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//====== Copyright � 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose: Core Movie Maker UI API
//
//=============================================================================
#ifndef BASETOOLSYSTEM_H
#define BASETOOLSYSTEM_H
#ifdef _WIN32
#pragma once
#endif
#include "tier1/interface.h"
#include "toolframework/itoolsystem.h"
#include "vgui/ischeme.h"
#include "vgui_controls/editablepanel.h"
#include "vgui_controls/phandle.h"
#include "toolutils/recentfilelist.h"
#include "vgui/keycode.h"
#include "vgui_controls/fileopenstatemachine.h"
// #defines
#define TOGGLE_WINDOWED_KEY_CODE KEY_F11
#define TOGGLE_WINDOWED_KEY_NAME "F11"
#define TOGGLE_INPUT_KEY_CODE KEY_F10
#define TOGGLE_INPUT_KEY_NAME "F10"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class KeyValues; class CToolUI; class CToolMenuButton; class CMiniViewport; class IGlobalFlexController;
namespace vgui { class Panel; class Menu; class CKeyBoardEditorDialog; class CKeyBindingHelpDialog; enum KeyBindingContextHandle_t; class IScheme; }
//-----------------------------------------------------------------------------
// Save document types
//-----------------------------------------------------------------------------
enum SaveDocumentCloseType_t { SAVEDOC_QUIT_AFTER_SAVE = 0, SAVEDOC_CLOSE_AFTER_SAVE, SAVEDOC_LEAVEOPEN_AFTER_SAVE, SAVEDOC_POSTCOMMAND_AFTER_SAVE, // Closes, then posts a command
SAVEDOC_LEAVEOPEN_POSTCOMMAND_AFTER_SAVE, // Leaves open, then posts a command
};
//-----------------------------------------------------------------------------
// The toolsystem panel is the main panel in which the tool "ui" lives.
// The tool "ui" encapsulates the main menu and a client area in which the
// tools are drawn.
// Usually, the workspace is the size of the entire screen
// and the ui can be smaller than the toolsystem panel. The reason these are decoupled
// is so that you can get the 'action' menu no matter where you click on the screen
//-----------------------------------------------------------------------------
class CBaseToolSystem : public vgui::EditablePanel, public IToolSystem, public vgui::IFileOpenStateMachineClient { DECLARE_CLASS_SIMPLE( CBaseToolSystem, vgui::EditablePanel );
public: // Methods inherited from IToolSystem
virtual bool Init( ); virtual void Shutdown(); virtual bool ServerInit( CreateInterfaceFn serverFactory ); virtual bool ClientInit( CreateInterfaceFn clientFactory ); virtual void ServerShutdown(); virtual void ClientShutdown(); virtual bool CanQuit( const char *pExitMsg ); virtual void PostToolMessage( HTOOLHANDLE hEntity, KeyValues *message ); virtual void Think( bool finalTick ); virtual void ServerLevelInitPreEntity(); virtual void ServerLevelInitPostEntity(); virtual void ServerLevelShutdownPreEntity(); virtual void ServerLevelShutdownPostEntity(); virtual void ServerFrameUpdatePreEntityThink(); virtual void ServerFrameUpdatePostEntityThink(); virtual void ServerPreClientUpdate(); virtual void ServerPreSetupVisibility(); virtual const char* GetEntityData( const char *pActualEntityData ); virtual void* QueryInterface( const char *pInterfaceName ); virtual void ClientLevelInitPreEntity(); virtual void ClientLevelInitPostEntity(); virtual void ClientLevelShutdownPreEntity(); virtual void ClientLevelShutdownPostEntity(); virtual void ClientPreRender(); virtual void ClientPostRender(); virtual void OnToolActivate(); virtual void OnToolDeactivate(); virtual bool TrapKey( ButtonCode_t key, bool down ); virtual void AdjustEngineViewport( int& x, int& y, int& width, int& height ); virtual bool SetupEngineView( Vector &origin, QAngle &angles, float &fov ); virtual bool SetupAudioState( AudioState_t &audioState ); virtual bool ShouldGameRenderView(); virtual bool ShouldGamePlaySounds(); virtual bool IsThirdPersonCamera(); virtual bool IsToolRecording(); virtual IMaterialProxy *LookupProxy( const char *proxyName ); virtual bool GetSoundSpatialization( int iUserData, int guid, SpatializationInfo_t& info ); virtual void HostRunFrameBegin(); virtual void HostRunFrameEnd(); virtual void RenderFrameBegin(); virtual void RenderFrameEnd(); virtual void VGui_PreRender( int paintMode ); virtual void VGui_PostRender( int paintMode ); virtual void VGui_PreSimulate(); virtual void VGui_PostSimulate(); virtual vgui::VPANEL GetClientWorkspaceArea(); // Inherited from vgui::Panel
