mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-21 20:01:13 +00:00
156 lines
6.1 KiB
C++
156 lines
6.1 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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class idWindow;
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class idUserInterfaceLocal : public idUserInterface {
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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 { return uniqued; };
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virtual void SetUniqued( bool b ) { uniqued = b; };
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virtual void SetCursor( float x, float y );
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virtual float CursorX() { return cursorX; }
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virtual float CursorY() { return cursorY; }
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size_t Size();
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idDict * GetStateDict() { return &state; }
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const char * GetSourceFile() const { return source; }
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ID_TIME_T GetTimeStamp() const { return timeStamp; }
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idWindow * GetDesktop() const { return desktop; }
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void SetBindHandler( idWindow *win ) { bindHandler = win; }
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bool Active() const { return active; }
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int GetTime() const { return time; }
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void SetTime( int _time ) { time = _time; }
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void ClearRefs() { refs = 0; }
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void AddRef() { refs++; }
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int GetRefs() { return refs; }
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void RecurseSetKeyBindingNames( idWindow *window );
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idStr &GetPendingCmd() { return pendingCmd; };
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idStr &GetReturnCmd() { return returnCmd; };
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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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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() { return mapParser; }
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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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