doom3-bfg/neo/ui/UserInterfaceLocal.h

212 lines
6.2 KiB
C++

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