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DoomRTX/neo/engine/ui/GuiScript.cpp
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2026-05-10 01:30:36 -07:00

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22 KiB
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/*
===========================================================================
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.
===========================================================================
*/
#include "precompiled.h"
#pragma hdrstop
#include "Window.h"
#include "Winvar.h"
#include "GuiScript.h"
#include "UserInterfaceLocal.h"
/*
===============================================================================
Script handlers
===============================================================================
*/
idCVar gui_debugScript("gui_debugScript", "0", CVAR_BOOL, "");
/*
=========================
Script_Set
=========================
*/
void Script_Set(idWindow* window, idList<idGSWinVar>* src) {
idStr key, val;
if (src->Num() < 2) {
const char* name = (src->Num() > 0 && (*src)[0].var != NULL) ? (*src)[0].var->c_str() : "unknown";
common->Warning("Script_Set: src <%s> on window <%s> does not contain value to set to", name, window->GetName());
return;
}
idWinStr* dest = dynamic_cast<idWinStr*>((*src)[0].var);
if (dest) {
if (idStr::Icmp(*dest, "cmd") == 0) {
dest = dynamic_cast<idWinStr*>((*src)[1].var);
if (!dest) {
return;
}
const int parmCount = src->Num();
if (parmCount > 2) {
val = dest->c_str();
for (int i = 2; i < parmCount; i++) {
val += " \"";
val += (*src)[i].var->c_str();
val += "\"";
}
window->AddCommand(val);
}
else {
window->AddCommand(*dest);
}
return;
}
}
(*src)[0].var->Set((*src)[1].var->c_str());
(*src)[0].var->SetEval(false);
}
/*
=========================
Script_SetFocus
=========================
*/
void Script_SetFocus(idWindow* window, idList<idGSWinVar>* src) {
idWinStr* parm = dynamic_cast<idWinStr*>((*src)[0].var);
if (parm) {
drawWin_t* win = window->GetGui()->GetDesktop()->FindChildByName(*parm);
if (win && win->win) {
window->SetFocus(win->win);
#ifdef QUAKE4
// Quake 4 addition: optional second parm "st" clears transitions
if (src->Num() > 1) {
idWinStr* opt = dynamic_cast<idWinStr*>((*src)[1].var);
if (opt && idStr::Icmp(*opt, "st") == 0) {
win->win->ClearTransitions();
}
}
#endif
}
}
}
/*
=========================
Script_ShowCursor
=========================
*/
void Script_ShowCursor(idWindow* window, idList<idGSWinVar>* src) {
idWinStr* parm = dynamic_cast<idWinStr*>((*src)[0].var);
if (parm) {
if (atoi(*parm)) {
window->GetGui()->GetDesktop()->ClearFlag(WIN_NOCURSOR);
}
else {
window->GetGui()->GetDesktop()->SetFlag(WIN_NOCURSOR);
}
}
}
/*
=========================
Script_RunScript
run scripts must come after any set cmd set's in the script
=========================
*/
void Script_RunScript(idWindow* window, idList<idGSWinVar>* src) {
idWinStr* parm = dynamic_cast<idWinStr*>((*src)[0].var);
if (parm) {
idStr str = window->cmd;
str += " ; runScript ";
str += parm->c_str();
window->cmd = str;
}
}
/*
=========================
Script_LocalSound
=========================
*/
void Script_LocalSound(idWindow* window, idList<idGSWinVar>* src) {
idWinStr* parm = dynamic_cast<idWinStr*>((*src)[0].var);
if (parm) {
session->sw->PlayShaderDirectly(*parm);
}
}
/*
=========================
Script_EvalRegs
=========================
*/
void Script_EvalRegs(idWindow* window, idList<idGSWinVar>* src) {
