Counter Strike : Global Offensive Source Code
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#pragma once
#include "afxwin.h"
#include "color.h"
namespace vgui { class EditablePanel; typedef unsigned long HCursor; }
class CVGuiWnd {
public: CVGuiWnd(void); ~CVGuiWnd(void);
public:
void SetMainPanel( vgui::EditablePanel * pPanel ); vgui::EditablePanel *GetMainPanel(); // returns VGUI main panel
vgui::EditablePanel *CreateDefaultPanel();
void SetParentWindow(CWnd *pParent); CWnd *GetParentWnd(); // return CWnd handle
void SetCursor(vgui::HCursor cursor); void SetCursor(const char *filename);
void SetRepaintInterval( int msecs ); int GetVGuiContext();
// The Hammer 2D views basically ignore vgui input. They're only there to render on top of.
// When we pass true here, CMatSystemSurface::RunFrame ignores all the input events.
// If we pass false (as the model browser does), then it does process input events and send them to the vgui panels.
// Eventually, we could change the 2D views' input events to come from the input system instead of from MFC.
virtual bool IsModal() { return false; }
protected:
void DrawVGuiPanel(); // overridden to draw this view
long WindowProcVGui( UINT message, WPARAM wParam, LPARAM lParam ); //
vgui::EditablePanel *m_pMainPanel; CWnd *m_pParentWnd; int m_hVGuiContext; bool m_bIsDrawing; Color m_ClearColor; bool m_bClearZBuffer; };
class CVGuiPanelWnd: public CWnd, public CVGuiWnd { protected: DECLARE_DYNCREATE(CVGuiPanelWnd)
public:
// Generated message map functions
//{{AFX_MSG(CVGuiViewModel)
BOOL OnEraseBkgnd(CDC* pDC); //}}AFX_MSG
virtual LRESULT WindowProc( UINT message, WPARAM wParam, LPARAM lParam );
// See CVGuiWnd's function for a description but this basically tells Hammer to actually pass vgui messages to our panel.
virtual bool IsModal() { return true; }
DECLARE_MESSAGE_MAP() };
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