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: $
// $NoKeywords: $
//=============================================================================//
#if !defined( COMMANDEROVERLAY_H )
#define COMMANDEROVERLAY_H
#ifdef _WIN32
#pragma once
#endif
#include "panelmetaclassmgr.h"
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class C_BaseEntity;
class KeyValues;
//-----------------------------------------------------------------------------
// Overlay handle
//-----------------------------------------------------------------------------
typedef unsigned short OverlayHandle_t;
enum
{
OVERLAY_HANDLE_INVALID = (OverlayHandle_t)~0
};
//-----------------------------------------------------------------------------
// Purpose: Singleton class responsible for managing overlay elements
//-----------------------------------------------------------------------------
class IHudCommanderOverlayMgr
{
public:
// // Call this when the game starts up + shuts down
virtual void GameInit() = 0;
virtual void GameShutdown() = 0;
// Call this when the level starts up + shuts down
virtual void LevelInit( ) = 0;
virtual void LevelShutdown() = 0;
// add an overlay element to the commander mode, returns a handle to it
virtual OverlayHandle_t AddOverlay( char const* pOverlayName, C_BaseEntity* pEntity, vgui::Panel *pParent = NULL ) = 0;
// removes a particular overlay
virtual void RemoveOverlay( OverlayHandle_t handle ) = 0;
// Call this once a frame...
virtual void Tick( ) = 0;
// Call this when commander mode is enabled or disabled
virtual void Enable( bool enable ) = 0;
protected:
// Don't delete me!
virtual ~IHudCommanderOverlayMgr() {}
};
//-----------------------------------------------------------------------------
// Returns the singleton commander overlay interface
//-----------------------------------------------------------------------------
IHudCommanderOverlayMgr* HudCommanderOverlayMgr();
//-----------------------------------------------------------------------------
// Helper class for entities to join the list of entities to render on screen
//-----------------------------------------------------------------------------
class CPanelRegistration
{
public:
CPanelRegistration( ) : m_Overlay(OVERLAY_HANDLE_INVALID) {}
~CPanelRegistration()
{
HudCommanderOverlayMgr()->RemoveOverlay( m_Overlay );
}
void Activate( C_BaseEntity* pEntity, char const* pOverlayName, bool active )
{
if( active )
{
AddOverlay( pEntity, pOverlayName );
}
else
{
RemoveOverlay();
}
}
void Activate( C_BaseEntity* pEntity, char const* pOverlayName, vgui::Panel *pParent, int sortOrder, bool active )
{
if( active )
{
AddOverlay( pEntity, pOverlayName, pParent );
}
else
{
RemoveOverlay();
}
}
void AddOverlay( C_BaseEntity *pEntity, const char *pOverlayName, vgui::Panel *pParent = NULL )
{
RemoveOverlay();
m_Overlay = HudCommanderOverlayMgr()->AddOverlay( pOverlayName, pEntity, pParent );
}
void RemoveOverlay()
{
if( m_Overlay != OVERLAY_HANDLE_INVALID )
{
HudCommanderOverlayMgr()->RemoveOverlay( m_Overlay );
m_Overlay = OVERLAY_HANDLE_INVALID;
}
}
private:
OverlayHandle_t m_Overlay;
};
//-----------------------------------------------------------------------------
// Macros for help with simple registration of panels
// Put DECLARE_ENTITY_PANEL() in your class definition
// and ENTITY_PANEL_ACTIVATE( "name" ) in the entity's SetDormant call
//-----------------------------------------------------------------------------
#define DECLARE_ENTITY_PANEL() CPanelRegistration m_OverlayPanel
#define ENTITY_PANEL_ACTIVATE( _pOverlayName, _active ) m_OverlayPanel.Activate( this, _pOverlayName, _active )
//-----------------------------------------------------------------------------
// Helper macro to make overlay factories one line of code. Use like this:
// DECLARE_OVERLAY_FACTORY( CEntityImagePanel, "image" );
//-----------------------------------------------------------------------------
#define DECLARE_OVERLAY_FACTORY( _PanelClass, _nameString ) \
DECLARE_PANEL_FACTORY( _PanelClass, C_BaseEntity, _nameString )
#define DECLARE_OVERLAY_POINT_FACTORY( _PanelClass, _nameString ) \
DECLARE_PANEL_FACTORY( _PanelClass, void, _nameString )
#endif // COMMANDEROVERLAY_H