Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//=========== Copyright Valve Corporation, All rights reserved. ===============//
//
// Purpose:
//=============================================================================//
#ifndef GRID_H
#define GRID_H
#ifdef _WIN32
#pragma once
#endif
#include "panel2d.h"
#include "panorama/controls/label.h"
#include "panorama/controls/mousescroll.h"
namespace panorama
{
DECLARE_PANEL_EVENT0( ReadyPanelForDisplay )
DECLARE_PANEL_EVENT0( PanelDoneWithDisplay )
DECLARE_PANEL_EVENT0( GridMotionTimeout );
DECLARE_PANEL_EVENT0( GridInFastMotion );
DECLARE_PANEL_EVENT0( GridStoppingFastMotion );
DECLARE_PANEL_EVENT0( GridPageLeft );
DECLARE_PANEL_EVENT0( GridPageRight );
DECLARE_PANEL_EVENT0( GridDirectionalMove );
DECLARE_PANEL_EVENT1( ChildIndexSelected, int );
//-----------------------------------------------------------------------------
// Purpose: Button
//-----------------------------------------------------------------------------
class CGrid : public CPanel2D
{
DECLARE_PANEL2D( CGrid, CPanel2D );
public:
CGrid( CPanel2D *parent, const char * pchPanelID );
virtual ~CGrid();
CPanel2D * AccessSelectedPanel() { return m_pFocusedChild.Get(); }
virtual void SetupJavascriptObjectTemplate() OVERRIDE;
// Scroll the grid so the focused panel is in the top left corner
void MoveFocusToTopLeft();
// Scroll the grid all the way to the left regardless of what's
// focused.
void ScrollPanelToLeftEdge();
// Trigger fast motion style temporarily, do this if you are directly setting focus ahead a bunch
void TriggerFastMotion();
void BumpFastMotionTimeout();
void SetHorizontalCount( int nCount ) { SetHorizontalAndVerticalCount( nCount, m_nVerticalCount ); }
void SetVerticalCount( int nCount ) { SetHorizontalAndVerticalCount( m_nHorizontalCount, nCount ); }
int GetHorizontalCount() const { return m_nHorizontalCount; }
int GetVerticalCount() const { return m_nVerticalCount; }
void SetHorizontalFocusLimit( int nCount ) { m_nHorizontalFocusLimit = nCount; InvalidateSizeAndPosition(); }
int GetHorizontalFocusLimit() const { return m_nHorizontalFocusLimit; }
float GetScrollProgress() const { return m_flScrollProgress; }
virtual bool OnMoveUp( int nRepeats );
virtual bool OnMoveDown( int nRepeats );
virtual bool OnMoveRight( int nRepeats );
virtual bool OnMoveLeft( int nRepeats );
virtual bool OnTabForward( int nRepeats );
virtual bool OnTabBackward( int nRepeats );
virtual bool OnMouseWheel( const panorama::MouseData_t &code );
virtual bool OnGamePadDown( const panorama::GamePadData_t &code );
virtual bool OnKeyDown( const KeyData_t &code );
virtual bool BRequiresContentClipLayer() OVERRIDE { return true; }
virtual void Paint();
virtual bool OnSetFocusToNextPanel( int nRepeats, EFocusMoveDirection moveType, bool bAllowWrap, float flTabIndexCurrent, float flXPosCurrent, float flYPosCurrent, float flXStart, float fYStart ) OVERRIDE
{
switch( moveType )
{
case k_ENextInTabOrder:
if ( OnTabForward( nRepeats ) )
return true;
break;
case k_ENextByXPosition:
if ( OnMoveRight( nRepeats ) )
return true;
break;
case k_EPrevInTabOrder:
if ( OnTabBackward( nRepeats ) )
return true;
break;
case k_EPrevByXPosition:
if ( OnMoveLeft( nRepeats ) )
return true;
break;
case k_ENextByYPosition:
if ( OnMoveDown( nRepeats ) )
return true;
break;
case k_EPrevByYPosition:
if ( OnMoveUp( nRepeats ) )
return true;
break;
default:
break;
}
return false;
}
void SetHorizontalAndVerticalCount( int nHorizontalCount, int nVerticalCount );
void SetIgnoreFastMotion( bool bValue ) { m_bIgnoreFastMotion = bValue; }
#ifdef DBGFLAG_VALIDATE
virtual void ValidateClientPanel( CValidator &validator, const tchar *pchName ) OVERRIDE;
#endif
protected:
virtual bool BSetProperty( CPanoramaSymbol symName, const char *pchValue ) OVERRIDE;
virtual void OnLayoutTraverse( float flFinalWidth, float flFinalHeight );
virtual void OnBeforeChildrenChanged() { m_bForceRelayout = true; }
virtual void OnChildStylesChanged() OVERRIDE { m_bVecVisibleDirty = true; }
virtual void OnAfterChildrenChanged() OVERRIDE { m_bVecVisibleDirty = true; }
private:
void UpdateVecVisible();
int GetVisibleChildCount();
CPanel2D *GetVisibleChild( int iVisibleIndex );
// event handlers
bool EventInputFocusSet( const CPanelPtr< IUIPanel > &ptrPanel );
bool EventInputFocusLost( const CPanelPtr< IUIPanel > &ptrPanel );
bool MotionTimeout( const CPanelPtr< IUIPanel > &ptrPanel );
bool OnMouseScroll( const CPanelPtr< IUIPanel > &ptrPanel, int cRepeat );
void LayoutMouseScrollRegions( float flFinalWidth, float flFinalHeight );
bool EventWindowCursorShown( IUIWindow *pWindow );
bool EventWindowCursorHidden( IUIWindow *pWindow );
void RegisterForCursorChanges();
void UnregisterForCursorChanges();
int GetFocusedChildVisibleIndex();
void UpdateChildPositions( bool bForceTopLeft = false );
bool m_bHadFocus;
CPanelPtr< CPanel2D > m_pFocusedChild;
CUtlVector< CPanelPtr<CPanel2D> > m_vecPanelsReadyForDisplay;
int m_nScrollOffset;
float m_flChildWidth;
float m_flChildHeight;
float m_flScaleOffset;
float m_flScrollProgress;
int m_nHorizontalCount;
int m_nVerticalCount;
// Override how far right you can move before all items must shift, should be smaller than m_nHorizontalCount
int m_nHorizontalFocusLimit;
double m_flLastMouseWheel;
bool m_bForceRelayout;
bool m_bIgnoreFastMotion;
double m_flStartedMotion;
double m_flLastMotion;
uint64 m_ulMotionSinceStart;
bool m_bFastMotionStarted;
bool m_bVecVisibleDirty;
CUtlVector< CPanel2D * > m_vecVisibleChildren;
panorama::CMouseScrollRegion *m_pLeftMouseScrollRegion;
panorama::CMouseScrollRegion *m_pRightMouseScrollRegion;
};
} // namespace panorama
#endif // GRID_H