Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

140 lines
3.7 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: The manager that deals with menus
//
// $Revision: $
// $NoKeywords: $
//===========================================================================//
#ifndef MENUMANAGER_H
#define MENUMANAGER_H
#ifdef _WIN32
#pragma once
#endif
#include "gamemanager.h"
#include "tier1/utldict.h"
#include "tier1/utlstack.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
namespace vgui
{
class Panel;
}
//-----------------------------------------------------------------------------
// Interface used to create menus
//-----------------------------------------------------------------------------
abstract_class IMenuFactory
{
public:
// Returns the name of the menu it will create
virtual const char *GetMenuName() = 0;
// Creates the menu
virtual vgui::Panel *CreateMenu( vgui::Panel *pParent ) = 0;
// Used to build a list during construction
virtual IMenuFactory *GetNextFactory( ) = 0;
protected:
virtual ~IMenuFactory() {}
};
//-----------------------------------------------------------------------------
// Menu managemer
//-----------------------------------------------------------------------------
class CMenuManager : public CGameManager<>
{
public:
typedef vgui::Panel* (*MenuFactory_t)( vgui::Panel *pParent );
// Inherited from IGameManager
virtual bool Init();
virtual void Update( );
virtual void Shutdown();
// Push, pop menus
void PushMenu( const char *pMenuName );
void PopMenu( );
void PopAllMenus( );
// Pop the top menu, push specified menu
void SwitchToMenu( const char *pMenuName );
// Returns the name of the topmost panel
const char *GetTopmostPanelName();
// Call to register methods which can construct menus w/ particular ids
// NOTE: This method is not expected to be called directly. Use the REGISTER_MENU macro instead
// It returns the previous head of the list of factories
static IMenuFactory* RegisterMenu( IMenuFactory *pMenuFactory );
private:
void CleanUpAllMenus();
typedef unsigned char MenuFactoryIndex_t;
CUtlDict< IMenuFactory *, MenuFactoryIndex_t > m_MenuFactories;
CUtlStack< vgui::Panel * > m_nActiveMenu;
bool m_bPopRequested;
bool m_bPopAllRequested;
IMenuFactory *m_pPushRequested;
static IMenuFactory *m_pFirstFactory;
};
//-----------------------------------------------------------------------------
// Singleton accessor
//-----------------------------------------------------------------------------
extern CMenuManager *g_pMenuManager;
//-----------------------------------------------------------------------------
// Macro used to register menus with the menu manager
// For example, add the line REGISTER_MENU( "MainMenu", CMainMenu );
// into the class defining the main menu
//-----------------------------------------------------------------------------
template < class T >
class CMenuFactory : public IMenuFactory
{
public:
CMenuFactory( const char *pMenuName ) : m_pMenuName( pMenuName )
{
m_pNextFactory = CMenuManager::RegisterMenu( this );
}
// Returns the name of the menu it will create
virtual const char *GetMenuName()
{
return m_pMenuName;
}
// Creates the menu
virtual vgui::Panel *CreateMenu( vgui::Panel *pParent )
{
return new T( pParent, m_pMenuName );
}
// Used to build a list during construction
virtual IMenuFactory *GetNextFactory( )
{
return m_pNextFactory;
}
private:
const char* m_pMenuName;
IMenuFactory *m_pNextFactory;
};
#define REGISTER_MENU( _name, _className ) \
static CMenuFactory< _className > s_Factory ## _className( _name )
#endif // MENUMANAGER_H