
|
||
|
*v4 = rect.ToVec4 ( );
|
||
|
} else {
|
||
|
v4->Set ( dest->c_str ( ) );
|
||
|
}
|
||
|
} else {
|
||
|
v4->Set ( dest->c_str ( ) );
|
||
|
}
|
||
|
} else {
|
||
|
v4->Set(*str);
|
||
|
}
|
||
|
|
||
|
delete str;
|
||
|
}
|
||
|
//
|
||
|
} else if (handler == &Script_LocalSound) {
|
||
|
idWinStr * str = dynamic_cast<idWinStr*>(parms[0].var);
|
||
|
if ( str ) {
|
||
|
declManager->FindSound( str->c_str() );
|
||
|
}
|
||
|
} else {
|
||
|
int c = parms.Num();
|
||
|
for (int i = 0; i < c; i++) {
|
||
|
parms[i].var->Init(parms[i].var->c_str(), win);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=========================
|
||
|
idGuiScriptList::FixupParms
|
||
|
=========================
|
||
|
*/
|
||
|
void idGuiScriptList::FixupParms(idWindow *win) {
|
||
|
int c = list.Num();
|
||
|
for (int i = 0; i < c; i++) {
|
||
|
idGuiScript *gs = list[i];
|
||
|
gs->FixupParms(win);
|
||
|
if (gs->ifList) {
|
||
|
gs->ifList->FixupParms(win);
|
||
|
}
|
||
|
if (gs->elseList) {
|
||
|
gs->elseList->FixupParms(win);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=========================
|
||
|
idGuiScriptList::WriteToSaveGame
|
||
|
=========================
|
||
|
*/
|
||
|
void idGuiScriptList::WriteToSaveGame( idFile *savefile ) {
|
||
|
int i;
|
||
|
|
||
|
for ( i = 0; i < list.Num(); i++ ) {
|
||
|
list[i]->WriteToSaveGame( savefile );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=========================
|
||
|
idGuiScriptList::ReadFromSaveGame
|
||
|
=========================
|
||
|
*/
|
||
|
void idGuiScriptList::ReadFromSaveGame( idFile *savefile ) {
|
||
|
int i;
|
||
|
|
||
|
for ( i = 0; i < list.Num(); i++ ) {
|
||
|
list[i]->ReadFromSaveGame( savefile );
|
||
|
}
|
||
|
}
|