/* =========================================================================== 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 __GUISCRIPT_H #define __GUISCRIPT_H #include "Window.h" #include "Winvar.h" struct idGSWinVar { idGSWinVar() { var = NULL; own = false; } idWinVar* var; bool own; }; class idGuiScriptList; class idGuiScript { friend class idGuiScriptList; friend class idWindow; public: idGuiScript(); ~idGuiScript(); bool Parse( idTokenParser* src ); void Execute( idWindow* win ) { if( handler ) { handler( win, &parms ); } } void FixupParms( idWindow* win ); size_t Size() { int sz = sizeof( *this ); for( int i = 0; i < parms.Num(); i++ ) { sz += parms[i].var->Size(); } return sz; } void WriteToSaveGame( idFile* savefile ); void ReadFromSaveGame( idFile* savefile ); protected: int conditionReg; idGuiScriptList* ifList; idGuiScriptList* elseList; idList parms; void ( *handler )( idWindow* window, idList* src ); }; class idGuiScriptList { idList list; public: idGuiScriptList() { list.SetGranularity( 4 ); }; ~idGuiScriptList() { list.DeleteContents( true ); }; void Execute( idWindow* win ); void Append( idGuiScript* gs ) { list.Append( gs ); } size_t Size() { int sz = sizeof( *this ); for( int i = 0; i < list.Num(); i++ ) { sz += list[i]->Size(); } return sz; } void FixupParms( idWindow* win ); void ReadFromDemoFile( class idDemoFile* f ) {}; void WriteToDemoFile( class idDemoFile* f ) {}; void WriteToSaveGame( idFile* savefile ); void ReadFromSaveGame( idFile* savefile ); }; #endif // __GUISCRIPT_H