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193 lines
7.5 KiB
193 lines
7.5 KiB
5 years ago
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//=========== Copyright Valve Corporation, All rights reserved. ===============//
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//
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// Purpose:
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//=============================================================================//
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#ifndef IUIPANELCLIENT_H
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#define IUIPANELCLIENT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "panoramatypes.h"
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#include "panoramasymbol.h"
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#include "input/mousecursors.h"
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#include "input/iuiinput.h"
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namespace panorama
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{
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class IUIPanelStyle;
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class IUIScrollBar;
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//-----------------------------------------------------------------------------
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// Purpose: Struct containing a panel property info parsed from a layout file
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//-----------------------------------------------------------------------------
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struct ParsedPanelProperty_t
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{
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CPanoramaSymbol m_symName;
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const char *m_pchValue;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Client side of panel interface, this is what client code implementing controls
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// must provide to the core UI engine in terms of a callback interface
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//-----------------------------------------------------------------------------
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class IUIPanelClient
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{
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public:
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// Access the panorama side UI panel interface for the client panel
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virtual IUIPanel *UIPanel() const = 0;
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// Callback telling client/control code to delete the client panel object
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virtual void OnDeletePanel() = 0;
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// Get the panel type of a panel
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virtual CPanoramaSymbol GetPanelType() const = 0;
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// Paint the panels contents
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virtual void Paint() = 0;
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// override to change how this panel is measured
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virtual void OnContentSizeTraverse( float *pflContentWidth, float *pflContentHeight, float flMaxWidth, float flMaxHeight, bool bFinalDimensions ) = 0;
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// override to change how the panel lays out it's children (instead of default css positioning/flow-children support)
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virtual void OnLayoutTraverse( float flFinalWidth, float flFinalHeight ) = 0;
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// Direct key/input handling... better to use binds and events and to not directly
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// override these in your panel in nearly all cases.
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virtual bool OnKeyDown( const KeyData_t &code ) = 0;
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virtual bool OnKeyUp( const KeyData_t & code ) = 0;
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virtual bool OnKeyTyped( const KeyData_t &unichar ) = 0;
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virtual bool OnGamePadDown( const GamePadData_t &code ) = 0;
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virtual bool OnGamePadUp( const GamePadData_t &code ) = 0;
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virtual bool OnGamePadAnalog( const GamePadData_t &code ) = 0;
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virtual bool OnMouseButtonDown( const MouseData_t &code ) = 0;
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virtual bool OnMouseButtonUp( const MouseData_t &code ) = 0;
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virtual bool OnMouseButtonDoubleClick( const MouseData_t &code ) = 0;
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virtual bool OnMouseButtonTripleClick( const MouseData_t &code ) = 0;
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virtual bool OnMouseWheel( const MouseData_t &code ) = 0;
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virtual void OnMouseMove( float flMouseX, float flMouseY ) = 0;
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virtual bool OnClick( IUIPanel *pPanel, const MouseData_t &code ) = 0;
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// Override to make a panel allow new panel event symbols in XML
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virtual bool BIsClientPanelEvent( CPanoramaSymbol symProperty ) = 0;
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// Override to handle new properties from xml on your panel
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virtual bool BSetProperties( const CUtlVector< ParsedPanelProperty_t > &vecProperties ) = 0;
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// Override to handle new properties from xml on your panel
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virtual bool BSetProperty( CPanoramaSymbol symName, const char *pchValue ) = 0;
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// Should the panel event be applied only after all children are created as well?
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virtual bool BIsDelayedProperty( CPanoramaSymbol symProperty ) = 0;
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// Callback before children of this panel change
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virtual void OnBeforeChildrenChanged() = 0;
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// Callback for when a child of this panel is removed
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virtual void OnRemoveChild( IUIPanel *pChild ) = 0;
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// Callback after children of this panel change
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virtual void OnAfterChildrenChanged() = 0;
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// Callback on panel getting initialized from layout file
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virtual void OnInitializedFromLayout() = 0;
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// Callback when styles are changing for this panel
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virtual void OnStylesChanged() = 0;
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// Callback when styles are changing for an immediate child of this panel
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virtual void OnChildStylesChanged() = 0;
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// Callback when visibility of the panel is changing
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virtual void OnVisibilityChanged() = 0;
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// Callback which allows panels to override focus movement behavior, this is called before the base
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// framework behavior is executed and returning true will prevent the base behavior from occuring.
