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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/public/vgui_controls/EditablePanel.h
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/public/vgui_controls/EditablePanel.h')
-rw-r--r--mp/src/public/vgui_controls/EditablePanel.h326
1 files changed, 163 insertions, 163 deletions
diff --git a/mp/src/public/vgui_controls/EditablePanel.h b/mp/src/public/vgui_controls/EditablePanel.h
index 3530d7a2..11b8e768 100644
--- a/mp/src/public/vgui_controls/EditablePanel.h
+++ b/mp/src/public/vgui_controls/EditablePanel.h
@@ -1,163 +1,163 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef EDITABLEPANEL_H
-#define EDITABLEPANEL_H
-
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include <vgui_controls/Panel.h>
-#include <vgui_controls/FocusNavGroup.h>
-
-namespace vgui
-{
-
-//-----------------------------------------------------------------------------
-// Purpose: Panel that supports editing via the build dialog
-//-----------------------------------------------------------------------------
-class EditablePanel : public Panel
-{
- DECLARE_CLASS_SIMPLE( EditablePanel, Panel );
-
-public:
- EditablePanel(Panel *parent, const char *panelName);
- EditablePanel(Panel *parent, const char *panelName, HScheme hScheme);
-
- virtual ~EditablePanel();
-
- // Load the control settings - should be done after all the children are added
- // If you pass in pPreloadedKeyValues, it won't actually load the file. That way, you can cache
- // the keyvalues outside of here if you want to prevent file accesses in the middle of the game.
- virtual void LoadControlSettings(const char *dialogResourceName, const char *pathID = NULL, KeyValues *pPreloadedKeyValues = NULL, KeyValues *pConditions = NULL);
- virtual void ApplySettings(KeyValues *inResourceData);
-
- // sets the name of this dialog so it can be saved in the user config area
- // use dialogID to differentiate multiple instances of the same dialog
- virtual void LoadUserConfig(const char *configName, int dialogID = 0);
- virtual void SaveUserConfig();
-
- // combines both of the above, LoadControlSettings & LoadUserConfig
- virtual void LoadControlSettingsAndUserConfig(const char *dialogResourceName, int dialogID = 0);
-
- // Override to change how build mode is activated
- virtual void ActivateBuildMode();
-
- // Return the buildgroup that this panel is part of.
- virtual BuildGroup *GetBuildGroup();
-
- // Virtual factory for control creation
- // controlName is a string which is the same as the class name
- virtual Panel *CreateControlByName(const char *controlName);
-
- // Shortcut function to set data in child controls
- virtual void SetControlString(const char *controlName, const char *string);
- // Shortcut function to set data in child controls
- virtual void SetControlString(const char *controlName, const wchar_t *string);
- // Shortcut function to set data in child controls
- virtual void SetControlInt(const char *controlName, int state);
- // Shortcut function to get data in child controls
- virtual int GetControlInt(const char *controlName, int defaultState);
- // Shortcut function to get data in child controls
- // Returns a maximum of 511 characters in the string
- virtual const char *GetControlString(const char *controlName, const char *defaultString = "");
- // as above, but copies the result into the specified buffer instead of a static buffer
- virtual void GetControlString(const char *controlName, char *buf, int bufSize, const char *defaultString = "");
- // sets the enabled state of a control
- virtual void SetControlEnabled(const char *controlName, bool enabled);
- virtual void SetControlVisible(const char *controlName, bool visible);
-
- // localization variables (used in constructing UI strings)
- // after the variable is set, causes all the necessary sub-panels to update
- virtual void SetDialogVariable(const char *varName, const char *value);
- virtual void SetDialogVariable(const char *varName, const wchar_t *value);
- virtual void SetDialogVariable(const char *varName, int value);
- virtual void SetDialogVariable(const char *varName, float value);
-
- // Focus handling
- // Delegate focus to a sub panel
- virtual void RequestFocus(int direction = 0);
- virtual bool RequestFocusNext(VPANEL panel);
- virtual bool RequestFocusPrev(VPANEL panel);
- // Pass the focus down onto the last used panel
