doom3-bfg/neo/ui/Winvar.h

1110 lines
19 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 __WINVAR_H__
#define __WINVAR_H__
#include "Rectangle.h"
static const char* VAR_GUIPREFIX = "gui::";
static const int VAR_GUIPREFIX_LEN = strlen( VAR_GUIPREFIX );
class idWindow;
class idWinVar
{
public:
idWinVar();
virtual ~idWinVar();
void SetGuiInfo( idDict* gd, const char* _name );
const char* GetName() const
{
if( name )
{
if( guiDict && *name == '*' )
{
return guiDict->GetString( &name[1] );
}
return name;
}
return "";
}
void SetName( const char* _name )
{
delete []name;
name = NULL;
if( _name )
{
name = new( TAG_OLD_UI ) char[strlen( _name ) + 1];
strcpy( name, _name );
}
}
idWinVar& operator=( const idWinVar& other )
{
guiDict = other.guiDict;
SetName( other.name );
return *this;
}
idDict* GetDict() const
{
return guiDict;
}
bool NeedsUpdate()
{
return ( guiDict != NULL );
}
virtual void Init( const char* _name, idWindow* win ) = 0;
virtual void Set( const char* val ) = 0;
virtual void Update() = 0;
virtual const char* c_str() const = 0;
virtual size_t Size()
{
size_t sz = ( name ) ? strlen( name ) : 0;
return sz + sizeof( *this );
}
virtual void WriteToSaveGame( idFile* savefile ) = 0;
virtual void ReadFromSaveGame( idFile* savefile ) = 0;
virtual float x() const = 0;
void SetEval( bool b )
{
eval = b;
}
bool GetEval()
{
return eval;
}
protected:
idDict* guiDict;
char* name;
bool eval;
};
class idWinBool : public idWinVar
{
public:
idWinBool() : idWinVar() {};
~idWinBool() {};
virtual void Init( const char* _name, idWindow* win )
{
idWinVar::Init( _name, win );
if( guiDict )
{
data = guiDict->GetBool( GetName() );
}
}
int operator==( const bool& other )
{
return ( other == data );
}
bool& operator=( const bool& other )
{
data = other;
if( guiDict )
{
guiDict->SetBool( GetName(), data );
}
return data;
}
idWinBool& operator=( const idWinBool& other )
{
idWinVar::operator=( other );
data = other.data;
return *this;
}
operator bool() const
{
return data;
}
virtual void Set( const char* val )
{
data = ( atoi( val ) != 0 );
if( guiDict )
{
guiDict->SetBool( GetName(), data );
}
}
virtual void Update()
{
const char* s = GetName();
if( guiDict && s[0] != '\0' )
{
data = guiDict->GetBool( s );
}
}
virtual const char* c_str() const
{
return va( "%i", data );
}
// SaveGames
virtual void WriteToSaveGame( idFile* savefile )
{
savefile->Write( &eval, sizeof( eval ) );
savefile->Write( &data, sizeof( data ) );
}
virtual void ReadFromSaveGame( idFile* savefile )
{
savefile->Read( &eval, sizeof( eval ) );
savefile->Read( &data, sizeof( data ) );
}
virtual float x() const
{
return data ? 1.0f : 0.0f;
};
protected:
bool data;
};
class idWinStr : public idWinVar
{
public:
idWinStr() : idWinVar() {};
~idWinStr() {};
virtual void Init( const char* _name, idWindow* win )
{
idWinVar::Init( _name, win );
if( guiDict )
{
const char* name = GetName();
if( name[0] == 0 )
{
data = "";
}
else
{
data = guiDict->GetString( name );
}
}
}
int operator==( const idStr& other ) const
{
return ( other == data );
}
int operator==( const char* other ) const
{
return ( data == other );
}
idStr& operator=( const idStr& other )
{
data = other;
if( guiDict )
{
guiDict->Set( GetName(), data );
}
return data;
