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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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// $NoKeywords: $
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//=============================================================================//
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#ifndef VGUI_BUILDGROUP_H
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#define VGUI_BUILDGROUP_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier1/utlvector.h"
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#include "tier1/utldict.h"
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#include "tier1/utlsymbol.h"
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#include <vgui/VGUI.h>
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#include <vgui/Dar.h>
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#include <vgui/Cursor.h>
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#include <vgui/IScheme.h>
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#include <vgui_controls/Controls.h>
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#include <vgui_controls/PHandle.h>
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#include "tier1/utlhandletable.h"
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class KeyValues;
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namespace vgui
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{
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//-----------------------------------------------------------------------------
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// Purpose: a BuildGroup is a list of panels contained in a window (the contextPanel)
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// Members of this group are viewable and editable in Build Mode, via the BuildModeDialog wizard
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//-----------------------------------------------------------------------------
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class BuildGroup
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{
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DECLARE_HANDLES( BuildGroup, 20 );
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public:
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BuildGroup(Panel *parentPanel, Panel *contextPanel);
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virtual ~BuildGroup();
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// Toggle build mode on/off
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virtual void SetEnabled(bool state);
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// Check if buildgroup is enabled
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virtual bool IsEnabled();
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// Return the currently selected panel
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virtual Panel *GetCurrentPanel();
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// Load the control settings from file
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virtual void LoadControlSettings(const char *controlResourceName, const char *pathID = NULL, KeyValues *pPreloadedKeyValues = NULL, KeyValues *pConditions = NULL );
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// Reload the control settings from file
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void ReloadControlSettings();
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// changes which control settings are currently loaded
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void ChangeControlSettingsFile(const char *controlResourceName);
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// Save control settings from file, using the same resource
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// name as what LoadControlSettings() was called with
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virtual bool SaveControlSettings();
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// Serialize settings from a resource data container
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virtual void ApplySettings(KeyValues *resourceData);
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// Serialize settings to a resource data container
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virtual void GetSettings(KeyValues *resourceData);
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// Remove all objects in the current control group
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virtual void RemoveSettings();
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// Get a new unique fieldname for a new control
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void GetNewFieldName(char *newFieldName, int newFieldNameSize, Panel *newPanel);
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// Check if a control name is already taken
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Panel *FieldNameTaken(const char *fieldName);
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// Add a new control (via the BuildModeDialog)
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Panel *NewControl( KeyValues *controlKeys, int x=0, int y=0);
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Panel *NewControl( const char *name, int x=0, int y=0);
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// Set the panel from which the build group gets all it's object creation information
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virtual void SetContextPanel(Panel *contextPanel);
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//Get the panel that build group is pointed at.
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virtual Panel *GetContextPanel();
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// Get the list of panels in the buildgroup
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CUtlVector<PHandle> *GetPanelList();
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// Get the resource file name used
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virtual const char *GetResourceName(void) { return m_pResourceName; }
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virtual void PanelAdded(Panel* panel);
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virtual bool MousePressed(MouseCode code,Panel* panel);
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virtual bool MouseReleased(MouseCode code,Panel* panel);
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// Get the list of panels that are currently selected
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virtual CUtlVector<PHandle> *GetControlGroup();
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// Toggle ruler display on/off
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virtual void ToggleRulerDisplay();
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// Toggle visibility of ruler number labels
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virtual void SetRulerLabelsVisible(bool state);
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// Check if ruler display is activated
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virtual bool HasRulersOn();
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// Draw Rulers on screen
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virtual void DrawRulers();
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// registers that a control settings file may be loaded
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// use when the dialog may have multiple states and the editor will need to be able to switch between them
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void RegisterControlSettingsFile(const char *controlResourceName, const char *pathID = NULL);
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// iterator for registered files
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int GetRegisteredControlSettingsFileCount();
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const char *GetRegisteredControlSettingsFileByIndex(int index);
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// dialog variables
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KeyValues *GetDialogVariables();
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// conditional keys for selectively reading keyvalues
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void ProcessConditionalKeys( KeyValues *pDat, KeyValues *pConditions );
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static bool PrecacheResFile( const char* pszResFileName );
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static void ClearResFileCache();
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protected:
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virtual bool CursorMoved(int x, int y, Panel *panel);
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virtual bool MouseDoublePressed(MouseCode code, Panel *panel);
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virtual bool KeyCodeTyped(KeyCode code, Panel *panel);
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virtual bool KeyCodeReleased(KeyCode code, Panel *panel );
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virtual void ApplySchemeSettings(IScheme *pScheme);
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virtual bool KeyTyped( wchar_t unichar, Panel *panel );
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virtual HCursor GetCursor(Panel *panel);
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private:
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void ApplySnap(Panel* panel);
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Panel *CreateBuildDialog();
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void ActivateBuildDialog();
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void DeleteAllControlsCreatedByControlSettingsFile();
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bool _enabled;
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int _snapX;
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int _snapY;
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HCursor _cursor_sizenwse;
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HCursor _cursor_sizenesw;
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HCursor _cursor_sizewe;
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HCursor _cursor_sizens;
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HCursor _cursor_sizeall;
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bool _dragging;
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MouseCode _dragMouseCode;
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int _dragStartPanelPos[2];
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int _dragStartCursorPos[2];
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int _dragStartPanelSize[ 2 ];
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Panel * _currentPanel;
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CUtlVector<PHandle> _panelDar;
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char *m_pResourceName;
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char *m_pResourcePathID;
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PHandle m_hBuildDialog;
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Panel *m_pBuildContext; // the panel from which the build dialog gets all the information it needs
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Panel *m_pParentPanel; // panel to create new controls in
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CUtlVector<PHandle> _controlGroup; // grouped panels
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CUtlVector<int> _groupDeltaX; // x offsets of panels in group from the selected panel
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CUtlVector<int> _groupDeltaY; // y offsets of panels in group from the selected panel
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Label *_rulerNumber[4]; // 4 numbers to label rulers with
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bool _showRulers; // toggles ruler display
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CUtlVector<CUtlSymbol> m_RegisteredControlSettingsFiles;
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friend class Panel;
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static CUtlDict< KeyValues* > m_dictCachedResFiles;
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};
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//-----------------------------------------------------------------------------
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// Handle to a build group
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//-----------------------------------------------------------------------------
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typedef CUtlHandle<BuildGroup> HBuildGroup;
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} // namespace vgui
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#endif // VGUI_BUILDGROUP_H
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