- virtual void OnSetFocus();
- // Update focus info for navigation
- virtual void OnRequestFocus(VPANEL subFocus, VPANEL defaultPanel);
- // Get the panel that currently has keyfocus
- virtual VPANEL GetCurrentKeyFocus();
- // Get the panel with the specified hotkey
- virtual Panel *HasHotkey(wchar_t key);
-
- virtual void OnKeyCodePressed( KeyCode code );
-
- // Handle information requests
- virtual bool RequestInfo(KeyValues *data);
- /* INFO HANDLING
- "BuildDialog"
- input:
- "BuildGroupPtr" - pointer to the panel/dialog to edit
- returns:
- "PanelPtr" - pointer to a new BuildModeDialog()
-
- "ControlFactory"
- input:
- "ControlName" - class name of the control to create
- returns:
- "PanelPtr" - pointer to the newly created panel, or NULL if no such class exists
- */
- // registers a file in the list of control settings, so the vgui dialog can choose between them to edit
- virtual void RegisterControlSettingsFile(const char *dialogResourceName, const char *pathID = NULL);
-
- // localization variables - only use this if you need to iterate the variables, use the SetLoc*() to set them
- KeyValues *GetDialogVariables();
-
-protected:
- virtual void PaintBackground();
-
- // nav group access
- virtual FocusNavGroup &GetFocusNavGroup();
-
- // called when default button has been set
- MESSAGE_FUNC_HANDLE( OnDefaultButtonSet, "DefaultButtonSet", button );
- // called when the current default button has been set
- MESSAGE_FUNC_HANDLE( OnCurrentDefaultButtonSet, "CurrentDefaultButtonSet", button );
- MESSAGE_FUNC( OnFindDefaultButton, "FindDefaultButton" );
-
- // overrides
- virtual void OnChildAdded(VPANEL child);
- virtual void OnSizeChanged(int wide, int tall);
- virtual void OnClose();
-
- // user configuration settings
- // this is used for any control details the user wants saved between sessions
- // eg. dialog positions, last directory opened, list column width
- virtual void ApplyUserConfigSettings(KeyValues *userConfig);
-
- // returns user config settings for this control
- virtual void GetUserConfigSettings(KeyValues *userConfig);
-
- // optimization for text rendering, returns true if text should be rendered immediately after Paint()
- // disabled for now
- // virtual bool ShouldFlushText();
-
-private:
- void ForceSubPanelsToUpdateWithNewDialogVariables();
-
- BuildGroup *_buildGroup;
- FocusNavGroup m_NavGroup;
- KeyValues *m_pDialogVariables;
-
- // the wide and tall to which all controls are locked - used for autolayout deltas
- char *m_pszConfigName;
- int m_iConfigID;
- bool m_bShouldSkipAutoResize;
-};
-
-} // namespace vgui
-
-#endif // EDITABLEPANEL_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef EDITABLEPANEL_H
+#define EDITABLEPANEL_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include <vgui_controls/Panel.h>
+#include <vgui_controls/FocusNavGroup.h>
+
+namespace vgui
+{
+
+//-----------------------------------------------------------------------------
+// Purpose: Panel that supports editing via the build dialog
+//-----------------------------------------------------------------------------
+class EditablePanel : public Panel
+{
+ DECLARE_CLASS_SIMPLE( EditablePanel, Panel );
+
+public:
+ EditablePanel(Panel *parent, const char *panelName);
+ EditablePanel(Panel *parent, const char *panelName, HScheme hScheme);
+
+ virtual ~EditablePanel();
+
+ // Load the control settings - should be done after all the children are added
+ // If you pass in pPreloadedKeyValues, it won't actually load the file. That way, you can cache
+ // the keyvalues outside of here if you want to prevent file accesses in the middle of the game.
+ virtual void LoadControlSettings(const char *dialogResourceName, const char *pathID = NULL, KeyValues *pPreloadedKeyValues = NULL, KeyValues *pConditions = NULL);
+ virtual void ApplySettings(KeyValues *inResourceData);
+
+ // sets the name of this dialog so it can be saved in the user config area
+ // use dialogID to differentiate multiple instances of the same dialog
+ virtual void LoadUserConfig(const char *configName, int dialogID = 0);
+ virtual void SaveUserConfig();
+
+ // combines both of the above, LoadControlSettings & LoadUserConfig
+ virtual void LoadControlSettingsAndUserConfig(const char *dialogResourceName, int dialogID = 0);
+
+ // Override to change how build mode is activated
+ virtual void ActivateBuildMode();
+
+ // Return the buildgroup that this panel is part of.
