//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef EDITABLEPANEL_H #define EDITABLEPANEL_H #ifdef _WIN32 #pragma once #endif #include #include namespace vgui { //----------------------------------------------------------------------------- // Purpose: Panel that supports editing via the build dialog //----------------------------------------------------------------------------- class EditablePanel : public Panel { DECLARE_CLASS_SIMPLE( EditablePanel, Panel ); public: EditablePanel(Panel *parent, const char *panelName); EditablePanel(Panel *parent, const char *panelName, HScheme hScheme); virtual ~EditablePanel(); // Load the control settings - should be done after all the children are added // If you pass in pPreloadedKeyValues, it won't actually load the file. That way, you can cache // the keyvalues outside of here if you want to prevent file accesses in the middle of the game. virtual void LoadControlSettings(const char *dialogResourceName, const char *pathID = NULL, KeyValues *pPreloadedKeyValues = NULL, KeyValues *pConditions = NULL); virtual void ApplySettings(KeyValues *inResourceData); virtual void PerformLayout(); // sets the name of this dialog so it can be saved in the user config area // use dialogID to differentiate multiple instances of the same dialog virtual void LoadUserConfig(const char *configName, int dialogID = 0); virtual void SaveUserConfig(); // combines both of the above, LoadControlSettings & LoadUserConfig virtual void LoadControlSettingsAndUserConfig(const char *dialogResourceName, int dialogID = 0); // Override to change how build mode is activated virtual void ActivateBuildMode(); // Return the buildgroup that this panel is part of. virtual BuildGroup *GetBuildGroup(); // Virtual factory for control creation // controlName is a string which is the same as the class name virtual Panel *CreateControlByName(const char *controlName); // Shortcut function to set data in child controls virtual void SetControlString(const char *controlName, const char *string); // Shortcut function to set data in child controls virtual void SetControlString(const char *controlName, const wchar_t *string); // Shortcut function to set data in child controls virtual void SetControlInt(const char *controlName, int state); // Shortcut function to get data in child controls virtual int GetControlInt(const char *controlName, int defaultState); // Shortcut function to get data in child controls // Returns a maximum of 511 characters in the string virtual const char *GetControlString(const char *controlName, const char *defaultString = ""); // as above, but copies the result into the specified buffer instead of a static buffer virtual void GetControlString(const char *controlName, char *buf, int bufSize, const char *defaultString = ""); // sets the enabled state of a control virtual void SetControlEnabled(const char *controlName, bool enabled); virtual void SetControlVisible(const char *controlName, bool visible); // localization variables (used in constructing UI strings) // after the variable is set, causes all the necessary sub-panels to update virtual void SetDialogVariable(const char *varName, const char *value); virtual void SetDialogVariable(const char *varName, const wchar_t *value); virtual void SetDialogVariable(const char *varName, int value); virtual void SetDialogVariable(const char *varName, float value); // Focus handling // Delegate focus to a sub panel virtual void RequestFocus(int direction = 0); virtual bool RequestFocusNext(VPANEL panel); virtual bool RequestFocusPrev(VPANEL panel); // Pass the focus down onto the last used panel virtual void OnSetFocus(); // Update focus info for navigation virtual void OnRequestFocus(VPANEL subFocus, VPANEL defaultPanel); // Get the panel that currently has keyfocus virtual VPANEL GetCurrentKeyFocus(); // Get the panel with the specified hotkey virtual Panel *HasHotkey(wchar_t key); virtual void OnKeyCodeTyped( KeyCode code ); // Handle information requests virtual bool RequestInfo(KeyValues *data); /* INFO HANDLING "BuildDialog" input: "BuildGroupPtr" - pointer to the panel/dialog to edit returns: "PanelPtr" - pointer to a new BuildModeDialog() "ControlFactory" input: "ControlName" - class name of the control to create returns: "PanelPtr" - pointer to the newly created panel, or NULL if no such class exists */ // registers a file in the list of control settings, so the vgui dialog can choose between them to edit virtual void RegisterControlSettingsFile(const char *dialogResourceName, const char *pathID = NULL); // localization variables - only use this if you need to iterate the variables, use the SetLoc*() to set them KeyValues *GetDialogVariables(); protected: virtual void PaintBackground(); // nav group access virtual FocusNavGroup &GetFocusNavGroup(); // called when default button has been set MESSAGE_FUNC_HANDLE( OnDefaultButtonSet, "DefaultButtonSet", button ); // called when the current default button has been set MESSAGE_FUNC_HANDLE( OnCurrentDefaultButtonSet, "CurrentDefaultButtonSet", button ); MESSAGE_FUNC( OnFindDefaultButton, "FindDefaultButton" ); // overrides virtual void OnChildAdded(VPANEL child); virtual void OnSizeChanged(int wide, int tall); virtual void OnClose(); // user configuration settings // this is used for any control details the user wants saved between sessions // eg. dialog positions, last directory opened, list column width virtual void ApplyUserConfigSettings(KeyValues *userConfig); // returns user config settings for this control virtual void GetUserConfigSettings(KeyValues *userConfig); // optimization for text rendering, returns true if text should be rendered immediately after Paint() // disabled for now // virtual bool ShouldFlushText(); private: void ForceSubPanelsToUpdateWithNewDialogVariables(); BuildGroup *_buildGroup; FocusNavGroup m_NavGroup; KeyValues *m_pDialogVariables; // the wide and tall to which all controls are locked - used for autolayout deltas char *m_pszConfigName; int m_iConfigID; }; } // namespace vgui #endif // EDITABLEPANEL_H