/*
===========================================================================
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 .
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.
===========================================================================
*/
class idWindow;
class idUserInterfaceLocal : public idUserInterface {
friend class idUserInterfaceManagerLocal;
public:
idUserInterfaceLocal();
virtual ~idUserInterfaceLocal();
virtual const char * Name() const;
virtual const char * Comment() const;
virtual bool IsInteractive() const;
virtual bool InitFromFile( const char *qpath, bool rebuild = true, bool cache = true );
virtual const char * HandleEvent( const sysEvent_t *event, int time, bool *updateVisuals );
virtual void HandleNamedEvent( const char* namedEvent );
virtual void Redraw( int time, bool hud );
virtual void DrawCursor();
virtual const idDict & State() const;
virtual void DeleteStateVar( const char *varName );
virtual void SetStateString( const char *varName, const char *value );
virtual void SetStateBool( const char *varName, const bool value );
virtual void SetStateInt( const char *varName, const int value );
virtual void SetStateFloat( const char *varName, const float value );
// Gets a gui state variable
virtual const char* GetStateString( const char *varName, const char* defaultString = "" ) const;
virtual bool GetStateBool( const char *varName, const char* defaultString = "0" ) const;
virtual int GetStateInt( const char *varName, const char* defaultString = "0" ) const;
virtual float GetStateFloat( const char *varName, const char* defaultString = "0" ) const;
virtual void StateChanged( int time, bool redraw );
virtual const char * Activate( bool activate, int time );
virtual void Trigger( int time );
virtual void ReadFromDemoFile( class idDemoFile *f );
virtual void WriteToDemoFile( class idDemoFile *f );
virtual bool WriteToSaveGame( idFile *savefile ) const;
virtual bool ReadFromSaveGame( idFile * savefile );
virtual void SetKeyBindingNames();
virtual bool IsUniqued() const { return uniqued; };
virtual void SetUniqued( bool b ) { uniqued = b; };
virtual void SetCursor( float x, float y );
virtual float CursorX() { return cursorX; }
virtual float CursorY() { return cursorY; }
size_t Size();
idDict * GetStateDict() { return &state; }
const char * GetSourceFile() const { return source; }
ID_TIME_T GetTimeStamp() const { return timeStamp; }
idWindow * GetDesktop() const { return desktop; }
void SetBindHandler( idWindow *win ) { bindHandler = win; }
bool Active() const { return active; }
int GetTime() const { return time; }
void SetTime( int _time ) { time = _time; }
void ClearRefs() { refs = 0; }
void AddRef() { refs++; }
int GetRefs() { return refs; }
void RecurseSetKeyBindingNames( idWindow *window );
idStr &GetPendingCmd() { return pendingCmd; };
idStr &GetReturnCmd() { return returnCmd; };
private:
bool active;
bool loading;
bool interactive;
bool uniqued;
idDict state;
idWindow * desktop;
idWindow * bindHandler;
idStr source;
idStr activateStr;
idStr pendingCmd;
idStr returnCmd;
ID_TIME_T timeStamp;
float cursorX;
float cursorY;
int time;
int refs;
};
class idUserInterfaceManagerLocal : public idUserInterfaceManager {
friend class idUserInterfaceLocal;
public:
virtual void Init();
virtual void Shutdown();
virtual void SetDrawingDC();
virtual void Touch( const char *name );
virtual void WritePrecacheCommands( idFile *f );
virtual void SetSize( float width, float height );
virtual void BeginLevelLoad();
virtual void EndLevelLoad( const char *mapName );
virtual void Preload( const char *mapName );
virtual void Reload( bool all );
virtual void ListGuis() const;
virtual bool CheckGui( const char *qpath ) const;
virtual idUserInterface * Alloc() const;
virtual void DeAlloc( idUserInterface *gui );
virtual idUserInterface * FindGui( const char *qpath, bool autoLoad = false, bool needInteractive = false, bool forceUnique = false );
virtual idUserInterface * FindDemoGui( const char *qpath );
virtual idListGUI * AllocListGUI() const;
virtual void FreeListGUI( idListGUI *listgui );
idTokenParser & GetBinaryParser() { return mapParser; }
private:
idRectangle screenRect;
idDeviceContext dcOld;
idDeviceContextOptimized dcOptimized;
idList guis;
idList demoGuis;
idTokenParser mapParser;
};
// These used to be in every window, but they all pointed at the same one in idUserInterfaceManagerLocal.
// Made a global so it can be switched out dynamically to test optimized versions.
extern idDeviceContext *dc;