}
idWinStr& operator=( const idWinStr& other )
{
idWinVar::operator=( other );
data = other.data;
return *this;
}
operator const char* () const
{
return data.c_str();
}
operator const idStr& () const
{
return data;
}
int LengthWithoutColors()
{
if( guiDict && name && *name )
{
data = guiDict->GetString( GetName() );
}
return data.LengthWithoutColors();
}
int Length()
{
if( guiDict && name && *name )
{
data = guiDict->GetString( GetName() );
}
return data.Length();
}
void RemoveColors()
{
if( guiDict && name && *name )
{
data = guiDict->GetString( GetName() );
}
data.RemoveColors();
}
virtual const char* c_str() const
{
return data.c_str();
}
virtual void Set( const char* val )
{
data = val;
if( guiDict )
{
guiDict->Set( GetName(), data );
}
}
virtual void Update()
{
const char* s = GetName();
if( guiDict && s[0] != '\0' )
{
data = guiDict->GetString( s );
}
}
virtual size_t Size()
{
size_t sz = idWinVar::Size();
return sz + data.Allocated();
}
// SaveGames
virtual void WriteToSaveGame( idFile* savefile )
{
savefile->Write( &eval, sizeof( eval ) );
int len = data.Length();
savefile->Write( &len, sizeof( len ) );
if( len > 0 )
{
savefile->Write( data.c_str(), len );
}
}
virtual void ReadFromSaveGame( idFile* savefile )
{
savefile->Read( &eval, sizeof( eval ) );
int len;
savefile->Read( &len, sizeof( len ) );
if( len > 0 )
{
data.Fill( ' ', len );
savefile->Read( &data[0], len );
}
}
// return wether string is emtpy
virtual float x() const
{
return data[0] ? 1.0f : 0.0f;
};
protected:
idStr data;
};
class idWinInt : public idWinVar
{
public:
idWinInt() : idWinVar() {};
~idWinInt() {};
virtual void Init( const char* _name, idWindow* win )
{
idWinVar::Init( _name, win );
if( guiDict )
{
data = guiDict->GetInt( GetName() );
}
}
int& operator=( const int& other )
{
data = other;
if( guiDict )
{
guiDict->SetInt( GetName(), data );
}
return data;
}
idWinInt& operator=( const idWinInt& other )
{
idWinVar::operator=( other );
data = other.data;
return *this;
}
operator int () const
{
return data;
}
virtual void Set( const char* val )
{
data = atoi( val );;
if( guiDict )
{
guiDict->SetInt( GetName(), data );
}
}
virtual void Update()
{
const char* s = GetName();
if( guiDict && s[0] != '\0' )
{
data = guiDict->GetInt( s );
}
}
virtual const char* c_str() const
{
return va( "%i", data );
}
// SaveGames
virtual void WriteToSaveGame( idFile* savefile )
{
savefile->Write( &eval, sizeof( eval ) );
savefile->Write( &data, sizeof( data ) );
}
virtual void ReadFromSaveGame( idFile* savefile )
{
savefile->Read( &eval, sizeof( eval ) );
savefile->Read( &data, sizeof( data ) );
}
// no suitable conversion
virtual float x() const
{
assert( false );
return 0.0f;
};
protected:
int data;
};
class idWinFloat : public idWinVar
{
public:
idWinFloat() : idWinVar() {};
~idWinFloat() {};
virtual void Init( const char* _name, idWindow* win )
{
idWinVar::Init( _name, win );
if( guiDict )
{
data = guiDict->GetFloat( GetName() );
}
}
idWinFloat& operator=( const idWinFloat& other )
{
idWinVar::operator=( other );
data = other.data;
return *this;
}
float& operator=( const float& other )
{
data = other;
if( guiDict )
{
guiDict->SetFloat( GetName(), data );
}
return data;
}
operator float() const
{
