mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
122 lines
3.1 KiB
C++
122 lines
3.1 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 __GUISCRIPT_H
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#define __GUISCRIPT_H
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#include "Window.h"
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#include "Winvar.h"
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struct idGSWinVar
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{
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idGSWinVar()
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{
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var = NULL;
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own = false;
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}
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idWinVar* var;
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bool own;
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};
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class idGuiScriptList;
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class idGuiScript
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{
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friend class idGuiScriptList;
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friend class idWindow;
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public:
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idGuiScript();
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~idGuiScript();
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bool Parse( idTokenParser* src );
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void Execute( idWindow* win )
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{
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if( handler )
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{
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handler( win, &parms );
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}
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}
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void FixupParms( idWindow* win );
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size_t Size()
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{
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int sz = sizeof( *this );
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for( int i = 0; i < parms.Num(); i++ )
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{
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sz += parms[i].var->Size();
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}
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return sz;
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}
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void WriteToSaveGame( idFile* savefile );
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void ReadFromSaveGame( idFile* savefile );
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protected:
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int conditionReg;
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idGuiScriptList* ifList;
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idGuiScriptList* elseList;
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idList<idGSWinVar, TAG_OLD_UI> parms;
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void ( *handler )( idWindow* window, idList<idGSWinVar, TAG_OLD_UI>* src );
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};
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class idGuiScriptList
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{
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idList<idGuiScript*, TAG_OLD_UI> list;
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public:
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idGuiScriptList()
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{
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list.SetGranularity( 4 );
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};
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~idGuiScriptList()
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{
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list.DeleteContents( true );
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};
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void Execute( idWindow* win );
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void Append( idGuiScript* gs )
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{
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list.Append( gs );
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}
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size_t Size()
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{
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int sz = sizeof( *this );
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for( int i = 0; i < list.Num(); i++ )
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{
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sz += list[i]->Size();
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}
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return sz;
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}
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void FixupParms( idWindow* win );
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void ReadFromDemoFile( class idDemoFile* f ) {};
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void WriteToDemoFile( class idDemoFile* f ) {};
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void WriteToSaveGame( idFile* savefile );
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void ReadFromSaveGame( idFile* savefile );
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};
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#endif // __GUISCRIPT_H
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