mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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193 lines
6.1 KiB
C++
193 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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#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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{
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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()
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{
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return initialized;
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}
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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 )
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{
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activeFont = font;
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}
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void SetOverStrike( bool b )
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{
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overStrikeMode = b;
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}
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bool GetOverStrike()
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{
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return overStrikeMode;
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}
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void DrawEditCursor( float x, float y, float scale );
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enum
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{
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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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{
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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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{
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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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{
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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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