mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 08:51:57 +00:00
515 lines
12 KiB
C++
515 lines
12 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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Copyright (C) 2012 Robert Beckebans
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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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#pragma hdrstop
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#include "precompiled.h"
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#include "DeviceContext.h"
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#include "Window.h"
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#include "UserInterfaceLocal.h"
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#include "SimpleWindow.h"
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idSimpleWindow::idSimpleWindow( idWindow* win )
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{
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gui = win->GetGui();
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drawRect = win->drawRect;
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clientRect = win->clientRect;
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textRect = win->textRect;
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origin = win->origin;
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font = win->font;
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name = win->name;
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matScalex = win->matScalex;
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matScaley = win->matScaley;
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borderSize = win->borderSize;
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textAlign = win->textAlign;
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textAlignx = win->textAlignx;
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textAligny = win->textAligny;
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background = win->background;
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flags = win->flags;
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textShadow = win->textShadow;
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visible = win->visible;
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text = win->text;
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rect = win->rect;
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backColor = win->backColor;
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matColor = win->matColor;
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foreColor = win->foreColor;
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borderColor = win->borderColor;
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textScale = win->textScale;
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rotate = win->rotate;
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shear = win->shear;
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backGroundName = win->backGroundName;
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if( backGroundName.Length() )
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{
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background = declManager->FindMaterial( backGroundName );
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background->SetSort( SS_GUI );
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}
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backGroundName.SetMaterialPtr( &background );
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//
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// added parent
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mParent = win->GetParent();
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//
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hideCursor = win->hideCursor;
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idWindow* parent = win->GetParent();
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if( parent )
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{
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if( text.NeedsUpdate() )
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{
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parent->AddUpdateVar( &text );
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}
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if( visible.NeedsUpdate() )
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{
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parent->AddUpdateVar( &visible );
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}
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if( rect.NeedsUpdate() )
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{
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parent->AddUpdateVar( &rect );
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}
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if( backColor.NeedsUpdate() )
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{
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parent->AddUpdateVar( &backColor );
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}
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if( matColor.NeedsUpdate() )
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{
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parent->AddUpdateVar( &matColor );
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}
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if( foreColor.NeedsUpdate() )
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{
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parent->AddUpdateVar( &foreColor );
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}
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if( borderColor.NeedsUpdate() )
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{
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parent->AddUpdateVar( &borderColor );
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}
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if( textScale.NeedsUpdate() )
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{
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parent->AddUpdateVar( &textScale );
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}
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if( rotate.NeedsUpdate() )
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{
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parent->AddUpdateVar( &rotate );
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}
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if( shear.NeedsUpdate() )
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{
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parent->AddUpdateVar( &shear );
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}
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if( backGroundName.NeedsUpdate() )
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{
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parent->AddUpdateVar( &backGroundName );
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}
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}
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}
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idSimpleWindow::~idSimpleWindow()
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{
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}
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void idSimpleWindow::StateChanged( bool redraw )
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{
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}
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void idSimpleWindow::SetupTransforms( float x, float y )
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{
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static idMat3 trans;
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static idVec3 org;
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trans.Identity();
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org.Set( origin.x + x, origin.y + y, 0 );
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if( rotate )
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{
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static idRotation rot;
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static idVec3 vec( 0, 0, 1 );
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rot.Set( org, vec, rotate );
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trans = rot.ToMat3();
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}
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static idMat3 smat;
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smat.Identity();
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if( shear.x() || shear.y() )
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{
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smat[0][1] = shear.x();
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smat[1][0] = shear.y();
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trans *= smat;
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}
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if( !trans.IsIdentity() )
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{
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dc->SetTransformInfo( org, trans );
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}
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}
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void idSimpleWindow::DrawBackground( const idRectangle& drawRect )
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{
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if( backColor.w() > 0 )
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{
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dc->DrawFilledRect( drawRect.x, drawRect.y, drawRect.w, drawRect.h, backColor );
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}
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if( background )
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{
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if( matColor.w() > 0 )
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{
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float scalex, scaley;
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if( flags & WIN_NATURALMAT )
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{
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scalex = drawRect.w / background->GetImageWidth();
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scaley = drawRect.h / background->GetImageHeight();
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}
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else
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{
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scalex = matScalex;
