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2026-05-10 01:30:36 -07:00

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C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 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 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 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 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 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__
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 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(void) 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(void) 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) {
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);
}
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.Length();
}
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(void) 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(void) const { assert(false); return 0.0f; };
protected:
int data;
};
class idWinFloat : public idWinVar {
public:
#ifdef QUAKE4
friend class idWinFloatPtr;
#endif
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(void) const { return data; };
#ifdef QUAKE4
public:
#else
protected:
#endif
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));
}
#ifdef QUAKE4
public:
#else
protected:
#endif
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 {
#ifdef QUAKE4
friend class idWinFloatPtr;
#endif
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));
}
#ifdef QUAKE4
float operator[](int index) const {
return data[index];
}
float& operator[](int index) {
return data[index];
}
#endif
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);
void SetGuiInfo(idDict* dict);
};
#ifdef QUAKE4
class idWinFloatPtr : public idWinVar {
public:
idWinFloatPtr() : idWinVar() {};
~idWinFloatPtr() {};
virtual void Init(const char* _name, idWindow* win) {
}
float& operator=(const float& other) {
*data = other;
if (guiDict) {
guiDict->SetFloat(GetName(), *data);
}
return *data;
}
void Bind(idWinVec4& ptr, int component)
{
switch (component)
{
case 0:
data = &ptr.data[0];
break;
case 1:
data = &ptr.data[1];
break;
case 2:
data = &ptr.data[2];
break;
case 3:
data = &ptr.data[3];
break;
}
}
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) {}
virtual void ReadFromSaveGame(idFile* savefile) {}
virtual float x(void) const { return *data; };
protected:
float* data;
};
#endif // QUAKE4
#endif /* !__WINVAR_H__ */