doom3-bfg/neo/ui/SimpleWindow.cpp

512 lines
12 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.
===========================================================================
*/
#pragma hdrstop
#include "../idlib/precompiled.h"
#include "DeviceContext.h"
#include "Window.h"
#include "UserInterfaceLocal.h"
#include "SimpleWindow.h"
idSimpleWindow::idSimpleWindow( idWindow* win )
{
gui = win->GetGui();
drawRect = win->drawRect;
clientRect = win->clientRect;
textRect = win->textRect;
origin = win->origin;
font = win->font;
name = win->name;
matScalex = win->matScalex;
matScaley = win->matScaley;
borderSize = win->borderSize;
textAlign = win->textAlign;
textAlignx = win->textAlignx;
textAligny = win->textAligny;
background = win->background;
flags = win->flags;
textShadow = win->textShadow;
visible = win->visible;
text = win->text;
rect = win->rect;
backColor = win->backColor;
matColor = win->matColor;
foreColor = win->foreColor;
borderColor = win->borderColor;
textScale = win->textScale;
rotate = win->rotate;
shear = win->shear;
backGroundName = win->backGroundName;
if( backGroundName.Length() )
{
background = declManager->FindMaterial( backGroundName );
background->SetSort( SS_GUI );
}
backGroundName.SetMaterialPtr( &background );
//
// added parent
mParent = win->GetParent();
//
hideCursor = win->hideCursor;
idWindow* parent = win->GetParent();
if( parent )
{
if( text.NeedsUpdate() )
{
parent->AddUpdateVar( &text );
}
if( visible.NeedsUpdate() )
{
parent->AddUpdateVar( &visible );
}
if( rect.NeedsUpdate() )
{
parent->AddUpdateVar( &rect );
}
if( backColor.NeedsUpdate() )
{
parent->AddUpdateVar( &backColor );
}
if( matColor.NeedsUpdate() )
{
parent->AddUpdateVar( &matColor );
}
if( foreColor.NeedsUpdate() )
{
parent->AddUpdateVar( &foreColor );
}
if( borderColor.NeedsUpdate() )
{
parent->AddUpdateVar( &borderColor );
}
if( textScale.NeedsUpdate() )
{
parent->AddUpdateVar( &textScale );
}
if( rotate.NeedsUpdate() )
{
parent->AddUpdateVar( &rotate );
}
if( shear.NeedsUpdate() )
{
parent->AddUpdateVar( &shear );
}
if( backGroundName.NeedsUpdate() )
{
parent->AddUpdateVar( &backGroundName );
}
}
}
idSimpleWindow::~idSimpleWindow()
{
}
void idSimpleWindow::StateChanged( bool redraw )
{
}
void idSimpleWindow::SetupTransforms( float x, float y )
{
static idMat3 trans;
static idVec3 org;
trans.Identity();
org.Set( origin.x + x, origin.y + y, 0 );
if( rotate )
{
static idRotation rot;
static idVec3 vec( 0, 0, 1 );
rot.Set( org, vec, rotate );
trans = rot.ToMat3();
}
static idMat3 smat;
smat.Identity();
if( shear.x() || shear.y() )
{
smat[0][1] = shear.x();
smat[1][0] = shear.y();
trans *= smat;
}
if( !trans.IsIdentity() )
{
dc->SetTransformInfo( org, trans );
}
}
void idSimpleWindow::DrawBackground( const idRectangle& drawRect )
{
if( backColor.w() > 0 )
{
dc->DrawFilledRect( drawRect.x, drawRect.y, drawRect.w, drawRect.h, backColor );
}
if( background )
{
if( matColor.w() > 0 )
{
float scalex, scaley;
if( flags & WIN_NATURALMAT )
{
scalex = drawRect.w / background->GetImageWidth();
scaley = drawRect.h / background->GetImageHeight();
}
else
{
scalex = matScalex;
scaley = matScaley;
}
dc->DrawMaterial( drawRect.x, drawRect.y, drawRect.w, drawRect.h, background, matColor, scalex, scaley );
}
}
}
void idSimpleWindow::DrawBorderAndCaption( const idRectangle& drawRect )
{
if( flags & WIN_BORDER )
{
if( borderSize )
