/* =========================================================================== 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. =========================================================================== */ #ifndef __RENDERWINDOW_H #define __RENDERWINDOW_H class idUserInterfaceLocal; class idRenderWindow : public idWindow { public: idRenderWindow( idUserInterfaceLocal* gui ); virtual ~idRenderWindow(); virtual void PostParse(); virtual void Draw( int time, float x, float y ); virtual size_t Allocated() { return idWindow::Allocated(); }; // // virtual idWinVar* GetWinVarByName( const char* _name, bool winLookup = false, drawWin_t** owner = NULL ); // private: void CommonInit(); virtual bool ParseInternalVar( const char* name, idTokenParser* src ); void Render( int time ); void PreRender(); void BuildAnimation( int time ); renderView_t refdef; idRenderWorld* world; renderEntity_t worldEntity; renderLight_t rLight; const idMD5Anim* modelAnim; qhandle_t worldModelDef; qhandle_t lightDef; qhandle_t modelDef; idWinStr modelName; idWinStr animName; idStr animClass; idWinVec4 lightOrigin; idWinVec4 lightColor; idWinVec4 modelOrigin; idWinVec4 modelRotate; idWinVec4 viewOffset; idWinBool needsRender; int animLength; int animEndTime; bool updateAnimation; }; #endif // __RENDERWINDOW_H