window->EvalRegs(-1, true);
}
/*
=========================
Script_EndGame
=========================
*/
void Script_EndGame(idWindow* window, idList<idGSWinVar>* src) {
cvarSystem->SetCVarBool("g_nightmare", true);
cmdSystem->BufferCommandText(CMD_EXEC_APPEND, "disconnect\n");
}
/*
=========================
Script_ResetTime
=========================
*/
void Script_ResetTime(idWindow* window, idList<idGSWinVar>* src) {
idWinStr* parm = dynamic_cast<idWinStr*>((*src)[0].var);
drawWin_t* win = NULL;
if (parm && src->Num() > 1) {
win = window->GetGui()->GetDesktop()->FindChildByName(*parm);
parm = dynamic_cast<idWinStr*>((*src)[1].var);
}
if (!parm) {
return;
}
if (win && win->win) {
win->win->ResetTime(atoi(*parm));
win->win->EvalRegs(-1, true);
}
else {
window->ResetTime(atoi(*parm));
window->EvalRegs(-1, true);
}
}
/*
=========================
Script_ResetCinematics
=========================
*/
void Script_ResetCinematics(idWindow* window, idList<idGSWinVar>* src) {
window->ResetCinematics();
}
#ifdef QUAKE4
/*
=========================
Script_ResetVideo
=========================
*/
void Script_ResetVideo(idWindow* window, idList<idGSWinVar>* src) {
idWinStr* parm = dynamic_cast<idWinStr*>((*src)[0].var);
if (!parm) {
window->ResetCinematics();
window->EvalRegs(-1, true);
return;
}
drawWin_t* child = window->GetGui()->GetDesktop()->FindChildByName(*parm);
if (child) {
if (child->win) {
child->win->ResetCinematics();
child->win->EvalRegs(-1, true);
return;
}
if (child->simp) {
// Doom 3 idSimpleWindow has no ResetCinematics(); only full idWindow children can reset video here.
return;
}
}
window->ResetCinematics();
window->EvalRegs(-1, true);
}
/*
=========================
Script_SetLightColor
=========================
*/
void Script_SetLightColor(idWindow* window, idList<idGSWinVar>* src) {
}
/*
=========================
Script_NonInteractive
=========================
*/
void Script_NonInteractive(idWindow* window, idList<idGSWinVar>* src) {
// Quake 4 has idUserInterfaceLocal::SetInteractive(). Stock Doom 3 does not.
// Keep the command parseable under QUAKE4, but make it a no-op unless you add that API.
(void)window;
(void)src;
}
/*
=========================
Script_NamedEvent
=========================
*/
void Script_NamedEvent(idWindow* window, idList<idGSWinVar>* src) {
idWinStr* parm = dynamic_cast<idWinStr*>((*src)[0].var);
if (!parm) {
return;
}
idStr event = parm->c_str();
int split = idStr::FindText(event.c_str(), "::", true, 0, event.Length());
if (split <= 0) {
window->GetGui()->HandleNamedEvent(event);
return;
}
idStr winName;
idStr winEvent;
event.Left(split, winName);
event.Right(event.Length() - split - 2, winEvent);
drawWin_t* child = window->GetGui()->GetDesktop()->FindChildByName(winName);
if (child && child->win) {
child->win->RunNamedEvent(winEvent);
}
else if (gui_debugScript.GetBool()) {
common->Printf("GUI: %s: unknown window %s for named event %s\n",
window->GetName(), winName.c_str(), winEvent.c_str());
}
}
/*
=========================
Script_StopTransitions
=========================
*/
void Script_StopTransitions(idWindow* window, idList<idGSWinVar>* src) {
idWinStr* parm = dynamic_cast<idWinStr*>((*src)[0].var);
if (!parm) {
return;
}
drawWin_t* child = window->GetGui()->GetDesktop()->FindChildByName(*parm);
if (child && child->win) {
child->win->ClearTransitions();
}
else if (gui_debugScript.GetBool()) {
