29 #include "../idlib/precompiled.h"
138 static idVec3 vec( 0, 0, 1 );
163 float scalex, scaley;
249 if (
flags & WIN_NOCLIP ) {
369 savefile->
Write( &stringLen,
sizeof( stringLen ) );
373 savefile->
Write( &stringLen,
sizeof( stringLen ) );
413 savefile->
Read( &stringLen,
sizeof( stringLen ) );
414 if ( stringLen > 0 ) {
417 backName.
Fill(
' ', stringLen );
418 savefile->
Read( &(backName)[0], stringLen );
434 size_t sz =
sizeof(*this);
void SetTransformInfo(const idVec3 &origin, const idMat3 &mat)
idUserInterfaceLocal * gui
idMat3 mat3_identity(idVec3(1, 0, 0), idVec3(0, 1, 0), idVec3(0, 0, 1))
virtual void WriteToSaveGame(idFile *savefile)
virtual void ReadFromSaveGame(idFile *savefile)
virtual void ReadFromSaveGame(idFile *savefile)
void Offset(float x, float y)
virtual void ReadFromSaveGame(idFile *savefile)
void UpdateCinematic(int time) const
void Set(const float x, const float y, const float z)
virtual void WriteToSaveGame(idFile *savefile)
const char * GetName(void) const
virtual void WriteToSaveGame(idFile *savefile)
int GetImageHeight(void) const
virtual const idMaterial * FindMaterial(const char *name, bool makeDefault=true)=0
const idMaterial * background
int Icmp(const char *text) const
virtual void WriteToSaveGame(idFile *savefile)
virtual void WriteToSaveGame(idFile *savefile)
void Redraw(float x, float y)
void SetupTransforms(float x, float y)
void AddUpdateVar(idWinVar *var)
virtual void ReadFromSaveGame(idFile *savefile)
idSimpleWindow(idWindow *win)
int DrawText(const char *text, float textScale, int textAlign, idVec4 color, idRectangle rectDraw, bool wrap, int cursor=-1, bool calcOnly=false, idList< int > *breaks=NULL, int limit=0)
virtual void WriteToSaveGame(idFile *savefile)
idVec3 vec3_origin(0.0f, 0.0f, 0.0f)
void DrawFilledRect(float x, float y, float width, float height, const idVec4 &color)
void StateChanged(bool redraw)
bool IsIdentity(const float epsilon=MATRIX_EPSILON) const
virtual int Read(void *buffer, int len)
void SetMaterialPtr(const idMaterial **m)
void EnableClipping(bool b)
virtual void ReadFromSaveGame(idFile *savefile)
idStr & RemoveColors(void)
idWinBackground backGroundName
int CinematicLength(void) const
idWinVar * GetWinVarByName(const char *_name)
void Set(const idVec3 &rotationOrigin, const idVec3 &rotationVec, const float rotationAngle)
virtual void ReadFromSaveGame(idFile *savefile)
idDeclManager * declManager
virtual void ReadFromSaveGame(idFile *savefile)
int GetWinVarOffset(idWinVar *wv, drawWin_t *owner)
idUserInterfaceLocal * GetGui()
const idMat3 & ToMat3(void) const
void DrawBorderAndCaption(const idRectangle &drawRect)
virtual int Write(const void *buffer, int len)
void Fill(const char ch, int newlen)
int GetImageWidth(void) const
void DrawBackground(const idRectangle &drawRect)
void SetSort(float s) const
void SetImageClassifications(int tag) const
void Set(const float x, const float y)
virtual ~idSimpleWindow()
virtual void WriteToSaveGame(idFile *savefile)
idWinBackground backGroundName
void DrawMaterial(float x, float y, float w, float h, const idMaterial *mat, const idVec4 &color, float scalex=1.0, float scaley=1.0)
virtual void ReadFromSaveGame(idFile *savefile)
void CalcClientRect(float xofs, float yofs)
const idMaterial * background
void DrawRect(float x, float y, float width, float height, float size, const idVec4 &color)
virtual void WriteToSaveGame(idFile *savefile)