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virtual bool OnSetFocusToNextPanel( int nRepeats, panorama::EFocusMoveDirection moveType, bool bAllowWrap, float flTabIndexCurrent, float flXPosCurrent, float flYPosCurrent, float flXStart, float fYStart ) = 0;
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// Allows overriding the parent who will be considered by the localization system for dialog variables,
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// dropdowns do this to allow the dropdown to have dialog vars set that then impact the created popup menu for
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// the actual list... You should almost never need this... try to avoid!
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virtual IUIPanel *GetLocalizationParent() const = 0;
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// Allows panels that know they may draw outside their bounds to tell us to create a clip layer,
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// we don't always do this since it can be expensive
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virtual bool BRequiresContentClipLayer() = 0;
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// Callback you must first register for with UIEngine()->CallBeforeStyleAndLayout() if you need it
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virtual void OnCallBeforeStyleAndLayout() = 0;
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// bugbug jmccaskey - DELETE ME
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// Callback when a panel event gets set, DO NOT USE, DELETE THIS AS SOON AS WE CAN, ITS HARMFUL
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virtual void OnPanelEventSet( CPanoramaSymbol symEvent ) = 0;
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// Override to set appropriate mouse cursor when hovering over this panel
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virtual EMouseCursors GetMouseCursor() = 0;
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// Callback when UI scale factor changes, which may affect panel contents sizing/layout
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virtual void OnUIScaleFactorChanged( float flScaleFactor ) = 0;
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// Called to ask us to setup object template for Javascript, you can implement this in a child class and then call
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// the base method (so all the normal panel2d stuff gets exposed), plus call the various RegisterJS helpers yourself
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// to expose additional panel type specific data/methods.
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virtual void SetupJavascriptObjectTemplate() = 0;
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// Callback to client panel to create a scrollbar
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virtual IUIScrollBar *CreateNewVerticalScrollBar( float flInitialScrollPos ) = 0;
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// Callback to client panel to create a scrollbar
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virtual IUIScrollBar *CreateNewHorizontalScrollBar( float flInitialScrollPos ) = 0;
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// Callback to hide tooltip if it's visible
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virtual void HideTooltip() = 0;
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// Override getting default input focus
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virtual IUIPanel *OnGetDefaultInputFocus() = 0;
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virtual void GetPositionWithinAncestor( CPanel2D *pAncestor, float *pflX, float *pflY ) = 0;
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#ifdef DBGFLAG_VALIDATE
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virtual void ValidateClientPanel( CValidator &validator, const tchar *pchName ) = 0;
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#endif
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};
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class IUIScrollBar
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{
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public:
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virtual IUIPanel* UIPanel() = 0;
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virtual IUIPanelClient* ClientPtr() = 0;
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virtual void Normalize( bool bImmediateThumbUpdate = false ) = 0;
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virtual void SetRangeMinMax( float flRangeMin, float flRangeMax ) = 0;
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virtual float GetRangeSize() const = 0;
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virtual float GetRangeMin() const = 0;
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virtual float GetRangeMax() const = 0;
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// Set the window size
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virtual void SetScrollWindowSize( float flWindowSize ) = 0;
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// Get scroll window size
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virtual float GetScrollWindowSize() = 0;
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// Set the current window position
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virtual void SetScrollWindowPosition( float flWindowPos, bool bImmediateMove = false ) = 0;
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virtual float GetLastScrollTime() = 0;
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// Get scroll window position
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virtual float GetScrollWindowPosition() = 0;
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// Return true if the user is manually dragging the scrollbar with the mouse
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virtual bool BLastMoveImmediate() = 0;
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};
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}
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#endif // IUIPANELCLIENT_H
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