mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 17:02:17 +00:00
212 lines
6.2 KiB
C++
212 lines
6.2 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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class idWindow;
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class idUserInterfaceLocal : public idUserInterface
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{
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friend class idUserInterfaceManagerLocal;
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public:
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idUserInterfaceLocal();
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virtual ~idUserInterfaceLocal();
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virtual const char* Name() const;
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virtual const char* Comment() const;
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virtual bool IsInteractive() const;
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virtual bool InitFromFile( const char* qpath, bool rebuild = true, bool cache = true );
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virtual const char* HandleEvent( const sysEvent_t* event, int time, bool* updateVisuals );
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virtual void HandleNamedEvent( const char* namedEvent );
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virtual void Redraw( int time, bool hud );
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virtual void DrawCursor();
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virtual const idDict& State() const;
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virtual void DeleteStateVar( const char* varName );
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virtual void SetStateString( const char* varName, const char* value );
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virtual void SetStateBool( const char* varName, const bool value );
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virtual void SetStateInt( const char* varName, const int value );
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virtual void SetStateFloat( const char* varName, const float value );
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// Gets a gui state variable
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virtual const char* GetStateString( const char* varName, const char* defaultString = "" ) const;
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virtual bool GetStateBool( const char* varName, const char* defaultString = "0" ) const;
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virtual int GetStateInt( const char* varName, const char* defaultString = "0" ) const;
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virtual float GetStateFloat( const char* varName, const char* defaultString = "0" ) const;
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virtual void StateChanged( int time, bool redraw );
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virtual const char* Activate( bool activate, int time );
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virtual void Trigger( int time );
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virtual void ReadFromDemoFile( class idDemoFile* f );
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virtual void WriteToDemoFile( class idDemoFile* f );
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virtual bool WriteToSaveGame( idFile* savefile ) const;
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virtual bool ReadFromSaveGame( idFile* savefile );
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virtual void SetKeyBindingNames();
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virtual bool IsUniqued() const
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{
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return uniqued;
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};
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virtual void SetUniqued( bool b )
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{
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uniqued = b;
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};
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virtual void SetCursor( float x, float y );
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virtual float CursorX()
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{
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return cursorX;
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}
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virtual float CursorY()
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{
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return cursorY;
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}
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size_t Size();
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idDict* GetStateDict()
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{
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return &state;
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}
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const char* GetSourceFile() const
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{
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return source;
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}
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ID_TIME_T GetTimeStamp() const
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{
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return timeStamp;
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}
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idWindow* GetDesktop() const
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{
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return desktop;
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}
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void SetBindHandler( idWindow* win )
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{
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bindHandler = win;
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}
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bool Active() const
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{
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return active;
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}
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int GetTime() const
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{
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return time;
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}
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void SetTime( int _time )
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{
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time = _time;
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}
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void ClearRefs()
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{
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refs = 0;
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}
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void AddRef()
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{
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refs++;
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}
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int GetRefs()
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{
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return refs;
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}
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void RecurseSetKeyBindingNames( idWindow* window );
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idStr& GetPendingCmd()
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{
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return pendingCmd;
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};
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idStr& GetReturnCmd()
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{
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return returnCmd;
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};
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private:
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bool active;
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bool loading;
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bool interactive;
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bool uniqued;
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idDict state;
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idWindow* desktop;
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idWindow* bindHandler;
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idStr source;
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idStr activateStr;
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idStr pendingCmd;
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idStr returnCmd;
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ID_TIME_T timeStamp;
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float cursorX;
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float cursorY;
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int time;
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int refs;
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};
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class idUserInterfaceManagerLocal : public idUserInterfaceManager
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{
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friend class idUserInterfaceLocal;
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public:
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virtual void Init();
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virtual void Shutdown();
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virtual void SetDrawingDC();
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virtual void Touch( const char* name );
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virtual void WritePrecacheCommands( idFile* f );
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virtual void SetSize( float width, float height );
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virtual void BeginLevelLoad();
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virtual void EndLevelLoad( const char* mapName );
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virtual void Preload( const char* mapName );
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virtual void Reload( bool all );
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virtual void ListGuis() const;
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virtual bool CheckGui( const char* qpath ) const;
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virtual idUserInterface* Alloc() const;
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virtual void DeAlloc( idUserInterface* gui );
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virtual idUserInterface* FindGui( const char* qpath, bool autoLoad = false, bool needInteractive = false, bool forceUnique = false );
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virtual idUserInterface* FindDemoGui( const char* qpath );
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virtual idListGUI* AllocListGUI() const;
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virtual void FreeListGUI( idListGUI* listgui );
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idTokenParser& GetBinaryParser()
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{
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return mapParser;
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}
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private:
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idRectangle screenRect;
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idDeviceContext dcOld;
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idDeviceContextOptimized dcOptimized;
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idList<idUserInterfaceLocal*> guis;
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idList<idUserInterfaceLocal*> demoGuis;
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idTokenParser mapParser;
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};
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// These used to be in every window, but they all pointed at the same one in idUserInterfaceManagerLocal.
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// Made a global so it can be switched out dynamically to test optimized versions.
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extern idDeviceContext* dc;
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