+ virtual BuildGroup *GetBuildGroup();
+
+ // Virtual factory for control creation
+ // controlName is a string which is the same as the class name
+ virtual Panel *CreateControlByName(const char *controlName);
+
+ // Shortcut function to set data in child controls
+ virtual void SetControlString(const char *controlName, const char *string);
+ // Shortcut function to set data in child controls
+ virtual void SetControlString(const char *controlName, const wchar_t *string);
+ // Shortcut function to set data in child controls
+ virtual void SetControlInt(const char *controlName, int state);
+ // Shortcut function to get data in child controls
+ virtual int GetControlInt(const char *controlName, int defaultState);
+ // Shortcut function to get data in child controls
+ // Returns a maximum of 511 characters in the string
+ virtual const char *GetControlString(const char *controlName, const char *defaultString = "");
+ // as above, but copies the result into the specified buffer instead of a static buffer
+ virtual void GetControlString(const char *controlName, char *buf, int bufSize, const char *defaultString = "");
+ // sets the enabled state of a control
+ virtual void SetControlEnabled(const char *controlName, bool enabled);
+ virtual void SetControlVisible(const char *controlName, bool visible);
+
+ // localization variables (used in constructing UI strings)
+ // after the variable is set, causes all the necessary sub-panels to update
+ virtual void SetDialogVariable(const char *varName, const char *value);
+ virtual void SetDialogVariable(const char *varName, const wchar_t *value);
+ virtual void SetDialogVariable(const char *varName, int value);
+ virtual void SetDialogVariable(const char *varName, float value);
+
+ // Focus handling
+ // Delegate focus to a sub panel
+ virtual void RequestFocus(int direction = 0);
+ virtual bool RequestFocusNext(VPANEL panel);
+ virtual bool RequestFocusPrev(VPANEL panel);
+ // Pass the focus down onto the last used panel
+ virtual void OnSetFocus();
+ // Update focus info for navigation
+ virtual void OnRequestFocus(VPANEL subFocus, VPANEL defaultPanel);
+ // Get the panel that currently has keyfocus
+ virtual VPANEL GetCurrentKeyFocus();
+ // Get the panel with the specified hotkey
+ virtual Panel *HasHotkey(wchar_t key);
+
+ virtual void OnKeyCodePressed( KeyCode code );
+
+ // Handle information requests
+ virtual bool RequestInfo(KeyValues *data);
+ /* INFO HANDLING
+ "BuildDialog"
+ input:
+ "BuildGroupPtr" - pointer to the panel/dialog to edit
+ returns:
+ "PanelPtr" - pointer to a new BuildModeDialog()
+
+ "ControlFactory"
+ input:
+ "ControlName" - class name of the control to create
+ returns:
+ "PanelPtr" - pointer to the newly created panel, or NULL if no such class exists
+ */
+ // registers a file in the list of control settings, so the vgui dialog can choose between them to edit
+ virtual void RegisterControlSettingsFile(const char *dialogResourceName, const char *pathID = NULL);
+
+ // localization variables - only use this if you need to iterate the variables, use the SetLoc*() to set them
+ KeyValues *GetDialogVariables();
+
+protected:
+ virtual void PaintBackground();
+
+ // nav group access
+ virtual FocusNavGroup &GetFocusNavGroup();
+
+ // called when default button has been set
+ MESSAGE_FUNC_HANDLE( OnDefaultButtonSet, "DefaultButtonSet", button );
+ // called when the current default button has been set
+ MESSAGE_FUNC_HANDLE( OnCurrentDefaultButtonSet, "CurrentDefaultButtonSet", button );
+ MESSAGE_FUNC( OnFindDefaultButton, "FindDefaultButton" );
+
+ // overrides
+ virtual void OnChildAdded(VPANEL child);
+ virtual void OnSizeChanged(int wide, int tall);
+ virtual void OnClose();
+
+ // user configuration settings
+ // this is used for any control details the user wants saved between sessions
+ // eg. dialog positions, last directory opened, list column width
+ virtual void ApplyUserConfigSettings(KeyValues *userConfig);
+
+ // returns user config settings for this control
+ virtual void GetUserConfigSettings(KeyValues *userConfig);
+
+ // optimization for text rendering, returns true if text should be rendered immediately after Paint()
+ // disabled for now
+ // virtual bool ShouldFlushText();
+
+private:
+ void ForceSubPanelsToUpdateWithNewDialogVariables();
+
+ BuildGroup *_buildGroup;
+ FocusNavGroup m_NavGroup;
+ KeyValues *m_pDialogVariables;
+
+ // the wide and tall to which all controls are locked - used for autolayout deltas
+ char *m_pszConfigName;
+ int m_iConfigID;
+ bool m_bShouldSkipAutoResize;
+};
+
+} // namespace vgui
+
+#endif // EDITABLEPANEL_H