virtual void OnMousePressed( vgui::MouseCode code ); virtual void OnThink(); virtual void ApplySchemeSettings( vgui::IScheme *pScheme);
// Inherited from IFileOpenStateMachineClient
virtual void SetupFileOpenDialog( vgui::FileOpenDialog *pDialog, bool bOpenFile, const char *pFileFormat, KeyValues *pContextKeyValues ) { Assert(0); } virtual bool OnReadFileFromDisk( const char *pFileName, const char *pFileFormat, KeyValues *pContextKeyValues ) { Assert(0); return false; } virtual bool OnWriteFileToDisk( const char *pFileName, const char *pFileFormat, KeyValues *pContextKeyValues ) { Assert(0); return false; }
MESSAGE_FUNC_INT( OnUnhandledMouseClick, "UnhandledMouseClick", code );
public: // Other methods
// NOTE: This name here is 'general' strictly so 'general' shows up in the keybinding dialog
CBaseToolSystem( char const *toolName = "#ToolGeneral" );
// Gets the action target to sent to panels so that the tool system's OnCommand is called
vgui::Panel *GetActionTarget();
// Gets at the action menu
vgui::Menu *GetActionMenu();
// Returns the client area
vgui::Panel* GetClientArea();
// Returns the menu bar
vgui::MenuBar* GetMenuBar();
// Returns the status bar
vgui::Panel* GetStatusBar();
// Adds a menu button to the main menu bar
void AddMenuButton( CToolMenuButton *pMenuButton );
// Returns the current map name
char const *MapName() const;
// Derived classes implement this to create an action menu
// that appears if you right-click in the tool workspace
virtual vgui::Menu *CreateActionMenu( vgui::Panel *pParent ) { return NULL; }
// Derived classes implement this to create a custom menubar
virtual vgui::MenuBar *CreateMenuBar( CBaseToolSystem *pParent ); // Derived classes implement this to create status bar, can return NULL for no status bar in tool...
virtual vgui::Panel *CreateStatusBar( vgui::Panel *pParent );
virtual CMiniViewport *CreateMiniViewport( vgui::Panel *parent );
virtual void UpdateMenu( vgui::Menu *menu );
virtual void ShowMiniViewport( bool state ); void SetMiniViewportBounds( int x, int y, int width, int height ); void SetMiniViewportText( const char *pText );
void GetMiniViewportEngineBounds( int &x, int &y, int &width, int &height ); vgui::Panel *GetMiniViewport( void );
virtual void ComputeMenuBarTitle( char *buf, size_t buflen );
// Usage mode
void SetMode( bool bGameInputEnabled, bool bFullscreen ); bool IsFullscreen() const; bool IsGameInputEnabled() const; void EnableFullscreenToolMode( bool bEnable );
// Is this the active tool?
bool IsActiveTool( ) const;
// Returns the tool that had focus most recently
Panel *GetMostRecentlyFocusedTool();
void PostMessageToAllTools( KeyValues *message );
protected: virtual void PaintBackground();
// Derived classes must implement this to specify where in the
// registry to store registry settings
virtual const char *GetRegistryName() = 0;
// Derived classes must return the key bindings context
virtual const char *GetBindingsContextFile() = 0;
// Derived classes implement this to do stuff when the tool is shown or hidden
virtual void OnModeChanged() {}
// Derived classes can implement this to get a new scheme to be applied to this tool
virtual vgui::HScheme GetToolScheme();
// Derived classes can implement this to get notified when files are saved/loaded
virtual void OnFileOperationCompleted( const char *pFileType, bool bWroteFile, vgui::FileOpenStateMachine::CompletionState_t state, KeyValues *pContextKeyValues ) {}
// Used to open a specified file, and deal with all the lovely dialogs
