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