Counter Strike : Global Offensive Source Code
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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: Dialog used to edit properties of a particle system definition
//
//===========================================================================//
#ifndef PARTICLESYSTEMPROPERTIESPANEL_H
#define PARTICLESYSTEMPROPERTIESPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include "vgui_controls/editablepanel.h"
#include "tier1/utlstring.h"
#include "datamodel/dmehandle.h"
#include "particles/particles.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CDmeParticleSystemDefinition; class CParticleFunctionBrowser; class CDmeElementPanel;
namespace vgui { class Splitter; class ComboBox; }
//-----------------------------------------------------------------------------
// Used by the panel to discover the list of known particle system definitions
//-----------------------------------------------------------------------------
class IParticleSystemPropertiesPanelQuery { public: virtual void GetKnownParticleDefinitions( CUtlVector< CDmeParticleSystemDefinition* > &definitions ) = 0; };
//-----------------------------------------------------------------------------
// Panel used to edit a particle system definition
//-----------------------------------------------------------------------------
class CParticleSystemPropertiesPanel : public vgui::EditablePanel { DECLARE_CLASS_SIMPLE( CParticleSystemPropertiesPanel, vgui::EditablePanel );
// Sends the message 'ParticleSystemModified' when the particle system was modified in any way
// Sends the message 'ParticleFunctionSelChanged' when the selected particle function changed
// -- stores the selected CDmeParticleFunction in a subkey called 'function'
public: CParticleSystemPropertiesPanel( IParticleSystemPropertiesPanelQuery *pQuery, vgui::Panel* pParent ); // standard constructor
// Sets the particle system to look at
void SetParticleSystem( CDmeParticleSystemDefinition *pParticleSystem ); CDmeParticleSystemDefinition *GetParticleSystem( );
// Refreshes display
void Refresh( bool bValuesOnly = true );
void DeleteSelectedFunctions( );
private: // For inheriting classes to get notified without having to listen to messages
virtual void OnParticleSystemModified() {}
MESSAGE_FUNC_PARAMS( OnDmeElementChanged, "DmeElementChanged", params ); MESSAGE_FUNC( OnParticleSystemModifiedInternal, "ParticleSystemModified" ); MESSAGE_FUNC_PARAMS( OnParticleFunctionSelChanged, "ParticleFunctionSelChanged", params );
MESSAGE_FUNC( OnPasteFuncs, "PasteFuncs" ); MESSAGE_FUNC( OnCopy, "OnCopy" ); KEYBINDING_FUNC_NODECLARE( edit_copy, KEY_C, vgui::MODIFIER_CONTROL, OnCopy, "#edit_copy_help", 0 );
IParticleSystemPropertiesPanelQuery *m_pQuery;
vgui::Splitter *m_pSplitter; vgui::EditablePanel *m_pFunctionBrowserArea; CParticleFunctionBrowser *m_pParticleFunctionBrowser;
CDmeElementPanel *m_pParticleFunctionProperties;
CDmeHandle< CDmeParticleSystemDefinition > m_hParticleSystem; };
#endif // PARTICLESYSTEMPROPERTIESPANEL_H
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