common->Printf("GUI: %s %s: unknown window for Script_StopTransitions\n",
window->GetName(), parm->c_str());
}
}
/*
=========================
Script_ConsoleCmd
=========================
*/
void Script_ConsoleCmd(idWindow* window, idList<idGSWinVar>* src) {
idWinStr* parm = dynamic_cast<idWinStr*>((*src)[0].var);
if (!parm) {
return;
}
idStr val = parm->c_str();
val += " ";
val += "\n";
cmdSystem->BufferCommandText(CMD_EXEC_APPEND, val);
}
#endif // QUAKE4
/*
=========================
Script_Transition
=========================
*/
void Script_Transition(idWindow* window, idList<idGSWinVar>* src) {
// transitions always affect rect, vec4, float, or float member vars
if (src->Num() >= 4) {
idWinRectangle* rect = NULL;
idWinVec4* vec4 = dynamic_cast<idWinVec4*>((*src)[0].var);
idWinFloat* val = NULL;
#ifdef QUAKE4
idWinFloatMember* floatMember = NULL;
#endif
if (vec4 == NULL) {
rect = dynamic_cast<idWinRectangle*>((*src)[0].var);
if (rect == NULL) {
val = dynamic_cast<idWinFloat*>((*src)[0].var);
if (val == NULL) {
#ifdef QUAKE4
floatMember = dynamic_cast<idWinFloatMember*>((*src)[0].var);
#endif
}
}
}
idVec4 from;
idVec4 to;
idWinVec4* fromVec4 = dynamic_cast<idWinVec4*>((*src)[1].var);
if (fromVec4) {
from = *fromVec4;
}
else {
float f;
idWinFloat* fromFloat = dynamic_cast<idWinFloat*>((*src)[1].var);
#ifdef QUAKE4
idWinFloatMember* fromFloatMember = dynamic_cast<idWinFloatMember*>((*src)[1].var);
#endif
if (fromFloat) {
f = (float)atof(fromFloat->c_str());
}
#ifdef QUAKE4
else if (fromFloatMember) {
f = (float)atof(fromFloatMember->c_str());
}
#endif
else {
f = (float)atof((*src)[1].var->c_str());
}
from = idVec4(f, f, f, f);
}
idWinVec4* toVec4 = dynamic_cast<idWinVec4*>((*src)[2].var);
if (toVec4) {
to = *toVec4;
}
else {
float f;
idWinFloat* toFloat = dynamic_cast<idWinFloat*>((*src)[2].var);
#ifdef QUAKE4
idWinFloatMember* toFloatMember = dynamic_cast<idWinFloatMember*>((*src)[2].var);
#endif
if (toFloat) {
f = (float)atof(toFloat->c_str());
}
#ifdef QUAKE4
else if (toFloatMember) {
f = (float)atof(toFloatMember->c_str());
}
#endif
else {
f = (float)atof((*src)[2].var->c_str());
}
to = idVec4(f, f, f, f);
}
int time;
idWinInt* timeInt = dynamic_cast<idWinInt*>((*src)[3].var);
if (timeInt) {
time = atoi(timeInt->c_str());
}
else {
time = atoi((*src)[3].var->c_str());
}
float ac = 0.0f;
float dc = 0.0f;
if (src->Num() > 4) {
ac = (float)atof((*src)[4].var->c_str());
if (src->Num() > 5) {
dc = (float)atof((*src)[5].var->c_str());
}
}
#ifdef QUAKE4
if (!((vec4 || rect || val || floatMember)))
#else
if (!((vec4 || rect || val)))
#endif
{
common->Warning("Bad transition in gui %s in window %s\n",
window->GetGui()->GetSourceFile(), window->GetName());
return;
}
if (vec4) {
vec4->SetEval(false);
window->AddTransition(vec4, from, to, time, ac, dc);
}
else if (val) {
val->SetEval(false);
window->AddTransition(val, from, to, time, ac, dc);
}
#ifdef QUAKE4
else if (floatMember) {
floatMember->SetEval(false);
window->AddTransition(floatMember, from, to, time, ac, dc);
}
#endif
else {
rect->SetEval(false);
window->AddTransition(rect, from, to, time, ac, dc);
}
window->StartTransition();
}
}
typedef struct {
const char* name;
void (*handler)(idWindow* window, idList<idGSWinVar>* src);
int mMinParms;
int mMaxParms;
} guiCommandDef_t;
guiCommandDef_t commandList[] = {
{ "set", Script_Set, 2, 999 },
#ifdef QUAKE4
{ "setFocus", Script_SetFocus, 1, 2 },
#else
{ "setFocus", Script_SetFocus, 1, 1 },
#endif
{ "endGame", Script_EndGame, 0, 0 },
