//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef VGUI_BUILDGROUP_H #define VGUI_BUILDGROUP_H #ifdef _WIN32 #pragma once #endif #include "tier1/utlvector.h" #include "tier1/utlsymbol.h" #include #include #include #include #include #include #include "tier1/utlhandletable.h" class KeyValues; namespace vgui { //----------------------------------------------------------------------------- // Purpose: a BuildGroup is a list of panels contained in a window (the contextPanel) // Members of this group are viewable and editable in Build Mode, via the BuildModeDialog wizard //----------------------------------------------------------------------------- class BuildGroup { DECLARE_HANDLES( BuildGroup, 20 ); public: BuildGroup(Panel *parentPanel, Panel *contextPanel); ~BuildGroup(); // Toggle build mode on/off virtual void SetEnabled(bool state); // Check if buildgroup is enabled virtual bool IsEnabled(); // Return the currently selected panel virtual Panel *GetCurrentPanel(); // Load the control settings from file virtual void LoadControlSettings(const char *controlResourceName, const char *pathID = NULL, KeyValues *pPreloadedKeyValues = NULL, KeyValues *pConditions = NULL); // Reload the control settings from file void ReloadControlSettings(); // changes which control settings are currently loaded void ChangeControlSettingsFile(const char *controlResourceName); // Save control settings from file, using the same resource // name as what LoadControlSettings() was called with virtual bool SaveControlSettings(); // Serialize settings from a resource data container virtual void ApplySettings(KeyValues *resourceData); // Serialize settings to a resource data container virtual void GetSettings(KeyValues *resourceData); // Remove all objects in the current control group virtual void RemoveSettings(); // Get a new unique fieldname for a new control void GetNewFieldName(char *newFieldName, int newFieldNameSize, Panel *newPanel); // Check if a control name is already taken Panel *FieldNameTaken(const char *fieldName); // Add a new control (via the BuildModeDialog) Panel *NewControl( KeyValues *controlKeys, int x=0, int y=0); Panel *NewControl( const char *name, int x=0, int y=0); // Set the panel from which the build group gets all it's object creation information virtual void SetContextPanel(Panel *contextPanel); //Get the panel that build group is pointed at. virtual Panel *GetContextPanel(); // Get the list of panels in the buildgroup CUtlVector *GetPanelList(); // Get the resource file name used virtual const char *GetResourceName(void) { return m_pResourceName; } void PanelAdded(Panel* panel); void PanelRemoved(Panel *panel); virtual bool MousePressed(MouseCode code,Panel* panel); virtual bool MouseReleased(MouseCode code,Panel* panel); // Get the list of panels that are currently selected virtual CUtlVector *GetControlGroup(); // Toggle ruler display on/off virtual void ToggleRulerDisplay(); // Toggle visibility of ruler number labels virtual void SetRulerLabelsVisible(bool state); // Check if ruler display is activated virtual bool HasRulersOn(); // Draw Rulers on screen virtual void DrawRulers(); // registers that a control settings file may be loaded // use when the dialog may have multiple states and the editor will need to be able to switch between them void RegisterControlSettingsFile(const char *controlResourceName, const char *pathID = NULL); // iterator for registered files int GetRegisteredControlSettingsFileCount(); const char *GetRegisteredControlSettingsFileByIndex(int index); // dialog variables KeyValues *GetDialogVariables(); // conditional keys for selectively reading keyvalues void ProcessConditionalKeys( KeyValues *pDat, KeyValues *pConditions ); protected: virtual bool CursorMoved(int x, int y, Panel *panel); virtual bool MouseDoublePressed(MouseCode code, Panel *panel); virtual bool KeyCodeTyped(KeyCode code, Panel *panel); virtual bool KeyCodeReleased(KeyCode code, Panel *panel ); virtual void ApplySchemeSettings(IScheme *pScheme); virtual bool KeyTyped( wchar_t unichar, Panel *panel ); virtual HCursor GetCursor(Panel *panel); private: void ApplySnap(Panel* panel); Panel *CreateBuildDialog(); void ActivateBuildDialog(); void DeleteAllControlsCreatedByControlSettingsFile(); bool _enabled; int _snapX; int _snapY; HCursor _cursor_sizenwse; HCursor _cursor_sizenesw; HCursor _cursor_sizewe; HCursor _cursor_sizens; HCursor _cursor_sizeall; bool _dragging; MouseCode _dragMouseCode; int _dragStartPanelPos[2]; int _dragStartCursorPos[2]; int _dragStartPanelSize[ 2 ]; Panel * _currentPanel; CUtlVector _panelDar; char *m_pResourceName; char *m_pResourcePathID; PHandle m_hBuildDialog; Panel *m_pBuildContext; // the panel from which the build dialog gets all the information it needs Panel *m_pParentPanel; // panel to create new controls in CUtlVector _controlGroup; // grouped panels CUtlVector _groupDeltaX; // x offsets of panels in group from the selected panel CUtlVector _groupDeltaY; // y offsets of panels in group from the selected panel Label *_rulerNumber[4]; // 4 numbers to label rulers with bool _showRulers; // toggles ruler display CUtlVector m_RegisteredControlSettingsFiles; friend class Panel; }; //----------------------------------------------------------------------------- // Handle to a build group //----------------------------------------------------------------------------- typedef CUtlHandle HBuildGroup; } // namespace vgui #endif // VGUI_BUILDGROUP_H