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:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TEAMFORTRESSVIEWPORT_H
#define TEAMFORTRESSVIEWPORT_H
// viewport interface for the rest of the dll
#include <game/client/iviewport.h>
#include <utlqueue.h> // a vector based queue template to manage our VGUI menu queue
#include <vgui_controls/Frame.h>
#include "vguitextwindow.h"
#include "vgui/ISurface.h"
#include "commandmenu.h"
#include <igameevents.h>
using namespace vgui;
class IBaseFileSystem;
class IGameUIFuncs;
class IGameEventManager;
//==============================================================================
class CBaseViewport : public vgui::EditablePanel, public IViewPort, public IGameEventListener2
{
DECLARE_CLASS_SIMPLE( CBaseViewport, vgui::EditablePanel );
public:
CBaseViewport();
virtual ~CBaseViewport();
virtual IViewPortPanel* CreatePanelByName(const char *szPanelName);
virtual IViewPortPanel* FindPanelByName(const char *szPanelName);
virtual IViewPortPanel* GetActivePanel( void );
virtual void RemoveAllPanels( void);
virtual void ShowPanel( const char *pName, bool state );
virtual void ShowPanel( IViewPortPanel* pPanel, bool state );
virtual bool AddNewPanel( IViewPortPanel* pPanel, char const *pchDebugName );
virtual void CreateDefaultPanels( void );
virtual void UpdateAllPanels( void );
virtual void PostMessageToPanel( const char *pName, KeyValues *pKeyValues );
virtual void Start( IGameUIFuncs *pGameUIFuncs, IGameEventManager2 *pGameEventManager );
virtual void SetParent(vgui::VPANEL parent);
virtual void ReloadScheme(const char *fromFile);
virtual void ActivateClientUI();
virtual void HideClientUI();
virtual bool AllowedToPrintText( void );
#ifndef _XBOX
virtual int GetViewPortScheme() { return m_pBackGround->GetScheme(); }
virtual VPANEL GetViewPortPanel() { return m_pBackGround->GetVParent(); }
#endif
virtual AnimationController *GetAnimationController() { return m_pAnimController; }
virtual void ShowBackGround(bool bShow)
{
#ifndef _XBOX
m_pBackGround->SetVisible( bShow );
#endif
}
virtual int GetDeathMessageStartHeight( void );
// virtual void ChatInputPosition( int *x, int *y );
// Check if any panel other than the scoreboard is visible
virtual bool IsAnyPanelVisibleExceptScores();
// Walk through all the panels. Handler should be an object taking an IViewPortPanel*
template<typename THandler> void ForEachPanel( THandler handler )
{
FOR_EACH_VEC( m_Panels, i )
{
handler( m_Panels[i] );
}
}
// Check if the named panel is visible
virtual bool IsPanelVisible( const char* panel );
public: // IGameEventListener:
virtual void FireGameEvent( IGameEvent * event);
protected:
bool LoadHudAnimations( void );
#ifndef _XBOX
class CBackGroundPanel : public vgui::Frame
{
private:
typedef vgui::Frame BaseClass;
public:
CBackGroundPanel( vgui::Panel *parent) : Frame( parent, "ViewPortBackGround" )
{
SetScheme("ClientScheme");
SetTitleBarVisible( false );
SetMoveable(false);
SetSizeable(false);
SetProportional(true);
}
private:
virtual void ApplySchemeSettings(IScheme *pScheme)
{
BaseClass::ApplySchemeSettings(pScheme);
SetBgColor(pScheme->GetColor("ViewportBG", Color( 0,0,0,0 ) ));
}
virtual void PerformLayout()
{
int w,h;
GetHudSize(w, h);
// fill the screen
SetBounds(0,0,w,h);
BaseClass::PerformLayout();
}
virtual void OnMousePressed(MouseCode code) { }// don't respond to mouse clicks
virtual vgui::VPANEL IsWithinTraverse( int x, int y, bool traversePopups )
{
return ( vgui::VPANEL )0;
}
};
#endif
protected:
virtual void Paint();
virtual void OnThink();
virtual void OnScreenSizeChanged(int iOldWide, int iOldTall);
void PostMessageToPanel( IViewPortPanel* pPanel, KeyValues *pKeyValues );
protected:
IGameUIFuncs* m_GameuiFuncs; // for key binding details
IGameEventManager2* m_GameEventManager;
#ifndef _XBOX
CBackGroundPanel *m_pBackGround;
#endif
CUtlVector<IViewPortPanel*> m_Panels;
bool m_bHasParent; // Used to track if child windows have parents or not.
bool m_bInitialized;
IViewPortPanel *m_pActivePanel;
IViewPortPanel *m_pLastActivePanel;
vgui::HCursor m_hCursorNone;
vgui::AnimationController *m_pAnimController;
int m_OldSize[2];
};
#endif