{
dc->DrawRect( drawRect.x, drawRect.y, drawRect.w, drawRect.h, borderSize, borderColor );
}
}
}
void idSimpleWindow::CalcClientRect( float xofs, float yofs )
{
drawRect = rect;
if( flags & WIN_INVERTRECT )
{
drawRect.x = rect.x() - rect.w();
drawRect.y = rect.y() - rect.h();
}
drawRect.x += xofs;
drawRect.y += yofs;
clientRect = drawRect;
if( rect.h() > 0.0 && rect.w() > 0.0 )
{
if( flags & WIN_BORDER && borderSize != 0.0 )
{
clientRect.x += borderSize;
clientRect.y += borderSize;
clientRect.w -= borderSize;
clientRect.h -= borderSize;
}
textRect = clientRect;
textRect.x += 2.0;
textRect.w -= 2.0;
textRect.y += 2.0;
textRect.h -= 2.0;
textRect.x += textAlignx;
textRect.y += textAligny;
}
origin.Set( rect.x() + ( rect.w() / 2 ), rect.y() + ( rect.h() / 2 ) );
}
void idSimpleWindow::Redraw( float x, float y )
{
if( !visible )
{
return;
}
CalcClientRect( 0, 0 );
dc->SetFont( font );
drawRect.Offset( x, y );
clientRect.Offset( x, y );
textRect.Offset( x, y );
SetupTransforms( x, y );
if( flags & WIN_NOCLIP )
{
dc->EnableClipping( false );
}
DrawBackground( drawRect );
DrawBorderAndCaption( drawRect );
if( textShadow )
{
idStr shadowText = text;
idRectangle shadowRect = textRect;
shadowText.RemoveColors();
shadowRect.x += textShadow;
shadowRect.y += textShadow;
dc->DrawText( shadowText, textScale, textAlign, colorBlack, shadowRect, !( flags & WIN_NOWRAP ), -1 );
}
dc->DrawText( text, textScale, textAlign, foreColor, textRect, !( flags & WIN_NOWRAP ), -1 );
dc->SetTransformInfo( vec3_origin, mat3_identity );
if( flags & WIN_NOCLIP )
{
dc->EnableClipping( true );
}
drawRect.Offset( -x, -y );
clientRect.Offset( -x, -y );
textRect.Offset( -x, -y );
}
int idSimpleWindow::GetWinVarOffset( idWinVar* wv, drawWin_t* owner )
{
int ret = -1;
if( wv == &rect )
{
ret = ( int ) & ( ( idSimpleWindow* ) 0 )->rect;
}
if( wv == &backColor )
{
ret = ( int ) & ( ( idSimpleWindow* ) 0 )->backColor;
}
if( wv == &matColor )
{
ret = ( int ) & ( ( idSimpleWindow* ) 0 )->matColor;
}
if( wv == &foreColor )
{
ret = ( int ) & ( ( idSimpleWindow* ) 0 )->foreColor;
}
if( wv == &borderColor )
{
ret = ( int ) & ( ( idSimpleWindow* ) 0 )->borderColor;
}
if( wv == &textScale )
{
ret = ( int ) & ( ( idSimpleWindow* ) 0 )->textScale;
}
if( wv == &rotate )
{
ret = ( int ) & ( ( idSimpleWindow* ) 0 )->rotate;
}
if( ret != -1 )
{
owner->simp = this;
}
return ret;
}
idWinVar* idSimpleWindow::GetWinVarByName( const char* _name )
{
idWinVar* retVar = NULL;
if( idStr::Icmp( _name, "background" ) == 0 )
{
retVar = &backGroundName;
}
if( idStr::Icmp( _name, "visible" ) == 0 )
{
retVar = &visible;
}
if( idStr::Icmp( _name, "rect" ) == 0 )
{
retVar = &rect;
}
if( idStr::Icmp( _name, "backColor" ) == 0 )
{
retVar = &backColor;
}
if( idStr::Icmp( _name, "matColor" ) == 0 )
{
retVar = &matColor;
}
if( idStr::Icmp( _name, "foreColor" ) == 0 )
{
retVar = &foreColor;
}
if( idStr::Icmp( _name, "borderColor" ) == 0 )
{
retVar = &borderColor;
}
if( idStr::Icmp( _name, "textScale" ) == 0 )
{
retVar = &textScale;
}
if( idStr::Icmp( _name, "rotate" ) == 0 )
{
retVar = &rotate;
}
if( idStr::Icmp( _name, "shear" ) == 0 )
{
retVar = &shear;
}
if( idStr::Icmp( _name, "text" ) == 0 )
{
retVar = &text;
}
return retVar;
}
/*
========================
idSimpleWindow::WriteToSaveGame
========================
*/
void idSimpleWindow::WriteToSaveGame( idFile* savefile )