return data;
}
virtual void Set( const char* val )
{
data = atof( val );
if( guiDict )
{
guiDict->SetFloat( GetName(), data );
}
}
virtual void Update()
{
const char* s = GetName();
if( guiDict && s[0] != '\0' )
{
data = guiDict->GetFloat( s );
}
}
virtual const char* c_str() const
{
return va( "%f", data );
}
virtual void WriteToSaveGame( idFile* savefile )
{
savefile->Write( &eval, sizeof( eval ) );
savefile->Write( &data, sizeof( data ) );
}
virtual void ReadFromSaveGame( idFile* savefile )
{
savefile->Read( &eval, sizeof( eval ) );
savefile->Read( &data, sizeof( data ) );
}
virtual float x() const
{
return data;
};
protected:
float data;
};
class idWinRectangle : public idWinVar
{
public:
idWinRectangle() : idWinVar() {};
~idWinRectangle() {};
virtual void Init( const char* _name, idWindow* win )
{
idWinVar::Init( _name, win );
if( guiDict )
{
idVec4 v = guiDict->GetVec4( GetName() );
data.x = v.x;
data.y = v.y;
data.w = v.z;
data.h = v.w;
}
}
int operator==( const idRectangle& other ) const
{
return ( other == data );
}
idWinRectangle& operator=( const idWinRectangle& other )
{
idWinVar::operator=( other );
data = other.data;
return *this;
}
idRectangle& operator=( const idVec4& other )
{
data = other;
if( guiDict )
{
guiDict->SetVec4( GetName(), other );
}
return data;
}
idRectangle& operator=( const idRectangle& other )
{
data = other;
if( guiDict )
{
idVec4 v = data.ToVec4();
guiDict->SetVec4( GetName(), v );
}
return data;
}
operator const idRectangle& () const
{
return data;
}
float x() const
{
return data.x;
}
float y() const
{
return data.y;
}
float w() const
{
return data.w;
}
float h() const
{
return data.h;
}
float Right() const
{
return data.Right();
}
float Bottom() const
{
return data.Bottom();
}
idVec4& ToVec4()
{
static idVec4 ret;
ret = data.ToVec4();
return ret;
}
virtual void Set( const char* val )
{
if( strchr( val, ',' ) )
{
sscanf( val, "%f,%f,%f,%f", &data.x, &data.y, &data.w, &data.h );
}
else
{
sscanf( val, "%f %f %f %f", &data.x, &data.y, &data.w, &data.h );
}
if( guiDict )
{
idVec4 v = data.ToVec4();
guiDict->SetVec4( GetName(), v );
}
}
virtual void Update()
{
const char* s = GetName();
if( guiDict && s[0] != '\0' )
{
idVec4 v = guiDict->GetVec4( s );
data.x = v.x;
data.y = v.y;
data.w = v.z;
data.h = v.w;
}
}
virtual const char* c_str() const
{
return data.ToVec4().ToString();
}
virtual void WriteToSaveGame( idFile* savefile )
{
savefile->Write( &eval, sizeof( eval ) );
savefile->Write( &data, sizeof( data ) );
}
virtual void ReadFromSaveGame( idFile* savefile )
{
savefile->Read( &eval, sizeof( eval ) );
savefile->Read( &data, sizeof( data ) );
}
protected:
idRectangle data;
};
class idWinVec2 : public idWinVar
{
public:
idWinVec2() : idWinVar() {};
~idWinVec2() {};
virtual void Init( const char* _name, idWindow* win )
{
idWinVar::Init( _name, win );
if( guiDict )
{
data = guiDict->GetVec2( GetName() );
}
}
int operator==( const idVec2& other ) const
{
return ( other == data );
}
idWinVec2& operator=( const idWinVec2& other )
{
idWinVar::operator=( other );
data = other.data;
return *this;
}
idVec2& operator=( const idVec2& other )
{
data = other;
if( guiDict )
{
guiDict->SetVec2( GetName(), data );
}
return data;
}
float x() const
{