{ "resetTime", Script_ResetTime, 0, 2 },
{ "showCursor", Script_ShowCursor, 1, 1 },
{ "resetCinematics", Script_ResetCinematics, 0, 2 },
{ "transition", Script_Transition, 4, 6 },
{ "localSound", Script_LocalSound, 1, 1 },
{ "runScript", Script_RunScript, 1, 1 },
{ "evalRegs", Script_EvalRegs, 0, 0 },
#ifdef QUAKE4
// Quake 4 additions
{ "setLightColor", Script_SetLightColor, 1, 1 },
{ "nonInteractive", Script_NonInteractive, 0, 1 },
{ "resetVideo", Script_ResetVideo, 1, 1 },
{ "namedEvent", Script_NamedEvent, 1, 1 },
{ "stopTransitions", Script_StopTransitions, 1, 1 },
{ "consoleCmd", Script_ConsoleCmd, 1, 1 }
#endif
};
int scriptCommandCount = sizeof(commandList) / sizeof(guiCommandDef_t);
/*
=========================
idGuiScript::idGuiScript
=========================
*/
idGuiScript::idGuiScript() {
ifList = NULL;
elseList = NULL;
conditionReg = -1;
handler = NULL;
parms.SetGranularity(2);
}
/*
=========================
idGuiScript::~idGuiScript
=========================
*/
idGuiScript::~idGuiScript() {
delete ifList;
delete elseList;
const int c = parms.Num();
for (int i = 0; i < c; i++) {
if (parms[i].own) {
delete parms[i].var;
}
}
}
/*
=========================
idGuiScript::WriteToSaveGame
=========================
*/
void idGuiScript::WriteToSaveGame(idFile* savefile) {
if (ifList) {
ifList->WriteToSaveGame(savefile);
}
if (elseList) {
elseList->WriteToSaveGame(savefile);
}
savefile->Write(&conditionReg, sizeof(conditionReg));
for (int i = 0; i < parms.Num(); i++) {
if (parms[i].own) {
parms[i].var->WriteToSaveGame(savefile);
}
}
}
/*
=========================
idGuiScript::ReadFromSaveGame
=========================
*/
void idGuiScript::ReadFromSaveGame(idFile* savefile) {
if (ifList) {
ifList->ReadFromSaveGame(savefile);
}
if (elseList) {
elseList->ReadFromSaveGame(savefile);
}
savefile->Read(&conditionReg, sizeof(conditionReg));
for (int i = 0; i < parms.Num(); i++) {
if (parms[i].own) {
parms[i].var->ReadFromSaveGame(savefile);
}
}
}
/*
=========================
idGuiScript::Parse
=========================
*/
bool idGuiScript::Parse(idParser* src) {
int i;
idToken token;
if (!src->ReadToken(&token)) {
src->Error("Unexpected end of file");
return false;
}
handler = NULL;
for (i = 0; i < scriptCommandCount; i++) {
if (idStr::Icmp(token, commandList[i].name) == 0) {
handler = commandList[i].handler;
break;
}
}
if (handler == NULL) {
src->Error("Uknown script call %s", token.c_str());
}
while (1) {
if (!src->ReadToken(&token)) {
src->Error("Unexpected end of file");
return false;
}
if (idStr::Icmp(token, ";") == 0) {
break;
}
if (idStr::Icmp(token, "}") == 0) {
src->UnreadToken(&token);
break;
}
idWinStr* str = new idWinStr();
*str = token;
idGSWinVar wv;
wv.own = true;
wv.var = str;
parms.Append(wv);
}
if (handler && (parms.Num() < commandList[i].mMinParms || parms.Num() > commandList[i].mMaxParms)) {
src->Error("incorrect number of parameters for script %s", commandList[i].name);
}
return true;
}
/*
=========================
idGuiScriptList::Execute
=========================
*/
void idGuiScriptList::Execute(idWindow* win) {
const int c = list.Num();
if (gui_debugScript.GetBool()) {
common->Printf("GUI: %s: commands:\n", win->GetName());
}
for (int i = 0; i < c; i++) {
idGuiScript* gs = list[i];
assert(gs);
if (gs->conditionReg >= 0) {
if (win->HasOps()) {
float f = win->EvalRegs(gs->conditionReg);
if (f) {
if (gs->ifList) {
win->RunScriptList(gs->ifList);
}
}
