source-engine/game/client/swarm/vgui/controller_focus.h
2023-10-03 17:23:56 +03:00

121 lines
3.7 KiB
C++

#ifndef _INCLUDED_CONTROLLER_FOCUS_H
#define _INCLUDED_CONTROLLER_FOCUS_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Panel.h>
#include <vgui_controls/PHandle.h>
#include "asw_input.h"
// This class provides a way of using VGUI panels with a controller. Instead of specific controller responses being coded
// into every control and panel, this class allows the controller to manipulate any set of panels that respond to
// IsCursorOver and OnMousePressed/Released events. Panels that want to allow controller manipulation simply have to
// register themselves with this on creation and remove themselves from this on destruction.
// holds a list of vgui panels that can have controller cursor focus
// along with the currently focused one
// responds to controller codes to move this focus about and cause mouseclicks when a confirm button is pressed
#define JF_KEY_REPEAT_DELAY 400
#define JF_KEY_REPEAT_INTERVAL 150
namespace vgui
{
class ImagePanelColored;
};
class CControllerOutline;
class CControllerFocus
{
public:
enum ControllerFocusKey
{
JF_KEY_UP = 0,
JF_KEY_DOWN,
JF_KEY_LEFT,
JF_KEY_RIGHT,
JF_KEY_CONFIRM,
JF_KEY_CANCEL,
// "alternate" up/down buttons - eg, dpad on 360. nothing on pc.
JF_KEY_UP_ALT,
JF_KEY_DOWN_ALT,
JF_KEY_LEFT_ALT,
JF_KEY_RIGHT_ALT,
NUM_JF_KEYS
};
struct FocusArea
{
vgui::PHandle hPanel;
bool bClickOnFocus;
bool bModal;
};
CControllerFocus();
// registering for focus
void AddToFocusList(vgui::Panel* pPanel, bool bClickOnFocus=false, bool bModal=false);
void RemoveFromFocusList(vgui::Panel* pPanel);
// changing focus
void SetFocusPanel(int index);
void SetFocusPanel(vgui::Panel* pPanel, bool bClickOnFocus=false);
vgui::Panel* GetFocusPanel();
int FindNextPanel(vgui::Panel *pSource, float angle);
// clicking
bool OnControllerButtonPressed(ButtonCode_t keynum);
bool OnControllerButtonReleased(ButtonCode_t keynum);
void CheckKeyRepeats();
void ClickFocusPanel(bool bDown, bool bRightMouse);
void DoubleClickFocusPanel(bool bRightMouse);
void SetControllerCodes(ButtonCode_t iUpCode, ButtonCode_t iDownCode, ButtonCode_t iLeftCode, ButtonCode_t iRightCode, ButtonCode_t iConfirmCode, ButtonCode_t iCancelCode);
void SetControllerMode(bool b) { m_bControllerMode = b; }
bool IsControllerMode() { return m_bControllerMode; }
// checks a panel and all its parents are visible
static bool IsPanelReallyVisible(vgui::Panel *pPanel);
void PrintFocusListToConsole();
// KF_ numbers for the controller buttons
ButtonCode_t m_KeyNum[NUM_JF_KEYS];
// status of the controller buttons
bool m_bKeyDown[NUM_JF_KEYS];
float m_fNextKeyRepeatTime[NUM_JF_KEYS];
// list of panels that have registered themselves for controller focus
CUtlVector<FocusArea> m_FocusAreas;
FocusArea m_CurrentFocus;
vgui::DHANDLE<CControllerOutline> m_hOutline;
int m_iModal; // how many modal-type focus panels we have. If there are more than 1, all non-modal panels will be ignored when moving around
bool m_bControllerMode;
bool m_bDebugOutput;
};
CControllerFocus* GetControllerFocus();
// graphical representaion of controller cursor focus - attaches to the focus' parent and puts itself
// in front of the focus, sized to match
class CControllerOutline : public vgui::Panel
{
DECLARE_CLASS_SIMPLE( CControllerOutline, vgui::Panel );
public:
CControllerOutline(vgui::Panel *parent, const char *name);
void ApplySchemeSettings(vgui::IScheme* pScheme);
virtual void OnThink();
virtual void Paint();
void SizeTo(int x, int y, int w, int t);
virtual void GetCornerTextureSize( int& w, int& h );
vgui::ImagePanelColored* m_pImagePanel;
vgui::PHandle m_hLastFocusPanel;
};
#endif // _INCLUDED_CONTROLLER_FOCUS_H