//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef MOUSEOVERPANELBUTTON_H #define MOUSEOVERPANELBUTTON_H #ifdef _WIN32 #pragma once #endif #include #include #include #include extern vgui::Panel *g_lastPanel; extern vgui::Button *g_lastButton; //----------------------------------------------------------------------------- // Purpose: Triggers a new panel when the mouse goes over the button // // the new panel has the same dimensions as the passed templatePanel and is of // the same class. // // must at least inherit from vgui::EditablePanel to support LoadControlSettings //----------------------------------------------------------------------------- template class MouseOverButton : public vgui::Button { private: DECLARE_CLASS_SIMPLE( MouseOverButton, vgui::Button ); public: MouseOverButton(vgui::Panel *parent, const char *panelName, T *templatePanel ) : Button( parent, panelName, "MouseOverButton") { m_pPanel = new T( parent, NULL ); m_pPanel ->SetVisible( false ); // copy size&pos from template panel int x,y,wide,tall; templatePanel->GetBounds( x, y, wide, tall ); m_pPanel->SetBounds( x, y, wide, tall ); int px, py; templatePanel->GetPinOffset( px, py ); int rx, ry; templatePanel->GetResizeOffset( rx, ry ); // Apply pin settings from template, too m_pPanel->SetAutoResize( templatePanel->GetPinCorner(), templatePanel->GetAutoResize(), px, py, rx, ry ); m_bPreserveArmedButtons = false; m_bUpdateDefaultButtons = false; } virtual void SetPreserveArmedButtons( bool bPreserve ){ m_bPreserveArmedButtons = bPreserve; } virtual void SetUpdateDefaultButtons( bool bUpdate ){ m_bUpdateDefaultButtons = bUpdate; } virtual void ShowPage() { if( m_pPanel ) { m_pPanel->SetVisible( true ); m_pPanel->MoveToFront(); g_lastPanel = m_pPanel; } } virtual void HidePage() { if ( m_pPanel ) { m_pPanel->SetVisible( false ); } } const char *GetClassPage( const char *className ) { static char classPanel[ _MAX_PATH ]; Q_snprintf( classPanel, sizeof( classPanel ), "classes/%s.res", className); if ( g_pFullFileSystem->FileExists( classPanel, IsX360() ? "MOD" : "GAME" ) ) { } else if (g_pFullFileSystem->FileExists( "classes/default.res", IsX360() ? "MOD" : "GAME" ) ) { Q_snprintf ( classPanel, sizeof( classPanel ), "classes/default.res" ); } else { return NULL; } return classPanel; } #ifdef REFRESH_CLASSMENU_TOOL void RefreshClassPage( void ) { m_pPanel->LoadControlSettings( GetClassPage( GetName() ) ); } #endif virtual void ApplySettings( KeyValues *resourceData ) { BaseClass::ApplySettings( resourceData ); // name, position etc of button is set, now load matching // resource file for associated info panel: m_pPanel->LoadControlSettings( GetClassPage( GetName() ) ); } T *GetClassPanel( void ) { return m_pPanel; } virtual void OnCursorExited() { if ( !m_bPreserveArmedButtons ) { BaseClass::OnCursorExited(); } } virtual void OnCursorEntered() { BaseClass::OnCursorEntered(); if ( !IsEnabled() ) return; // are we updating the default buttons? if ( m_bUpdateDefaultButtons ) { SetAsDefaultButton( 1 ); } // are we preserving the armed state (and need to turn off the old button)? if ( m_bPreserveArmedButtons ) { if ( g_lastButton && g_lastButton != this ) { g_lastButton->SetArmed( false ); } g_lastButton = this; } // turn on our panel (if it isn't already) if ( m_pPanel && ( !m_pPanel->IsVisible() ) ) { // turn off the previous panel if ( g_lastPanel && g_lastPanel->IsVisible() ) { g_lastPanel->SetVisible( false ); } ShowPage(); } } virtual void OnKeyCodeReleased( vgui::KeyCode code ) { BaseClass::OnKeyCodeReleased( code ); if ( m_bPreserveArmedButtons ) { if ( g_lastButton ) { g_lastButton->SetArmed( true ); } } } private: T *m_pPanel; bool m_bPreserveArmedButtons; bool m_bUpdateDefaultButtons; }; #define MouseOverPanelButton MouseOverButton #endif // MOUSEOVERPANELBUTTON_H