else if (gs->elseList) {
win->RunScriptList(gs->elseList);
}
}
}
gs->Execute(win);
}
}
/*
=========================
idGuiScript::FixupParms
=========================
*/
void idGuiScript::FixupParms(idWindow* win) {
if (handler == &Script_Set) {
bool precacheBackground = false;
bool precacheSounds = false;
idWinStr* str = dynamic_cast<idWinStr*>(parms[0].var);
assert(str);
idWinVar* dest = win->GetWinVarByName(*str, true);
if (dest) {
delete parms[0].var;
parms[0].var = dest;
parms[0].own = false;
if (dynamic_cast<idWinBackground*>(dest) != NULL) {
precacheBackground = true;
}
}
else if (idStr::Icmp(str->c_str(), "cmd") == 0) {
precacheSounds = true;
}
const int parmCount = parms.Num();
for (int i = 1; i < parmCount; i++) {
idWinStr* str = dynamic_cast<idWinStr*>(parms[i].var);
if (!str) {
continue;
}
if (idStr::Icmpn(str->c_str(), "gui::", 5) == 0 || idStr::Icmpn(str->c_str(), "$gui::", 6) == 0) {
const char* varName = str->c_str();
if (varName[0] == '$') {
varName++;
}
idWinStr* defvar = new idWinStr();
defvar->Init(varName, win);
win->AddDefinedVar(defvar);
delete parms[i].var;
parms[i].var = defvar;
parms[i].own = false;
}
else if ((*str)[0] == '$') {
dest = win->GetGui()->GetDesktop()->GetWinVarByName((const char*)(*str) + 1, true);
if (dest) {
delete parms[i].var;
parms[i].var = dest;
parms[i].own = false;
}
}
else if (idStr::Cmpn(str->c_str(), STRTABLE_ID, STRTABLE_ID_LENGTH) == 0) {
str->Set(common->GetLanguageDict()->GetString(str->c_str()));
}
else if (precacheBackground) {
const idMaterial* mat = declManager->FindMaterial(str->c_str());
mat->SetSort(SS_GUI);
}
else if (precacheSounds) {
idToken token;
idParser parser(LEXFL_NOSTRINGCONCAT | LEXFL_ALLOWMULTICHARLITERALS | LEXFL_ALLOWBACKSLASHSTRINGCONCAT);
parser.LoadMemory(str->c_str(), str->Length(), "command");
while (parser.ReadToken(&token)) {
#ifdef QUAKE4
if (token.Icmp("play") == 0 || token.Icmp("music") == 0)
#else
if (token.Icmp("play") == 0)
#endif
{
if (parser.ReadToken(&token) && (token != "")) {
declManager->FindSound(token.c_str());
}
}
}
}
}
}
else if (handler == &Script_Transition) {
if (parms.Num() < 4) {
common->Warning("Window %s in gui %s has a bad transition definition",
win->GetName(), win->GetGui()->GetSourceFile());
handler = NULL;
return;
}
idWinStr* str = dynamic_cast<idWinStr*>(parms[0].var);
assert(str);
drawWin_t* destowner = NULL;
idWinVar* dest = win->GetWinVarByName(*str, true, &destowner);
const bool validDest =
(dynamic_cast<idWinVec4*>(dest) != NULL) ||
(dynamic_cast<idWinRectangle*>(dest) != NULL) ||
(dynamic_cast<idWinFloat*>(dest) != NULL)
#ifdef QUAKE4
|| (dynamic_cast<idWinFloatMember*>(dest) != NULL)
#endif
;
if (!validDest) {
common->Warning("Window %s in gui %s: a transition does not have a valid destination var %s",
win->GetName(), win->GetGui()->GetSourceFile(), str->c_str());
handler = NULL;
return;
}
delete parms[0].var;
parms[0].var = dest;
parms[0].own = false;
for (int c = 1; c < 3; c++) {
idWinStr* str = dynamic_cast<idWinStr*>(parms[c].var);
assert(str);
if ((*str)[0] == '$') {
drawWin_t* owner = NULL;
idWinVar* parmVar = win->GetWinVarByName((const char*)(*str) + 1, true, &owner);
const bool ok =
(dynamic_cast<idWinVec4*>(dest) != NULL && dynamic_cast<idWinVec4*>(parmVar) != NULL) ||
#ifdef QUAKE4
(dynamic_cast<idWinFloat*>(dest) != NULL &&
(dynamic_cast<idWinFloat*>(parmVar) != NULL || dynamic_cast<idWinFloatMember*>(parmVar) != NULL)) ||
(dynamic_cast<idWinFloatMember*>(dest) != NULL &&
