Xash3D FWGS engine.
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/*
vgui_main.h - vgui main header
Copyright (C) 2011 Uncle Mike
This program 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.
This program 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.
*/
#ifndef VGUI_MAIN_H
#define VGUI_MAIN_H
#include<VGUI.h>
#include<VGUI_App.h>
#include<VGUI_Font.h>
#include<VGUI_Panel.h>
#include<VGUI_Cursor.h>
#include<VGUI_SurfaceBase.h>
#include<VGUI_InputSignal.h>
#include<VGUI_MouseCode.h>
#include<VGUI_KeyCode.h>
using namespace vgui;
struct PaintStack
{
Panel *m_pPanel;
int iTranslateX;
int iTranslateY;
int iScissorLeft;
int iScissorRight;
int iScissorTop;
int iScissorBottom;
};
class CEngineSurface : public SurfaceBase
{
private:
void InitVertex( vpoint_t &vertex, int x, int y, float u, float v );
public:
CEngineSurface( Panel *embeddedPanel );
~CEngineSurface();
public:
// not used in engine instance
virtual bool setFullscreenMode( int wide, int tall, int bpp ) { return false; }
virtual void setWindowedMode( void ) { }
virtual void setTitle( const char *title ) { }
virtual void createPopup( Panel* embeddedPanel ) { }
virtual bool isWithin( int x, int y ) { return true; }
void SetupPaintState( const PaintStack *paintState );
#ifdef NEW_VGUI_DLL
virtual void GetMousePos( int &x, int &y ) { }
#endif
virtual bool hasFocus( void ) { return true; }
protected:
virtual int createNewTextureID( void );
virtual void drawSetColor( int r, int g, int b, int a );
virtual void drawSetTextColor( int r, int g, int b, int a );
virtual void drawFilledRect( int x0, int y0, int x1, int y1 );
virtual void drawOutlinedRect( int x0,int y0,int x1,int y1 );
virtual void drawSetTextFont( Font *font );
virtual void drawSetTextPos( int x, int y );
virtual void drawPrintText( const char* text, int textLen );
virtual void drawSetTextureRGBA( int id, const char* rgba, int wide, int tall );
virtual void drawSetTexture( int id );
virtual void drawTexturedRect( int x0, int y0, int x1, int y1 );
virtual void drawPrintChar( int x, int y, int wide, int tall, float s0, float t0, float s1, float t1, int color[4] );
virtual void addCharToBuffer( const vpoint_t *ul, const vpoint_t *lr, int color[4] );
virtual void setCursor( Cursor* cursor );
virtual void pushMakeCurrent( Panel* panel, bool useInsets );
virtual void popMakeCurrent( Panel* panel );
// not used in engine instance
virtual bool createPlat( void ) { return false; }
virtual bool recreateContext( void ) { return false; }
virtual void enableMouseCapture( bool state ) { }
virtual void invalidate( Panel *panel ) { }
virtual void setAsTopMost( bool state ) { }
virtual void applyChanges( void ) { }
virtual void swapBuffers( void ) { }
virtual void flushBuffer( void );
protected:
int _drawTextPos[2];
int _drawColor[4];
int _drawTextColor[4];
int _translateX, _translateY;
int _currentTexture;
Panel *currentPanel;
};
// initialize VGUI::App as external (part of engine)
class CEngineApp : public App
{
public:
virtual void main( int argc, char* argv[] ) { }
virtual void setCursorPos( int x, int y ); // we need to recompute abs position to window
virtual void getCursorPos( int &x,int &y );
protected:
virtual void platTick(void) { }
};
extern Panel *rootPanel;
extern CEngineSurface *engSurface;
extern CEngineApp *engApp;
//
// vgui_input.cpp
//
void VGUI_InitCursors( void );
void VGUI_CursorSelect( Cursor *cursor );
void VGUI_ActivateCurrentCursor( void );
#endif//VGUI_MAIN_H