79 lines
1.9 KiB
C++
79 lines
1.9 KiB
C++
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// Copyright (C) 2007 Id Software, Inc.
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//
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#include "../precompiled.h"
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#pragma hdrstop
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#include "GuiSurface.h"
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#include "UserInterfaceLocal.h"
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#include "../../renderer/DeviceContext.h"
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/*
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===============================================================================
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sdGuiSurface
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===============================================================================
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*/
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CLASS_DECLARATION( rvClientEntity, sdGuiSurface )
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END_CLASS
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/*
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============
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sdGuiSurface::CleanUp
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============
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*/
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void sdGuiSurface::CleanUp( void ) {
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renderable.Clear();
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rvClientEntity::CleanUp();
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}
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/*
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============
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sdGuiSurface::Init
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============
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*/
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void sdGuiSurface::Init( idEntity* master, const guiSurface_t& surface, const guiHandle_t& handle, const int allowInViewID, const bool weaponDepthHack ) {
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Bind( master, surface.joint );
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renderable.Init( surface, handle, allowInViewID, weaponDepthHack );
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renderable.SetPosition( worldOrigin, worldAxis );
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}
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/*
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============
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sdGuiSurface::Init
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============
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*/
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void sdGuiSurface::Init( rvClientEntity* master, const guiSurface_t& surface, const guiHandle_t& handle, const int allowInViewID, const bool weaponDepthHack ) {
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Bind( master, surface.joint );
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renderable.Init( surface, handle, allowInViewID, weaponDepthHack );
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renderable.SetPosition( worldOrigin, worldAxis );
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}
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/*
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============
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sdGuiSurface::Think
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============
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*/
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void sdGuiSurface::Think() {
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rvClientEntity::Think();
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renderable.SetPosition( worldOrigin, worldAxis );
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}
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/*
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============
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sdGuiSurface::DrawCulled
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============
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*/
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void sdGuiSurface::DrawCulled( const pvsHandle_t pvsHandle, const idFrustum& viewFrustum ) const {
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if ( bindMaster.IsValid() && bindMaster->IsHidden() ) {
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return;
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} else if ( bindMasterClient.IsValid() && bindMasterClient->IsHidden() ) {
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return;
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}
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renderable.DrawCulled( gameLocal.pvs, pvsHandle, viewFrustum );
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}
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