Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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//========= Copyright <EFBFBD> 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef VGUI_H
#define VGUI_H
//If you are going to add stuff to the vgui core...
//
//Keep it simple.
//
//Never put code in a header.
//
//The name of the class is the name of the the file
//
//Each class gets its own .cpp file for its definition and a .h for its header. Helper
//classes can be used but only within the .cpp and not referenceable from anywhere else.
//
//Don't add unneeded files. Keep the API clean.
//
//No platform specific code in vgui\lib-src\vgui dir. Code in vgui\lib-src\vgui should
//only include from vgui\include or standard C includes. ie, if I see windows.h included
//anywhere but vgui\lib-src\win32 I will hunt you down and kill you. Don't give me any crap
//that mfc is platform inspecific.
//
//Always use <> and not "" for includes
//
//Use minimum dependencies in headers. Don't include another header if you can get away
//with forward declaring (which is usually the case)
//
//No macros in headers. They are tools of satan. This also means no use of DEFINEs, use enum
//
//Minimize global functions
//
//No global variables.
//
//Panel is getting pretty plump, try and avoid adding junk to it if you can
//TODO: Look and Feel support
// add Panel::setPaintProxy, if _paintProxy exists, it calls _paintProxy->paint
// instead of Panel::paint. Components should implement their painting in a seperate
// plugin class. Perhaps to encourage this, Panel::paint should just go away completely
// The other option is to have Panel have the interface Paintable
// class Paintable
// {
// public:
// virtual void paint()=0;
// };
// Then a component can implement its paint in the class itself and then call
// setPaintProxy(this). If this is the case _paintProxy->paint should always be called
// and never Panel::paint from within paintTraverse
//TODO: Figure out the 'Valve' Look and Feel and implement that instead of a the Java one
//TODO: Determine ownership policy for Borders, Layouts, etc..
//TODO: tooltips support
//TODO: ComboKey (hot key support)
//TODO: add Background.cpp, remove paintBackground from all components
// Panel implements setBackground, Panel::paintBackground calls _background->paintBackground
// similiar to the way Border works.
//TODO: Builtin components should never overide paintBackground, only paint
//TODO: All protected members should be converted to private
//TODO: All member variables should be moved to the top of the class prototype
//TODO: All private methods should be prepended with private
//TODO: Use of word internal in method names is not consistent and confusing
//TODO: Cleanup so bullshit publics are properly named, maybe even figure out
// a naming convention for them
//TODO: Breakup InputSignal into logical pieces
//TODO: Button is in a state of disarray, it should have ButtonModel support
//TODO: get rid of all the stupid strdup laziness, convert to vgui_strdup
//TODO: actually figure out policy on String and implement it consistently
//TODO: implement createLayoutInfo for other Layouts than need it
//TODO: BorderLayout should have option for a null LayoutInfo defaulting to center
//TODO: SurfaceBase should go away, put it in Surface
//TODO: ActionSignals and other Signals should just set a flag when they fire.
// then App can come along later and fire all the signals
//TODO: Change all method naming to starting with a capital letter.
#if XASH_WIN32
# define VGUIAPI __declspec( dllexport )
#else
# define VGUIAPI __attribute__ ((visibility("default")))
#include <sys/types.h> // size_t define
#endif
#define null 0L
typedef unsigned char uchar;
typedef unsigned short ushort;
typedef unsigned int uint;
typedef unsigned long ulong;
#endif