return data.x;
}
float y() const
{
return data.y;
}
virtual void Set( const char* val )
{
if( strchr( val, ',' ) )
{
sscanf( val, "%f,%f", &data.x, &data.y );
}
else
{
sscanf( val, "%f %f", &data.x, &data.y );
}
if( guiDict )
{
guiDict->SetVec2( GetName(), data );
}
}
operator const idVec2& () const
{
return data;
}
virtual void Update()
{
const char* s = GetName();
if( guiDict && s[0] != '\0' )
{
data = guiDict->GetVec2( s );
}
}
virtual const char* c_str() const
{
return data.ToString();
}
void Zero()
{
data.Zero();
}
virtual void WriteToSaveGame( idFile* savefile )
{
savefile->Write( &eval, sizeof( eval ) );
savefile->Write( &data, sizeof( data ) );
}
virtual void ReadFromSaveGame( idFile* savefile )
{
savefile->Read( &eval, sizeof( eval ) );
savefile->Read( &data, sizeof( data ) );
}
protected:
idVec2 data;
};
class idWinVec4 : public idWinVar
{
public:
idWinVec4() : idWinVar() {};
~idWinVec4() {};
virtual void Init( const char* _name, idWindow* win )
{
idWinVar::Init( _name, win );
if( guiDict )
{
data = guiDict->GetVec4( GetName() );
}
}
int operator==( const idVec4& other ) const
{
return ( other == data );
}
idWinVec4& operator=( const idWinVec4& other )
{
idWinVar::operator=( other );
data = other.data;
return *this;
}
idVec4& operator=( const idVec4& other )
{
data = other;
if( guiDict )
{
guiDict->SetVec4( GetName(), data );
}
return data;
}
operator const idVec4& () const
{
return data;
}
float x() const
{
return data.x;
}
float y() const
{
return data.y;
}
float z() const
{
return data.z;
}
float w() const
{
return data.w;
}
virtual void Set( const char* val )
{
if( strchr( val, ',' ) )
{
sscanf( val, "%f,%f,%f,%f", &data.x, &data.y, &data.z, &data.w );
}
else
{
sscanf( val, "%f %f %f %f", &data.x, &data.y, &data.z, &data.w );
}
if( guiDict )
{
guiDict->SetVec4( GetName(), data );
}
}
virtual void Update()
{
const char* s = GetName();
if( guiDict && s[0] != '\0' )
{
data = guiDict->GetVec4( s );
}
}
virtual const char* c_str() const
{
return data.ToString();
}
void Zero()
{
data.Zero();
if( guiDict )
{
guiDict->SetVec4( GetName(), data );
}
}
const idVec3& ToVec3() const
{
return data.ToVec3();
}
virtual void WriteToSaveGame( idFile* savefile )
{
savefile->Write( &eval, sizeof( eval ) );
savefile->Write( &data, sizeof( data ) );
}
virtual void ReadFromSaveGame( idFile* savefile )
{
savefile->Read( &eval, sizeof( eval ) );
savefile->Read( &data, sizeof( data ) );
}
protected:
idVec4 data;
};
class idWinVec3 : public idWinVar
{
public:
idWinVec3() : idWinVar() {};
~idWinVec3() {};
virtual void Init( const char* _name, idWindow* win )
{
idWinVar::Init( _name, win );
if( guiDict )
{
data = guiDict->GetVector( GetName() );
}
}
int operator==( const idVec3& other ) const
{
return ( other == data );
}
idWinVec3& operator=( const idWinVec3& other )
{
idWinVar::operator=( other );
data = other.data;
return *this;
}
idVec3& operator=( const idVec3& other )
{
data = other;
if( guiDict )
{
guiDict->SetVector( GetName(), data );
}
return data;
}
operator const idVec3& () const
{
return data;
}
float x() const
{
return data.x;
}
float y() const
{
return data.y;
}
float z() const
{
return data.z;
}
virtual void Set( const char* val )
{
sscanf( val, "%f %f %f", &data.x, &data.y, &data.z );