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scaley = matScaley;
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}
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dc->DrawMaterial( drawRect.x, drawRect.y, drawRect.w, drawRect.h, background, matColor, scalex, scaley );
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}
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}
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}
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void idSimpleWindow::DrawBorderAndCaption( const idRectangle& drawRect )
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{
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if( flags & WIN_BORDER )
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{
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if( borderSize )
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{
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dc->DrawRect( drawRect.x, drawRect.y, drawRect.w, drawRect.h, borderSize, borderColor );
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}
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}
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}
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void idSimpleWindow::CalcClientRect( float xofs, float yofs )
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{
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drawRect = rect;
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if( flags & WIN_INVERTRECT )
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{
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drawRect.x = rect.x() - rect.w();
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drawRect.y = rect.y() - rect.h();
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}
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drawRect.x += xofs;
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drawRect.y += yofs;
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clientRect = drawRect;
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if( rect.h() > 0.0 && rect.w() > 0.0 )
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{
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if( flags & WIN_BORDER && borderSize != 0.0 )
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{
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clientRect.x += borderSize;
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clientRect.y += borderSize;
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clientRect.w -= borderSize;
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clientRect.h -= borderSize;
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}
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textRect = clientRect;
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textRect.x += 2.0;
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textRect.w -= 2.0;
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textRect.y += 2.0;
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textRect.h -= 2.0;
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textRect.x += textAlignx;
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textRect.y += textAligny;
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}
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origin.Set( rect.x() + ( rect.w() / 2 ), rect.y() + ( rect.h() / 2 ) );
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}
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void idSimpleWindow::Redraw( float x, float y )
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{
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if( !visible )
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{
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return;
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}
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CalcClientRect( 0, 0 );
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dc->SetFont( font );
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drawRect.Offset( x, y );
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clientRect.Offset( x, y );
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textRect.Offset( x, y );
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SetupTransforms( x, y );
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if( flags & WIN_NOCLIP )
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{
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dc->EnableClipping( false );
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}
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DrawBackground( drawRect );
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DrawBorderAndCaption( drawRect );
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if( textShadow )
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{
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idStr shadowText = text;
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idRectangle shadowRect = textRect;
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shadowText.RemoveColors();
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shadowRect.x += textShadow;
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shadowRect.y += textShadow;
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dc->DrawText( shadowText, textScale, textAlign, colorBlack, shadowRect, !( flags & WIN_NOWRAP ), -1 );
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}
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dc->DrawText( text, textScale, textAlign, foreColor, textRect, !( flags & WIN_NOWRAP ), -1 );
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dc->SetTransformInfo( vec3_origin, mat3_identity );
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if( flags & WIN_NOCLIP )
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{
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dc->EnableClipping( true );
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}
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drawRect.Offset( -x, -y );
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clientRect.Offset( -x, -y );
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textRect.Offset( -x, -y );
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}
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int idSimpleWindow::GetWinVarOffset( idWinVar* wv, drawWin_t* owner )
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{
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int ret = -1;
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// RB: 64 bit fixes, changed oldschool offsets using ptrdiff_t
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if( wv == &rect )
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{
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ret = ( ptrdiff_t )&rect - ( ptrdiff_t )this;
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}
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if( wv == &backColor )
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{
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ret = ( ptrdiff_t )&backColor - ( ptrdiff_t )this;
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}
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if( wv == &matColor )
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{
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ret = ( ptrdiff_t )&matColor - ( ptrdiff_t )this;
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}
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if( wv == &foreColor )
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{
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ret = ( ptrdiff_t )&foreColor - ( ptrdiff_t )this;
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}
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if( wv == &borderColor )
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{
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ret = ( ptrdiff_t )&borderColor - ( ptrdiff_t )this;
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}
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if( wv == &textScale )
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{
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ret = ( ptrdiff_t )&textScale - ( ptrdiff_t )this;
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}
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if( wv == &rotate )
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{
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ret = ( ptrdiff_t )&rotate - ( ptrdiff_t )this;
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}
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// RB end
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if( ret != -1 )
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{
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owner->simp = this;
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}
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return ret;
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}
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idWinVar* idSimpleWindow::GetWinVarByName( const char* _name )
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{
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idWinVar* retVar = NULL;
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if( idStr::Icmp( _name, "background" ) == 0 )
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{
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retVar = &backGroundName;
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}
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if( idStr::Icmp( _name, "visible" ) == 0 )
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{
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retVar = &visible;
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}
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if( idStr::Icmp( _name, "rect" ) == 0 )
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{
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retVar = ▭
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}
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if( idStr::Icmp( _name, "backColor" ) == 0 )
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{
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retVar = &backColor;
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}
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if( idStr::Icmp( _name, "matColor" ) == 0 )
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{
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retVar = &matColor;
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}
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if( idStr::Icmp( _name, "foreColor" ) == 0 )
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{