{
savefile->Write( &flags, sizeof( flags ) );
savefile->Write( &drawRect, sizeof( drawRect ) );
savefile->Write( &clientRect, sizeof( clientRect ) );
savefile->Write( &textRect, sizeof( textRect ) );
savefile->Write( &origin, sizeof( origin ) );
savefile->Write( &matScalex, sizeof( matScalex ) );
savefile->Write( &matScaley, sizeof( matScaley ) );
savefile->Write( &borderSize, sizeof( borderSize ) );
savefile->Write( &textAlign, sizeof( textAlign ) );
savefile->Write( &textAlignx, sizeof( textAlignx ) );
savefile->Write( &textAligny, sizeof( textAligny ) );
savefile->Write( &textShadow, sizeof( textShadow ) );
savefile->WriteString( font->GetName() );
text.WriteToSaveGame( savefile );
visible.WriteToSaveGame( savefile );
rect.WriteToSaveGame( savefile );
backColor.WriteToSaveGame( savefile );
matColor.WriteToSaveGame( savefile );
foreColor.WriteToSaveGame( savefile );
borderColor.WriteToSaveGame( savefile );
textScale.WriteToSaveGame( savefile );
rotate.WriteToSaveGame( savefile );
shear.WriteToSaveGame( savefile );
backGroundName.WriteToSaveGame( savefile );
int stringLen;
if( background )
{
stringLen = strlen( background->GetName() );
savefile->Write( &stringLen, sizeof( stringLen ) );
savefile->Write( background->GetName(), stringLen );
}
else
{
stringLen = 0;
savefile->Write( &stringLen, sizeof( stringLen ) );
}
}
/*
========================
idSimpleWindow::ReadFromSaveGame
========================
*/
void idSimpleWindow::ReadFromSaveGame( idFile* savefile )
{
savefile->Read( &flags, sizeof( flags ) );
savefile->Read( &drawRect, sizeof( drawRect ) );
savefile->Read( &clientRect, sizeof( clientRect ) );
savefile->Read( &textRect, sizeof( textRect ) );
savefile->Read( &origin, sizeof( origin ) );
/* if ( savefile->GetFileVersion() < BUILD_NUMBER_8TH_ANNIVERSARY_1 ) {
int fontNum;
savefile->Read( &fontNum, sizeof( fontNum ) );
font = renderSystem->RegisterFont( "" );
} */
savefile->Read( &matScalex, sizeof( matScalex ) );
savefile->Read( &matScaley, sizeof( matScaley ) );
savefile->Read( &borderSize, sizeof( borderSize ) );
savefile->Read( &textAlign, sizeof( textAlign ) );
savefile->Read( &textAlignx, sizeof( textAlignx ) );
savefile->Read( &textAligny, sizeof( textAligny ) );
savefile->Read( &textShadow, sizeof( textShadow ) );
// if ( savefile->GetFileVersion() >= BUILD_NUMBER_8TH_ANNIVERSARY_1 ) {
idStr fontName;
savefile->ReadString( fontName );
font = renderSystem->RegisterFont( fontName );
// }
text.ReadFromSaveGame( savefile );
visible.ReadFromSaveGame( savefile );
rect.ReadFromSaveGame( savefile );
backColor.ReadFromSaveGame( savefile );
matColor.ReadFromSaveGame( savefile );
foreColor.ReadFromSaveGame( savefile );
borderColor.ReadFromSaveGame( savefile );
textScale.ReadFromSaveGame( savefile );
rotate.ReadFromSaveGame( savefile );
shear.ReadFromSaveGame( savefile );
backGroundName.ReadFromSaveGame( savefile );
int stringLen;
savefile->Read( &stringLen, sizeof( stringLen ) );
if( stringLen > 0 )
{
idStr backName;
backName.Fill( ' ', stringLen );
savefile->Read( &( backName )[0], stringLen );
background = declManager->FindMaterial( backName );
background->SetSort( SS_GUI );
}
else
{
background = NULL;
}
}
/*
===============================
*/
size_t idSimpleWindow::Size()
{
size_t sz = sizeof( *this );
sz += name.Size();
sz += text.Size();
sz += backGroundName.Size();
return sz;
}