/* =========================================================================== 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 __DEVICECONTEXT_H__ #define __DEVICECONTEXT_H__ // device context support for gui stuff // #include "Rectangle.h" #include "../renderer/Font.h" const int VIRTUAL_WIDTH = 640; const int VIRTUAL_HEIGHT = 480; const int BLINK_DIVISOR = 200; class idDeviceContext { public: idDeviceContext(); ~idDeviceContext() { } void Init(); void Shutdown(); bool Initialized() { return initialized; } void EnableLocalization(); void GetTransformInfo(idVec3& origin, idMat3& mat ); void SetTransformInfo(const idVec3 &origin, const idMat3 &mat); void DrawMaterial(float x, float y, float w, float h, const idMaterial *mat, const idVec4 &color, float scalex = 1.0, float scaley = 1.0); void DrawRect(float x, float y, float width, float height, float size, const idVec4 &color); void DrawFilledRect(float x, float y, float width, float height, const idVec4 &color); int DrawText(const char *text, float textScale, int textAlign, idVec4 color, idRectangle rectDraw, bool wrap, int cursor = -1, bool calcOnly = false, idList *breaks = NULL, int limit = 0 ); void DrawMaterialRect( float x, float y, float w, float h, float size, const idMaterial *mat, const idVec4 &color); void DrawStretchPic(float x, float y, float w, float h, float s0, float t0, float s1, float t1, const idMaterial *mat); void DrawMaterialRotated(float x, float y, float w, float h, const idMaterial *mat, const idVec4 &color, float scalex = 1.0, float scaley = 1.0, float angle = 0.0f); void DrawStretchPicRotated(float x, float y, float w, float h, float s0, float t0, float s1, float t1, const idMaterial *mat, float angle = 0.0f); void DrawWinding( idWinding & w, const idMaterial * mat ); int CharWidth( const char c, float scale ); int TextWidth(const char *text, float scale, int limit); int TextHeight(const char *text, float scale, int limit); int MaxCharHeight(float scale); int MaxCharWidth(float scale); idRegion * GetTextRegion(const char *text, float textScale, idRectangle rectDraw, float xStart, float yStart); void SetSize( float width, float height ); void SetOffset( float x, float y ); const idMaterial * GetScrollBarImage(int index); void DrawCursor(float *x, float *y, float size); void SetCursor(int n); // clipping rects virtual bool ClippedCoords(float *x, float *y, float *w, float *h, float *s1, float *t1, float *s2, float *t2); virtual void PushClipRect(idRectangle r); virtual void PopClipRect(); virtual void EnableClipping(bool b); void SetFont( idFont * font ) { activeFont = font; } void SetOverStrike(bool b) { overStrikeMode = b; } bool GetOverStrike() { return overStrikeMode; } void DrawEditCursor(float x, float y, float scale); enum { CURSOR_ARROW, CURSOR_HAND, CURSOR_HAND_JOY1, CURSOR_HAND_JOY2, CURSOR_HAND_JOY3, CURSOR_HAND_JOY4, CURSOR_COUNT }; enum { ALIGN_LEFT, ALIGN_CENTER, ALIGN_RIGHT }; enum { SCROLLBAR_HBACK, SCROLLBAR_VBACK, SCROLLBAR_THUMB, SCROLLBAR_RIGHT, SCROLLBAR_LEFT, SCROLLBAR_UP, SCROLLBAR_DOWN, SCROLLBAR_COUNT }; static idVec4 colorPurple; static idVec4 colorOrange; static idVec4 colorYellow; static idVec4 colorGreen; static idVec4 colorBlue; static idVec4 colorRed; static idVec4 colorWhite; static idVec4 colorBlack; static idVec4 colorNone; protected: virtual int DrawText( float x, float y, float scale, idVec4 color, const char *text, float adjust, int limit, int style, int cursor = -1); void PaintChar( float x, float y, const scaledGlyphInfo_t & glyphInfo ); void Clear(); const idMaterial * cursorImages[CURSOR_COUNT]; const idMaterial * scrollBarImages[SCROLLBAR_COUNT]; const idMaterial * whiteImage; idFont * activeFont; float xScale; float yScale; float xOffset; float yOffset; int cursor; idList clipRects; bool enableClipping; bool overStrikeMode; idMat3 mat; bool matIsIdentity; idVec3 origin; bool initialized; }; class idDeviceContextOptimized : public idDeviceContext { virtual bool ClippedCoords(float *x, float *y, float *w, float *h, float *s1, float *t1, float *s2, float *t2); virtual void PushClipRect(idRectangle r); virtual void PopClipRect(); virtual void EnableClipping(bool b); virtual int DrawText( float x, float y, float scale, idVec4 color, const char *text, float adjust, int limit, int style, int cursor = -1); float clipX1; float clipX2; float clipY1; float clipY2; }; #endif /* !__DEVICECONTEXT_H__ */