doom3-bfg/neo/ui/RenderWindow.h
2012-11-26 12:58:24 -06:00

74 lines
2.6 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.
===========================================================================
*/
#ifndef __RENDERWINDOW_H
#define __RENDERWINDOW_H
class idUserInterfaceLocal;
class idRenderWindow : public idWindow {
public:
idRenderWindow(idUserInterfaceLocal *gui);
virtual ~idRenderWindow();
virtual void PostParse();
virtual void Draw(int time, float x, float y);
virtual size_t Allocated(){return idWindow::Allocated();};
//
//
virtual idWinVar *GetWinVarByName(const char *_name, bool winLookup = false, drawWin_t** owner = NULL);
//
private:
void CommonInit();
virtual bool ParseInternalVar(const char *name, idTokenParser *src);
void Render(int time);
void PreRender();
void BuildAnimation(int time);
renderView_t refdef;
idRenderWorld *world;
renderEntity_t worldEntity;
renderLight_t rLight;
const idMD5Anim *modelAnim;
qhandle_t worldModelDef;
qhandle_t lightDef;
qhandle_t modelDef;
idWinStr modelName;
idWinStr animName;
idStr animClass;
idWinVec4 lightOrigin;
idWinVec4 lightColor;
idWinVec4 modelOrigin;
idWinVec4 modelRotate;
idWinVec4 viewOffset;
idWinBool needsRender;
int animLength;
int animEndTime;
bool updateAnimation;
};
#endif // __RENDERWINDOW_H