mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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100 lines
3.1 KiB
C++
100 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 __SIMPLEWIN_H__
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#define __SIMPLEWIN_H__
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class idUserInterfaceLocal;
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class idDeviceContext;
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class idSimpleWindow;
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typedef struct {
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idWindow *win;
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idSimpleWindow *simp;
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} drawWin_t;
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class idSimpleWindow {
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friend class idWindow;
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public:
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idSimpleWindow(idWindow* win);
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virtual ~idSimpleWindow();
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void Redraw(float x, float y);
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void StateChanged( bool redraw );
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idStr name;
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idWinVar * GetWinVarByName(const char *_name);
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int GetWinVarOffset( idWinVar *wv, drawWin_t* owner);
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size_t Size();
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idWindow* GetParent () { return mParent; }
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virtual void WriteToSaveGame( idFile *savefile );
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virtual void ReadFromSaveGame( idFile *savefile );
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protected:
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void CalcClientRect(float xofs, float yofs);
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void SetupTransforms(float x, float y);
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void DrawBackground(const idRectangle &drawRect);
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void DrawBorderAndCaption(const idRectangle &drawRect);
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idUserInterfaceLocal *gui;
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int flags;
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idRectangle drawRect; // overall rect
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idRectangle clientRect; // client area
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idRectangle textRect;
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idVec2 origin;
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class idFont * font;
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float matScalex;
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float matScaley;
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float borderSize;
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int textAlign;
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float textAlignx;
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float textAligny;
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int textShadow;
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idWinStr text;
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idWinBool visible;
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idWinRectangle rect; // overall rect
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idWinVec4 backColor;
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idWinVec4 matColor;
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idWinVec4 foreColor;
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idWinVec4 borderColor;
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idWinFloat textScale;
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idWinFloat rotate;
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idWinVec2 shear;
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idWinBackground backGroundName;
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const idMaterial* background;
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idWindow * mParent;
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idWinBool hideCursor;
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};
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#endif /* !__SIMPLEWIN_H__ */
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