/* =========================================================================== 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 __CHOICEWINDOW_H #define __CHOICEWINDOW_H #include "Window.h" class idUserInterfaceLocal; class idChoiceWindow : public idWindow { public: idChoiceWindow( idUserInterfaceLocal* gui ); virtual ~idChoiceWindow(); virtual const char* HandleEvent( const sysEvent_t* event, bool* updateVisuals ); virtual void PostParse(); virtual void Draw( int time, float x, float y ); virtual void Activate( bool activate, idStr& act ); virtual size_t Allocated() { return idWindow::Allocated(); }; virtual idWinVar* GetWinVarByName( const char* _name, bool winLookup = false, drawWin_t** owner = NULL ); void RunNamedEvent( const char* eventName ); private: virtual bool ParseInternalVar( const char* name, idTokenParser* src ); void CommonInit(); void UpdateChoice(); void ValidateChoice(); void InitVars(); // true: read the updated cvar from cvar system, gui from dict // false: write to the cvar system, to the gui dict // force == true overrides liveUpdate 0 void UpdateVars( bool read, bool force = false ); void UpdateChoicesAndVals(); int currentChoice; int choiceType; idStr latchedChoices; idWinStr choicesStr; idStr latchedVals; idWinStr choiceVals; idStrList choices; idStrList values; idWinStr guiStr; idWinStr cvarStr; idCVar* cvar; idMultiWinVar updateStr; idWinBool liveUpdate; idWinStr updateGroup; }; #endif // __CHOICEWINDOW_H