/* =========================================================================== 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 __SIMPLEWIN_H__ #define __SIMPLEWIN_H__ class idUserInterfaceLocal; class idDeviceContext; class idSimpleWindow; typedef struct { idWindow* win; idSimpleWindow* simp; } drawWin_t; class idSimpleWindow { friend class idWindow; public: idSimpleWindow( idWindow* win ); virtual ~idSimpleWindow(); void Redraw( float x, float y ); void StateChanged( bool redraw ); idStr name; idWinVar* GetWinVarByName( const char* _name ); int GetWinVarOffset( idWinVar* wv, drawWin_t* owner ); size_t Size(); idWindow* GetParent() { return mParent; } virtual void WriteToSaveGame( idFile* savefile ); virtual void ReadFromSaveGame( idFile* savefile ); protected: void CalcClientRect( float xofs, float yofs ); void SetupTransforms( float x, float y ); void DrawBackground( const idRectangle& drawRect ); void DrawBorderAndCaption( const idRectangle& drawRect ); idUserInterfaceLocal* gui; int flags; idRectangle drawRect; // overall rect idRectangle clientRect; // client area idRectangle textRect; idVec2 origin; class idFont* font; float matScalex; float matScaley; float borderSize; int textAlign; float textAlignx; float textAligny; int textShadow; idWinStr text; idWinBool visible; idWinRectangle rect; // overall rect idWinVec4 backColor; idWinVec4 matColor; idWinVec4 foreColor; idWinVec4 borderColor; idWinFloat textScale; idWinFloat rotate; idWinVec2 shear; idWinBackground backGroundName; const idMaterial* background; idWindow* mParent; idWinBool hideCursor; }; #endif /* !__SIMPLEWIN_H__ */