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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. 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 __RENDERWINDOW_H
- #define __RENDERWINDOW_H
- class idUserInterfaceLocal;
- class idRenderWindow : public idWindow {
- public:
- idRenderWindow(idUserInterfaceLocal *gui);
- idRenderWindow(idDeviceContext *d, idUserInterfaceLocal *gui);
- virtual ~idRenderWindow();
- virtual void PostParse();
- virtual void Draw(int time, float x, float y);
- virtual size_t Allocated(){return idWindow::Allocated();};
- //
- //
- virtual idWinVar *GetWinVarByName(const char *_name, bool winLookup = false, drawWin_t** owner = NULL);
- //
-
- private:
- void CommonInit();
- virtual bool ParseInternalVar(const char *name, idParser *src);
- void Render(int time);
- void PreRender();
- void BuildAnimation(int time);
- renderView_t refdef;
- idRenderWorld *world;
- renderEntity_t worldEntity;
- renderLight_t rLight;
- const idMD5Anim *modelAnim;
- qhandle_t worldModelDef;
- qhandle_t lightDef;
- qhandle_t modelDef;
- idWinStr modelName;
- idWinStr animName;
- idStr animClass;
- idWinVec4 lightOrigin;
- idWinVec4 lightColor;
- idWinVec4 modelOrigin;
- idWinVec4 modelRotate;
- idWinVec4 viewOffset;
- idWinBool needsRender;
- int animLength;
- int animEndTime;
- bool updateAnimation;
- //bc
- idWinStr skinName;
- };
- #endif // __RENDERWINDOW_H
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