/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. Copyright (C) 2012 Robert Beckebans 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. =========================================================================== */ #pragma hdrstop #include "precompiled.h" #include "DeviceContext.h" #include "Window.h" #include "UserInterfaceLocal.h" #include "SimpleWindow.h" idSimpleWindow::idSimpleWindow( idWindow* win ) { gui = win->GetGui(); drawRect = win->drawRect; clientRect = win->clientRect; textRect = win->textRect; origin = win->origin; font = win->font; name = win->name; matScalex = win->matScalex; matScaley = win->matScaley; borderSize = win->borderSize; textAlign = win->textAlign; textAlignx = win->textAlignx; textAligny = win->textAligny; background = win->background; flags = win->flags; textShadow = win->textShadow; visible = win->visible; text = win->text; rect = win->rect; backColor = win->backColor; matColor = win->matColor; foreColor = win->foreColor; borderColor = win->borderColor; textScale = win->textScale; rotate = win->rotate; shear = win->shear; backGroundName = win->backGroundName; if( backGroundName.Length() ) { background = declManager->FindMaterial( backGroundName ); background->SetSort( SS_GUI ); } backGroundName.SetMaterialPtr( &background ); // // added parent mParent = win->GetParent(); // hideCursor = win->hideCursor; idWindow* parent = win->GetParent(); if( parent ) { if( text.NeedsUpdate() ) { parent->AddUpdateVar( &text ); } if( visible.NeedsUpdate() ) { parent->AddUpdateVar( &visible ); } if( rect.NeedsUpdate() ) { parent->AddUpdateVar( &rect ); } if( backColor.NeedsUpdate() ) { parent->AddUpdateVar( &backColor ); } if( matColor.NeedsUpdate() ) { parent->AddUpdateVar( &matColor ); } if( foreColor.NeedsUpdate() ) { parent->AddUpdateVar( &foreColor ); } if( borderColor.NeedsUpdate() ) { parent->AddUpdateVar( &borderColor ); } if( textScale.NeedsUpdate() ) { parent->AddUpdateVar( &textScale ); } if( rotate.NeedsUpdate() ) { parent->AddUpdateVar( &rotate ); } if( shear.NeedsUpdate() ) { parent->AddUpdateVar( &shear ); } if( backGroundName.NeedsUpdate() ) { parent->AddUpdateVar( &backGroundName ); } } } idSimpleWindow::~idSimpleWindow() { } void idSimpleWindow::StateChanged( bool redraw ) { } void idSimpleWindow::SetupTransforms( float x, float y ) { static idMat3 trans; static idVec3 org; trans.Identity(); org.Set( origin.x + x, origin.y + y, 0 ); if( rotate ) { static idRotation rot; static idVec3 vec( 0, 0, 1 ); rot.Set( org, vec, rotate ); trans = rot.ToMat3(); } static idMat3 smat; smat.Identity(); if( shear.x() || shear.y() ) { smat[0][1] = shear.x(); smat[1][0] = shear.y(); trans *= smat; } if( !trans.IsIdentity() ) { dc->SetTransformInfo( org, trans ); } } void idSimpleWindow::DrawBackground( const idRectangle& drawRect ) { if( backColor.w() > 0 ) { dc->DrawFilledRect( drawRect.x, drawRect.y, drawRect.w, drawRect.h, backColor ); } if( background ) { if( matColor.w() > 0 ) { float scalex, scaley; if( flags & WIN_NATURALMAT ) { scalex = drawRect.w / background->GetImageWidth(); scaley = drawRect.h / background->GetImageHeight(); } else { scalex = matScalex; scaley = matScaley; } dc->DrawMaterial( drawRect.x, drawRect.y, drawRect.w, drawRect.h, background, matColor, scalex, scaley ); } } } void idSimpleWindow::DrawBorderAndCaption( const idRectangle& drawRect ) { if( flags & WIN_BORDER ) { if( borderSize ) { dc->DrawRect( drawRect.x, drawRect.y, drawRect.w, drawRect.h, borderSize, borderColor ); } } } void idSimpleWindow::CalcClientRect( float xofs, float yofs ) { drawRect = rect; if( flags & WIN_INVERTRECT ) { drawRect.x = rect.x() - rect.w(); drawRect.y = rect.y() - rect.h(); } drawRect.x += xofs; drawRect.y += yofs; clientRect = drawRect; if( rect.h() > 0.0 && rect.w() > 0.0 ) { if( flags & WIN_BORDER && borderSize != 0.0 ) { clientRect.x += borderSize; clientRect.y += borderSize; clientRect.w -= borderSize; clientRect.h -= borderSize; } textRect = clientRect; textRect.x += 2.0; textRect.w -= 2.0; textRect.y += 2.0; textRect.h -= 2.0; textRect.x += textAlignx; textRect.y += textAligny; } origin.Set( rect.x() + ( rect.w() / 2 ), rect.y() + ( rect.h() / 2 ) ); } void idSimpleWindow::Redraw( float x, float y ) { if( !visible ) { return; } CalcClientRect( 0, 0 ); dc->SetFont( font ); drawRect.Offset( x, y ); clientRect.Offset( x, y ); textRect.Offset( x, y ); SetupTransforms( x, y ); if( flags & WIN_NOCLIP ) { dc->EnableClipping( false ); } DrawBackground( drawRect ); DrawBorderAndCaption( drawRect ); if( textShadow ) { idStr shadowText = text; idRectangle shadowRect = textRect; shadowText.RemoveColors(); shadowRect.x += textShadow; shadowRect.y += textShadow; dc->DrawText( shadowText, textScale, textAlign, colorBlack, shadowRect, !( flags & WIN_NOWRAP ), -1 ); } dc->DrawText( text, textScale, textAlign, foreColor, textRect, !( flags & WIN_NOWRAP ), -1 ); dc->SetTransformInfo( vec3_origin, mat3_identity ); if( flags & WIN_NOCLIP ) { dc->EnableClipping( true ); } drawRect.Offset( -x, -y ); clientRect.Offset( -x, -y ); textRect.Offset( -x, -y ); } int idSimpleWindow::GetWinVarOffset( idWinVar* wv, drawWin_t* owner ) { int ret = -1; // RB: 64 bit fixes, changed oldschool offsets using ptrdiff_t if( wv == &rect ) { ret = ( ptrdiff_t )&rect - ( ptrdiff_t )this; } if( wv == &backColor ) { ret = ( ptrdiff_t )&backColor - ( ptrdiff_t )this; } if( wv == &matColor ) { ret = ( ptrdiff_t )&matColor - ( ptrdiff_t )this; } if( wv == &foreColor ) { ret = ( ptrdiff_t )&foreColor - ( ptrdiff_t )this; } if( wv == &borderColor ) { ret = ( ptrdiff_t )&borderColor - ( ptrdiff_t )this; } if( wv == &textScale ) { ret = ( ptrdiff_t )&textScale - ( ptrdiff_t )this; } if( wv == &rotate ) { ret = ( ptrdiff_t )&rotate - ( ptrdiff_t )this; } // RB end if( ret != -1 ) { owner->simp = this; } return ret; } idWinVar* idSimpleWindow::GetWinVarByName( const char* _name ) { idWinVar* retVar = NULL; if( idStr::Icmp( _name, "background" ) == 0 ) { retVar = &backGroundName; } if( idStr::Icmp( _name, "visible" ) == 0 ) { retVar = &visible; } if( idStr::Icmp( _name, "rect" ) == 0 ) { retVar = ▭ } if( idStr::Icmp( _name, "backColor" ) == 0 ) { retVar = &backColor; } if( idStr::Icmp( _name, "matColor" ) == 0 ) { retVar = &matColor; } if( idStr::Icmp( _name, "foreColor" ) == 0 ) { retVar = &foreColor; } if( idStr::Icmp( _name, "borderColor" ) == 0 ) { retVar = &borderColor; } if( idStr::Icmp( _name, "textScale" ) == 0 ) { retVar = &textScale; } if( idStr::Icmp( _name, "rotate" ) == 0 ) { retVar = &rotate; } if( idStr::Icmp( _name, "shear" ) == 0 ) { retVar = &shear; } if( idStr::Icmp( _name, "text" ) == 0 ) { retVar = &text; } return retVar; } /* ======================== idSimpleWindow::WriteToSaveGame ======================== */ void