/*
===========================================================================

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 <http://www.gnu.org/licenses/>.

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 __BINDWINDOW_H
#define __BINDWINDOW_H

class idUserInterfaceLocal;
class idBindWindow : public idWindow
{
public:
	idBindWindow( idUserInterfaceLocal* gui );
	virtual ~idBindWindow();
	
	virtual const char* HandleEvent( const sysEvent_t* event, bool* updateVisuals );
	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 );
//
	virtual void Activate( bool activate, idStr& act );
	
private:
	void CommonInit();
	idWinStr bindName;
	bool waitingOnKey;
};

#endif // __BINDWINDOW_H