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retVar = &foreColor;
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}
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if( idStr::Icmp( _name, "borderColor" ) == 0 )
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{
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retVar = &borderColor;
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}
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if( idStr::Icmp( _name, "textScale" ) == 0 )
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{
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retVar = &textScale;
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}
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if( idStr::Icmp( _name, "rotate" ) == 0 )
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{
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retVar = &rotate;
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}
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if( idStr::Icmp( _name, "shear" ) == 0 )
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{
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retVar = &shear;
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}
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if( idStr::Icmp( _name, "text" ) == 0 )
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{
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retVar = &text;
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}
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return retVar;
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}
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/*
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========================
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idSimpleWindow::WriteToSaveGame
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========================
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*/
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void idSimpleWindow::WriteToSaveGame( idFile* savefile )
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{
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savefile->Write( &flags, sizeof( flags ) );
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savefile->Write( &drawRect, sizeof( drawRect ) );
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savefile->Write( &clientRect, sizeof( clientRect ) );
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savefile->Write( &textRect, sizeof( textRect ) );
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savefile->Write( &origin, sizeof( origin ) );
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savefile->Write( &matScalex, sizeof( matScalex ) );
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savefile->Write( &matScaley, sizeof( matScaley ) );
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savefile->Write( &borderSize, sizeof( borderSize ) );
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savefile->Write( &textAlign, sizeof( textAlign ) );
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savefile->Write( &textAlignx, sizeof( textAlignx ) );
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savefile->Write( &textAligny, sizeof( textAligny ) );
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savefile->Write( &textShadow, sizeof( textShadow ) );
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savefile->WriteString( font->GetName() );
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text.WriteToSaveGame( savefile );
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visible.WriteToSaveGame( savefile );
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rect.WriteToSaveGame( savefile );
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backColor.WriteToSaveGame( savefile );
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matColor.WriteToSaveGame( savefile );
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foreColor.WriteToSaveGame( savefile );
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borderColor.WriteToSaveGame( savefile );
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textScale.WriteToSaveGame( savefile );
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rotate.WriteToSaveGame( savefile );
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shear.WriteToSaveGame( savefile );
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backGroundName.WriteToSaveGame( savefile );
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int stringLen;
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if( background )
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{
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stringLen = strlen( background->GetName() );
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savefile->Write( &stringLen, sizeof( stringLen ) );
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savefile->Write( background->GetName(), stringLen );
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}
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else
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{
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stringLen = 0;
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savefile->Write( &stringLen, sizeof( stringLen ) );
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}
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}
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/*
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========================
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idSimpleWindow::ReadFromSaveGame
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========================
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*/
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void idSimpleWindow::ReadFromSaveGame( idFile* savefile )
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{
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savefile->Read( &flags, sizeof( flags ) );
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savefile->Read( &drawRect, sizeof( drawRect ) );
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savefile->Read( &clientRect, sizeof( clientRect ) );
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savefile->Read( &textRect, sizeof( textRect ) );
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savefile->Read( &origin, sizeof( origin ) );
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/* if ( savefile->GetFileVersion() < BUILD_NUMBER_8TH_ANNIVERSARY_1 ) {
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int fontNum;
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savefile->Read( &fontNum, sizeof( fontNum ) );
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font = renderSystem->RegisterFont( "" );
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} */
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savefile->Read( &matScalex, sizeof( matScalex ) );
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savefile->Read( &matScaley, sizeof( matScaley ) );
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savefile->Read( &borderSize, sizeof( borderSize ) );
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savefile->Read( &textAlign, sizeof( textAlign ) );
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savefile->Read( &textAlignx, sizeof( textAlignx ) );
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savefile->Read( &textAligny, sizeof( textAligny ) );
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savefile->Read( &textShadow, sizeof( textShadow ) );
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// if ( savefile->GetFileVersion() >= BUILD_NUMBER_8TH_ANNIVERSARY_1 ) {
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idStr fontName;
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savefile->ReadString( fontName );
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font = renderSystem->RegisterFont( fontName );
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// }
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text.ReadFromSaveGame( savefile );
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visible.ReadFromSaveGame( savefile );
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rect.ReadFromSaveGame( savefile );
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backColor.ReadFromSaveGame( savefile );
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matColor.ReadFromSaveGame( savefile );
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foreColor.ReadFromSaveGame( savefile );
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borderColor.ReadFromSaveGame( savefile );
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textScale.ReadFromSaveGame( savefile );
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rotate.ReadFromSaveGame( savefile );
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shear.ReadFromSaveGame( savefile );
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backGroundName.ReadFromSaveGame( savefile );
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int stringLen;
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savefile->Read( &stringLen, sizeof( stringLen ) );
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if( stringLen > 0 )
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{
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idStr backName;
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backName.Fill( ' ', stringLen );
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savefile->Read( &( backName )[0], stringLen );
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background = declManager->FindMaterial( backName );
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background->SetSort( SS_GUI );
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}
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else
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{
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background = NULL;
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}
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}
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/*
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===============================
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*/
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size_t idSimpleWindow::Size()
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{
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size_t sz = sizeof( *this );
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sz += name.Size();
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sz += text.Size();
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sz += backGroundName.Size();
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return sz;
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}
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