idSimpleWindow::WriteToSaveGame( idFile* savefile ) { savefile->Write( &flags, sizeof( flags ) ); savefile->Write( &drawRect, sizeof( drawRect ) ); savefile->Write( &clientRect, sizeof( clientRect ) ); savefile->Write( &textRect, sizeof( textRect ) ); savefile->Write( &origin, sizeof( origin ) ); savefile->Write( &matScalex, sizeof( matScalex ) ); savefile->Write( &matScaley, sizeof( matScaley ) ); savefile->Write( &borderSize, sizeof( borderSize ) ); savefile->Write( &textAlign, sizeof( textAlign ) ); savefile->Write( &textAlignx, sizeof( textAlignx ) ); savefile->Write( &textAligny, sizeof( textAligny ) ); savefile->Write( &textShadow, sizeof( textShadow ) ); savefile->WriteString( font->GetName() ); text.WriteToSaveGame( savefile ); visible.WriteToSaveGame( savefile ); rect.WriteToSaveGame( savefile ); backColor.WriteToSaveGame( savefile ); matColor.WriteToSaveGame( savefile ); foreColor.WriteToSaveGame( savefile ); borderColor.WriteToSaveGame( savefile ); textScale.WriteToSaveGame( savefile ); rotate.WriteToSaveGame( savefile ); shear.WriteToSaveGame( savefile ); backGroundName.WriteToSaveGame( savefile ); int stringLen; if( background ) { stringLen = strlen( background->GetName() ); savefile->Write( &stringLen, sizeof( stringLen ) ); savefile->Write( background->GetName(), stringLen ); } else { stringLen = 0; savefile->Write( &stringLen, sizeof( stringLen ) ); } } /* ======================== idSimpleWindow::ReadFromSaveGame ======================== */ void idSimpleWindow::ReadFromSaveGame( idFile* savefile ) { savefile->Read( &flags, sizeof( flags ) ); savefile->Read( &drawRect, sizeof( drawRect ) ); savefile->Read( &clientRect, sizeof( clientRect ) ); savefile->Read( &textRect, sizeof( textRect ) ); savefile->Read( &origin, sizeof( origin ) ); /* if ( savefile->GetFileVersion() < BUILD_NUMBER_8TH_ANNIVERSARY_1 ) { int fontNum; savefile->Read( &fontNum, sizeof( fontNum ) ); font = renderSystem->RegisterFont( "" ); } */ savefile->Read( &matScalex, sizeof( matScalex ) ); savefile->Read( &matScaley, sizeof( matScaley ) ); savefile->Read( &borderSize, sizeof( borderSize ) ); savefile->Read( &textAlign, sizeof( textAlign ) ); savefile->Read( &textAlignx, sizeof( textAlignx ) ); savefile->Read( &textAligny, sizeof( textAligny ) ); savefile->Read( &textShadow, sizeof( textShadow ) ); // if ( savefile->GetFileVersion() >= BUILD_NUMBER_8TH_ANNIVERSARY_1 ) { idStr fontName; savefile->ReadString( fontName ); font = renderSystem->RegisterFont( fontName ); // } text.ReadFromSaveGame( savefile ); visible.ReadFromSaveGame( savefile ); rect.ReadFromSaveGame( savefile ); backColor.ReadFromSaveGame( savefile ); matColor.ReadFromSaveGame( savefile ); foreColor.ReadFromSaveGame( savefile ); borderColor.ReadFromSaveGame( savefile ); textScale.ReadFromSaveGame( savefile ); rotate.ReadFromSaveGame( savefile ); shear.ReadFromSaveGame( savefile ); backGroundName.ReadFromSaveGame( savefile ); int stringLen; savefile->Read( &stringLen, sizeof( stringLen ) ); if( stringLen > 0 ) { idStr backName; backName.Fill( ' ', stringLen ); savefile->Read( &( backName )[0], stringLen ); background = declManager->FindMaterial( backName ); background->SetSort( SS_GUI ); } else { background = NULL; } } /* =============================== */ size_t idSimpleWindow::Size() { size_t sz = sizeof( *this ); sz += name.Size(); sz += text.Size(); sz += backGroundName.Size(); return sz; }