void OpenFile( const char *pOpenFileType, const char *pSaveFileName = NULL, const char *pSaveFileType = NULL, int nFlags = 0, KeyValues *pKeyValues = NULL ); void OpenFile( const char *pOpenFileName, const char *pOpenFileType, const char *pSaveFileName = NULL, const char *pSaveFileType = NULL, int nFlags = 0, KeyValues *pKeyValues = NULL ); // Used to save a specified file, and deal with all the lovely dialogs
// Pass in NULL to get a dialog to choose a filename to save
// Posts the keyvalues
void SaveFile( const char *pFileName, const char *pFileType, int nFlags, KeyValues *pKeyValues = NULL ); KEYBINDING_FUNC_NODECLARE( editkeybindings, KEY_E, vgui::MODIFIER_SHIFT | vgui::MODIFIER_CONTROL | vgui::MODIFIER_ALT, OnEditKeyBindings, "#editkeybindings_help", 0 ); KEYBINDING_FUNC( keybindinghelp, KEY_H, 0, OnKeyBindingHelp, "#keybindinghelp_help", 0 );
virtual char const *GetBackgroundTextureName(); virtual char const *GetLogoTextureName() = 0;
virtual bool HasDocument();
virtual void ToggleForceToolCamera();
// Shows, hides the tool ui (menu, client area, status bar)
void SetToolUIVisible( bool bVisible );
// Deals with keybindings
void LoadKeyBindings(); void ShowKeyBindingsEditor( vgui::Panel *panel, vgui::KeyBindingContextHandle_t handle ); void ShowKeyBindingsHelp( vgui::Panel *panel, vgui::KeyBindingContextHandle_t handle, vgui::KeyCode boundKey, int modifiers ); vgui::KeyBindingContextHandle_t GetKeyBindingsHandle();
// Registers tool window
void RegisterToolWindow( vgui::PHandle hPanel ); void UnregisterAllToolWindows(); void PostMessageToActiveTool( char const *msg, float delay = 0.0f ); void PostMessageToActiveTool( KeyValues *pKeyValues, float flDelay = 0.0f );
// Destroys all tool windows containers
virtual void DestroyToolContainers();
protected: // Recent file list
CToolsRecentFileList m_RecentFiles;
private: // Shows/hides the tool
bool ShowUI( bool bVisible );
// Updates UI visibility
void UpdateUIVisibility();
// Create, destroy action menu
void InitActionMenu(); void ShutdownActionMenu();
// Positions the action menu when it's time to pop it up
void PositionActionMenu();
// Messages related to saving a file
MESSAGE_FUNC_PARAMS( OnFileStateMachineFinished, "FileStateMachineFinished", kv );
// Handlers for standard menus
MESSAGE_FUNC( OnClearRecent, "OnClearRecent" ); MESSAGE_FUNC( OnEditKeyBindings, "OnEditKeyBindings" );
// The root toolsystem panel which should cover the entire screen
// here to allow us to do action menus anywhere
// The tool UI
CToolUI *m_pToolUI;
// The action menu
vgui::DHANDLE<vgui::Menu> m_hActionMenu;
bool m_bGameInputEnabled; bool m_bFullscreenMode; bool m_bIsActive; bool m_bFullscreenToolModeEnabled;
vgui::DHANDLE< CMiniViewport > m_hMiniViewport; vgui::FileOpenStateMachine *m_pFileOpenStateMachine; IMaterial *m_pBackground; IMaterial *m_pLogo;
// Keybindings
vgui::KeyBindingContextHandle_t m_KeyBindingsHandle; vgui::DHANDLE< vgui::CKeyBoardEditorDialog > m_hKeyBindingsEditor; vgui::DHANDLE< vgui::CKeyBindingHelpDialog > m_hKeyBindingsHelp; CUtlVector< vgui::PHandle > m_Tools; vgui::PHandle m_MostRecentlyFocused; };
//-----------------------------------------------------------------------------
// Inline methods
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Is this the active tool?
//-----------------------------------------------------------------------------
inline bool CBaseToolSystem::IsActiveTool( ) const { return m_bIsActive; }
//-----------------------------------------------------------------------------
// Mode query
//-----------------------------------------------------------------------------
inline bool CBaseToolSystem::IsFullscreen( ) const { return m_bFullscreenMode; }
inline bool CBaseToolSystem::IsGameInputEnabled() const { // NOTE: IsActive check here is a little bogus.
// It's necessary to get the IFM to play nice with other tools, though.
// Is there a better way of doing it?
return m_bGameInputEnabled || !m_bIsActive; }
inline vgui::VPANEL CBaseToolSystem::GetClientWorkspaceArea() { if ( GetClientArea() ) { return (vgui::VPANEL)GetClientArea()->GetVPanel(); } return (vgui::VPANEL)0; }
#endif // BASETOOLSYSTEM_H
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