mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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78 lines
2.7 KiB
C++
78 lines
2.7 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __RENDERWINDOW_H
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#define __RENDERWINDOW_H
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class idUserInterfaceLocal;
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class idRenderWindow : public idWindow
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{
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public:
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idRenderWindow( idUserInterfaceLocal* gui );
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virtual ~idRenderWindow();
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virtual void PostParse();
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virtual void Draw( int time, float x, float y );
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virtual size_t Allocated()
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{
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return idWindow::Allocated();
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};
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//
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//
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virtual idWinVar* GetWinVarByName( const char* _name, bool winLookup = false, drawWin_t** owner = NULL );
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//
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private:
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void CommonInit();
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virtual bool ParseInternalVar( const char* name, idTokenParser* src );
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void Render( int time );
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void PreRender();
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void BuildAnimation( int time );
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renderView_t refdef;
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idRenderWorld* world;
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renderEntity_t worldEntity;
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renderLight_t rLight;
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const idMD5Anim* modelAnim;
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qhandle_t worldModelDef;
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qhandle_t lightDef;
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qhandle_t modelDef;
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idWinStr modelName;
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idWinStr animName;
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idStr animClass;
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idWinVec4 lightOrigin;
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idWinVec4 lightColor;
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idWinVec4 modelOrigin;
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idWinVec4 modelRotate;
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idWinVec4 viewOffset;
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idWinBool needsRender;
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int animLength;
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int animEndTime;
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bool updateAnimation;
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};
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#endif // __RENDERWINDOW_H
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