mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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176 lines
6 KiB
C++
176 lines
6 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 __DEVICECONTEXT_H__
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#define __DEVICECONTEXT_H__
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// device context support for gui stuff
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//
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#include "Rectangle.h"
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#include "../renderer/Font.h"
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const int VIRTUAL_WIDTH = 640;
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const int VIRTUAL_HEIGHT = 480;
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const int BLINK_DIVISOR = 200;
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class idDeviceContext {
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public:
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idDeviceContext();
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~idDeviceContext() { }
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void Init();
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void Shutdown();
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bool Initialized() { return initialized; }
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void EnableLocalization();
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void GetTransformInfo(idVec3& origin, idMat3& mat );
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void SetTransformInfo(const idVec3 &origin, const idMat3 &mat);
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void DrawMaterial(float x, float y, float w, float h, const idMaterial *mat, const idVec4 &color, float scalex = 1.0, float scaley = 1.0);
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void DrawRect(float x, float y, float width, float height, float size, const idVec4 &color);
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void DrawFilledRect(float x, float y, float width, float height, const idVec4 &color);
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int DrawText(const char *text, float textScale, int textAlign, idVec4 color, idRectangle rectDraw, bool wrap, int cursor = -1, bool calcOnly = false, idList<int> *breaks = NULL, int limit = 0 );
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void DrawMaterialRect( float x, float y, float w, float h, float size, const idMaterial *mat, const idVec4 &color);
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void DrawStretchPic(float x, float y, float w, float h, float s0, float t0, float s1, float t1, const idMaterial *mat);
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void DrawMaterialRotated(float x, float y, float w, float h, const idMaterial *mat, const idVec4 &color, float scalex = 1.0, float scaley = 1.0, float angle = 0.0f);
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void DrawStretchPicRotated(float x, float y, float w, float h, float s0, float t0, float s1, float t1, const idMaterial *mat, float angle = 0.0f);
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void DrawWinding( idWinding & w, const idMaterial * mat );
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int CharWidth( const char c, float scale );
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int TextWidth(const char *text, float scale, int limit);
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int TextHeight(const char *text, float scale, int limit);
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int MaxCharHeight(float scale);
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int MaxCharWidth(float scale);
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idRegion * GetTextRegion(const char *text, float textScale, idRectangle rectDraw, float xStart, float yStart);
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void SetSize( float width, float height );
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void SetOffset( float x, float y );
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const idMaterial * GetScrollBarImage(int index);
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void DrawCursor(float *x, float *y, float size);
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void SetCursor(int n);
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// clipping rects
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virtual bool ClippedCoords(float *x, float *y, float *w, float *h, float *s1, float *t1, float *s2, float *t2);
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virtual void PushClipRect(idRectangle r);
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virtual void PopClipRect();
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virtual void EnableClipping(bool b);
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void SetFont( idFont * font ) { activeFont = font; }
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void SetOverStrike(bool b) { overStrikeMode = b; }
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bool GetOverStrike() { return overStrikeMode; }
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void DrawEditCursor(float x, float y, float scale);
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enum {
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CURSOR_ARROW,
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CURSOR_HAND,
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CURSOR_HAND_JOY1,
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CURSOR_HAND_JOY2,
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CURSOR_HAND_JOY3,
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CURSOR_HAND_JOY4,
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CURSOR_COUNT
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};
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enum {
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ALIGN_LEFT,
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ALIGN_CENTER,
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ALIGN_RIGHT
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};
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enum {
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SCROLLBAR_HBACK,
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SCROLLBAR_VBACK,
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SCROLLBAR_THUMB,
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SCROLLBAR_RIGHT,
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SCROLLBAR_LEFT,
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SCROLLBAR_UP,
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SCROLLBAR_DOWN,
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SCROLLBAR_COUNT
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};
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static idVec4 colorPurple;
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static idVec4 colorOrange;
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static idVec4 colorYellow;
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static idVec4 colorGreen;
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static idVec4 colorBlue;
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static idVec4 colorRed;
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static idVec4 colorWhite;
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static idVec4 colorBlack;
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static idVec4 colorNone;
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protected:
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virtual int DrawText( float x, float y, float scale, idVec4 color, const char *text, float adjust, int limit, int style, int cursor = -1);
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void PaintChar( float x, float y, const scaledGlyphInfo_t & glyphInfo );
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void Clear();
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const idMaterial * cursorImages[CURSOR_COUNT];
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const idMaterial * scrollBarImages[SCROLLBAR_COUNT];
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const idMaterial * whiteImage;
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idFont * activeFont;
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float xScale;
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float yScale;
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float xOffset;
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float yOffset;
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int cursor;
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idList<idRectangle> clipRects;
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bool enableClipping;
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bool overStrikeMode;
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idMat3 mat;
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bool matIsIdentity;
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idVec3 origin;
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bool initialized;
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};
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class idDeviceContextOptimized : public idDeviceContext {
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virtual bool ClippedCoords(float *x, float *y, float *w, float *h, float *s1, float *t1, float *s2, float *t2);
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virtual void PushClipRect(idRectangle r);
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virtual void PopClipRect();
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virtual void EnableClipping(bool b);
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virtual int DrawText( float x, float y, float scale, idVec4 color, const char *text, float adjust, int limit, int style, int cursor = -1);
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float clipX1;
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float clipX2;
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float clipY1;
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float clipY2;
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};
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#endif /* !__DEVICECONTEXT_H__ */
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