(dynamic_cast<idWinFloat*>(parmVar) != NULL || dynamic_cast<idWinFloatMember*>(parmVar) != NULL)) ||
#else
(dynamic_cast<idWinFloat*>(dest) != NULL && dynamic_cast<idWinFloat*>(parmVar) != NULL) ||
#endif
(dynamic_cast<idWinRectangle*>(dest) != NULL &&
(dynamic_cast<idWinVec4*>(parmVar) != NULL || dynamic_cast<idWinRectangle*>(parmVar) != NULL));
if (!ok) {
common->Warning("Window %s in gui %s: transition has an invalid parameter %d (%s)",
win->GetName(), win->GetGui()->GetSourceFile(), c, str->c_str());
handler = NULL;
return;
}
if (dynamic_cast<idWinRectangle*>(dest) != NULL &&
dynamic_cast<idWinRectangle*>(parmVar) != NULL) {
idWinVec4* v4 = new idWinVec4;
parms[c].var = v4;
parms[c].own = true;
idWindow* ownerparent = owner ? (owner->simp ? owner->simp->GetParent() : owner->win->GetParent()) : NULL;
idWindow* destparent = destowner ? (destowner->simp ? destowner->simp->GetParent() : destowner->win->GetParent()) : NULL;
if (ownerparent && destparent) {
idRectangle rect = *(dynamic_cast<idWinRectangle*>(parmVar));
ownerparent->ClientToScreen(&rect);
destparent->ScreenToClient(&rect);
*v4 = rect.ToVec4();
}
else {
v4->Set(parmVar->c_str());
}
delete str;
}
else {
delete parms[c].var;
parms[c].var = parmVar;
parms[c].own = false;
}
}
else {
idStr strValue = str->c_str();
idWinVar* newVar = NULL;
if (dynamic_cast<idWinVec4*>(dest) != NULL || dynamic_cast<idWinRectangle*>(dest) != NULL) {
newVar = new idWinVec4;
}
else {
newVar = new idWinFloat;
}
delete parms[c].var;
parms[c].var = newVar;
parms[c].own = true;
newVar->Set(strValue.c_str());
}
}
{
idWinStr* timeStr = dynamic_cast<idWinStr*>(parms[3].var);
if (timeStr) {
idWinInt* timeVar = new idWinInt;
timeVar->Set(timeStr->c_str());
delete parms[3].var;
parms[3].var = timeVar;
parms[3].own = true;
}
}
for (int i = 4; i < parms.Num() && i < 6; i++) {
idWinStr* fltStr = dynamic_cast<idWinStr*>(parms[i].var);
if (fltStr) {
idWinFloat* flt = new idWinFloat;
flt->Set(fltStr->c_str());
delete parms[i].var;
parms[i].var = flt;
parms[i].own = true;
}
}
}
#ifdef QUAKE4
else if (handler == &Script_SetLightColor) {
idWinStr* str = dynamic_cast<idWinStr*>(parms[0].var);
if (!str) {
handler = NULL;
return;
}
idWinVar* dest = win->GetWinVarByName(*str, true);
if (dest) {
delete parms[0].var;
parms[0].var = dest;
parms[0].own = false;
}
else {
common->Warning("Window %s in gui %s: setLightColor command does not specify a valid var %s",
win->GetName(), win->GetGui()->GetSourceFile(), str->c_str());
handler = NULL;
}
}
#endif
else {
const int c = parms.Num();
for (int i = 0; i < c; i++) {
parms[i].var->Init(parms[i].var->c_str(), win);
}
}
}
/*
=========================
idGuiScriptList::FixupParms
=========================
*/
void idGuiScriptList::FixupParms(idWindow* win) {
const int c = list.Num();
for (int i = 0; i < c; i++) {
idGuiScript* gs = list[i];
gs->FixupParms(win);
if (gs->ifList) {
gs->ifList->FixupParms(win);
}
if (gs->elseList) {
gs->elseList->FixupParms(win);
}
}
}
/*
=========================
idGuiScriptList::WriteToSaveGame
=========================
*/
void idGuiScriptList::WriteToSaveGame(idFile* savefile) {
for (int i = 0; i < list.Num(); i++) {
list[i]->WriteToSaveGame(savefile);
}
}
/*
=========================
idGuiScriptList::ReadFromSaveGame
=========================
*/
void idGuiScriptList::ReadFromSaveGame(idFile* savefile) {
for (int i = 0; i < list.Num(); i++) {
list[i]->ReadFromSaveGame(savefile);
}
}