if( guiDict )
{
guiDict->SetVector( GetName(), data );
}
}
virtual void Update()
{
const char* s = GetName();
if( guiDict && s[0] != '\0' )
{
data = guiDict->GetVector( s );
}
}
virtual const char* c_str() const
{
return data.ToString();
}
void Zero()
{
data.Zero();
if( guiDict )
{
guiDict->SetVector( GetName(), data );
}
}
virtual void WriteToSaveGame( idFile* savefile )
{
savefile->Write( &eval, sizeof( eval ) );
savefile->Write( &data, sizeof( data ) );
}
virtual void ReadFromSaveGame( idFile* savefile )
{
savefile->Read( &eval, sizeof( eval ) );
savefile->Read( &data, sizeof( data ) );
}
protected:
idVec3 data;
};
class idWinBackground : public idWinStr
{
public:
idWinBackground() : idWinStr()
{
mat = NULL;
};
~idWinBackground() {};
virtual void Init( const char* _name, idWindow* win )
{
idWinStr::Init( _name, win );
if( guiDict )
{
data = guiDict->GetString( GetName() );
}
}
int operator==( const idStr& other ) const
{
return ( other == data );
}
int operator==( const char* other ) const
{
return ( data == other );
}
idStr& operator=( const idStr& other )
{
data = other;
if( guiDict )
{
guiDict->Set( GetName(), data );
}
if( mat )
{
if( data == "" )
{
( *mat ) = NULL;
}
else
{
( *mat ) = declManager->FindMaterial( data );
}
}
return data;
}
idWinBackground& operator=( const idWinBackground& other )
{
idWinVar::operator=( other );
data = other.data;
mat = other.mat;
if( mat )
{
if( data == "" )
{
( *mat ) = NULL;
}
else
{
( *mat ) = declManager->FindMaterial( data );
}
}
return *this;
}
operator const char* () const
{
return data.c_str();
}
operator const idStr& () const
{
return data;
}
int Length()
{
if( guiDict )
{
data = guiDict->GetString( GetName() );
}
return data.Length();
}
virtual const char* c_str() const
{
return data.c_str();
}
virtual void Set( const char* val )
{
data = val;
if( guiDict )
{
guiDict->Set( GetName(), data );
}
if( mat )
{
if( data == "" )
{
( *mat ) = NULL;
}
else
{
( *mat ) = declManager->FindMaterial( data );
}
}
}
virtual void Update()
{
const char* s = GetName();
if( guiDict && s[0] != '\0' )
{
data = guiDict->GetString( s );
if( mat )
{
if( data == "" )
{
( *mat ) = NULL;
}
else
{
( *mat ) = declManager->FindMaterial( data );
}
}
}
}
virtual size_t Size()
{
size_t sz = idWinVar::Size();
return sz + data.Allocated();
}
void SetMaterialPtr( const idMaterial** m )
{
mat = m;
}
virtual void WriteToSaveGame( idFile* savefile )
{
savefile->Write( &eval, sizeof( eval ) );
int len = data.Length();
savefile->Write( &len, sizeof( len ) );
if( len > 0 )
{
savefile->Write( data.c_str(), len );
}
}
virtual void ReadFromSaveGame( idFile* savefile )
{
savefile->Read( &eval, sizeof( eval ) );
int len;
savefile->Read( &len, sizeof( len ) );
if( len > 0 )
{
data.Fill( ' ', len );
savefile->Read( &data[0], len );
}
if( mat )
{
if( len > 0 )
{
( *mat ) = declManager->FindMaterial( data );
}
else
{
( *mat ) = NULL;
}
}
}
protected:
idStr data;
const idMaterial** mat;
};
/*
================
idMultiWinVar
multiplexes access to a list if idWinVar*
================
*/
class idMultiWinVar : public idList< idWinVar* >
{
public:
void Set( const char* val );
void Update();
void SetGuiInfo( idDict* dict );
};
#endif /* !__WINVAR_H__ */