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:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#if !defined( IVIEWPORT_H )
#define IVIEWPORT_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui/VGUI.h>
#include "viewport_panel_names.h"
#include "inputsystem/InputEnums.h"
class KeyValues;
abstract_class IViewPortPanel
{
public:
virtual ~IViewPortPanel() {};
virtual const char *GetName( void ) = 0;// return identifer name
virtual void SetData(KeyValues *data) = 0; // set ViewPortPanel data
virtual void Reset( void ) = 0; // clears internal state, deactivates it
virtual void Update( void ) = 0; // updates all (size, position, content, etc)
virtual bool NeedsUpdate( void ) = 0; // query panel if content needs to be updated
virtual bool HasInputElements( void ) = 0; // true if panel contains elments which accepts input
virtual void ShowPanel( bool state ) = 0; // activate VGUI Frame
virtual GameActionSet_t GetPreferredActionSet() = 0;
// VGUI functions:
virtual vgui::VPANEL GetVPanel( void ) = 0; // returns VGUI panel handle
virtual bool IsVisible() = 0; // true if panel is visible
virtual void SetParent( vgui::VPANEL parent ) = 0;
};
abstract_class IViewPort
{
public:
virtual void UpdateAllPanels( void ) = 0;
virtual void ShowPanel( const char *pName, bool state ) = 0;
virtual void ShowPanel( IViewPortPanel* pPanel, bool state ) = 0;
virtual void ShowBackGround(bool bShow) = 0;
virtual IViewPortPanel* FindPanelByName(const char *szPanelName) = 0;
virtual IViewPortPanel* GetActivePanel( void ) = 0;
virtual void PostMessageToPanel( const char *pName, KeyValues *pKeyValues ) = 0;
};
extern IViewPort *gViewPortInterface;
#endif // IVIEWPORT_H