sqwarmed/sdk_src/public/vgui_controls/EditablePanel.h

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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef EDITABLEPANEL_H
#define EDITABLEPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Panel.h>
#include <vgui_controls/FocusNavGroup.h>
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