165 lines
6.5 KiB
C++
165 lines
6.5 KiB
C++
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef EDITABLEPANEL_H
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#define EDITABLEPANEL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <vgui_controls/Panel.h>
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#include <vgui_controls/FocusNavGroup.h>
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namespace vgui
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{
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//-----------------------------------------------------------------------------
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// Purpose: Panel that supports editing via the build dialog
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//-----------------------------------------------------------------------------
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class EditablePanel : public Panel
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{
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DECLARE_CLASS_SIMPLE( EditablePanel, Panel );
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public:
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EditablePanel(Panel *parent, const char *panelName);
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EditablePanel(Panel *parent, const char *panelName, HScheme hScheme);
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virtual ~EditablePanel();
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// Load the control settings - should be done after all the children are added
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// If you pass in pPreloadedKeyValues, it won't actually load the file. That way, you can cache
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// the keyvalues outside of here if you want to prevent file accesses in the middle of the game.
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virtual void LoadControlSettings(const char *dialogResourceName, const char *pathID = NULL, KeyValues *pPreloadedKeyValues = NULL, KeyValues *pConditions = NULL);
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virtual void ApplySettings(KeyValues *inResourceData);
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virtual void PerformLayout();
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// sets the name of this dialog so it can be saved in the user config area
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// use dialogID to differentiate multiple instances of the same dialog
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virtual void LoadUserConfig(const char *configName, int dialogID = 0);
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virtual void SaveUserConfig();
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// combines both of the above, LoadControlSettings & LoadUserConfig
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virtual void LoadControlSettingsAndUserConfig(const char *dialogResourceName, int dialogID = 0);
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// Override to change how build mode is activated
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virtual void ActivateBuildMode();
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// Return the buildgroup that this panel is part of.
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virtual BuildGroup *GetBuildGroup();
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// Virtual factory for control creation
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// controlName is a string which is the same as the class name
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virtual Panel *CreateControlByName(const char *controlName);
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// Shortcut function to set data in child controls
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virtual void SetControlString(const char *controlName, const char *string);
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// Shortcut function to set data in child controls
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virtual void SetControlString(const char *controlName, const wchar_t *string);
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// Shortcut function to set data in child controls
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virtual void SetControlInt(const char *controlName, int state);
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// Shortcut function to get data in child controls
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virtual int GetControlInt(const char *controlName, int defaultState);
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// Shortcut function to get data in child controls
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// Returns a maximum of 511 characters in the string
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virtual const char *GetControlString(const char *controlName, const char *defaultString = "");
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// as above, but copies the result into the specified buffer instead of a static buffer
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virtual void GetControlString(const char *controlName, char *buf, int bufSize, const char *defaultString = "");
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// sets the enabled state of a control
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virtual void SetControlEnabled(const char *controlName, bool enabled);
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virtual void SetControlVisible(const char *controlName, bool visible);
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// localization variables (used in constructing UI strings)
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// after the variable is set, causes all the necessary sub-panels to update
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virtual void SetDialogVariable(const char *varName, const char *value);
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virtual void SetDialogVariable(const char *varName, const wchar_t *value);
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virtual void SetDialogVariable(const char *varName, int value);
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virtual void SetDialogVariable(const char *varName, float value);
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// Focus handling
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// Delegate focus to a sub panel
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virtual void RequestFocus(int direction = 0);
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virtual bool RequestFocusNext(VPANEL panel);
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virtual bool RequestFocusPrev(VPANEL panel);
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// Pass the focus down onto the last used panel
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virtual void OnSetFocus();
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// Update focus info for navigation
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virtual void OnRequestFocus(VPANEL subFocus, VPANEL defaultPanel);
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// Get the panel that currently has keyfocus
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virtual VPANEL GetCurrentKeyFocus();
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// Get the panel with the specified hotkey
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virtual Panel *HasHotkey(wchar_t key);
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virtual void OnKeyCodeTyped( KeyCode code );
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// Handle information requests
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virtual bool RequestInfo(KeyValues *data);
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/* INFO HANDLING
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"BuildDialog"
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input:
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"BuildGroupPtr" - pointer to the panel/dialog to edit
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returns:
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"PanelPtr" - pointer to a new BuildModeDialog()
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"ControlFactory"
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input:
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"ControlName" - class name of the control to create
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returns:
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"PanelPtr" - pointer to the newly created panel, or NULL if no such class exists
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*/
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// registers a file in the list of control settings, so the vgui dialog can choose between them to edit
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virtual void RegisterControlSettingsFile(const char *dialogResourceName, const char *pathID = NULL);
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// localization variables - only use this if you need to iterate the variables, use the SetLoc*() to set them
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KeyValues *GetDialogVariables();
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protected:
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virtual void PaintBackground();
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// nav group access
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virtual FocusNavGroup &GetFocusNavGroup();
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// called when default button has been set
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MESSAGE_FUNC_HANDLE( OnDefaultButtonSet, "DefaultButtonSet", button );
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// called when the current default button has been set
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MESSAGE_FUNC_HANDLE( OnCurrentDefaultButtonSet, "CurrentDefaultButtonSet", button );
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MESSAGE_FUNC( OnFindDefaultButton, "FindDefaultButton" );
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// overrides
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virtual void OnChildAdded(VPANEL child);
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virtual void OnSizeChanged(int wide, int tall);
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virtual void OnClose();
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// user configuration settings
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// this is used for any control details the user wants saved between sessions
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// eg. dialog positions, last directory opened, list column width
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virtual void ApplyUserConfigSettings(KeyValues *userConfig);
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// returns user config settings for this control
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virtual void GetUserConfigSettings(KeyValues *userConfig);
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// optimization for text rendering, returns true if text should be rendered immediately after Paint()
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// disabled for now
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// virtual bool ShouldFlushText();
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private:
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void ForceSubPanelsToUpdateWithNewDialogVariables();
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BuildGroup *_buildGroup;
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FocusNavGroup m_NavGroup;
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KeyValues *m_pDialogVariables;
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// the wide and tall to which all controls are locked - used for autolayout deltas
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char *m_pszConfigName;
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int m_iConfigID;
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};
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} // namespace vgui
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#endif // EDITABLEPANEL_H
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