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195 lines
5.6 KiB
195 lines
5.6 KiB
//===== Copyright © 1996-2006, Valve Corporation, All rights reserved. ======//
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//
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// Base class for windows that draw vgui in Maya
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//
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//===========================================================================//
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#ifndef VSVGUIWINDOW_H
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#define VSVGUIWINDOW_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "imayavgui.h"
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#include "vgui_controls/Frame.h"
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#include "tier1/UtlMap.h"
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#include "valveMaya.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class IMayaVGui;
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//-----------------------------------------------------------------------------
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// The singleton is defined here twice just so we don't have to include valvemaya.h also
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//-----------------------------------------------------------------------------
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extern IMayaVGui *g_pMayaVGui;
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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namespace vgui
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{
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class EditablePanel;
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}
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class CVsVGuiWindowBase
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{
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public:
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virtual void SetPeriod( float flPeriod ) = 0;
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virtual void StartTick() = 0;
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virtual void StartTick( float flPeriod ) = 0;
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virtual void StopTick() = 0;
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virtual void Tick( float flElapsedTime ) = 0;
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virtual void NonTimerTick() = 0;
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};
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//-----------------------------------------------------------------------------
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// Creates, destroys a maya vgui window
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//-----------------------------------------------------------------------------
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CVsVGuiWindowBase *CreateMayaVGuiWindow( vgui::EditablePanel *pRootPanel, const char *pPanelName );
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void DestroyMayaVGuiWindow( const char *pPanelName );
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//-----------------------------------------------------------------------------
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// Factory used to install vgui windows easily
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//-----------------------------------------------------------------------------
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class CVsVguiWindowFactoryBase : public IMayaVguiWindowFactory
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{
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public:
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CVsVguiWindowFactoryBase( const char *pWindowTypeName, const char *pDccStartupCommand );
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// Returns the DCC command
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const char *GetDccStartupCommand() const;
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// Registers/deregisters all vgui windows
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static void RegisterAllVguiWindows( );
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static void UnregisterAllVguiWindows( );
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protected:
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const char *m_pWindowTypeName;
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const char *m_pDccStartupCommand;
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private:
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CVsVguiWindowFactoryBase *m_pNext;
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static CVsVguiWindowFactoryBase *s_pFirstCommandFactory;
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};
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template< class T >
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class CVsVguiWindowFactory : public CVsVguiWindowFactoryBase
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{
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typedef CVsVguiWindowFactoryBase BaseClass;
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static bool StringLessFunc( const CUtlString &a, const CUtlString &b )
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{
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return StringLessThan( a.Get(), b.Get() );
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}
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public:
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CVsVguiWindowFactory( const char *pWindowTypeName, const char *pDccCommand )
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: BaseClass( pWindowTypeName, pDccCommand )
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, m_panelMap( StringLessFunc )
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{
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}
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struct PanelMapElem_s
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{
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CVsVGuiWindowBase *m_pVGuiWindow;
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T *m_pPanel;
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};
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typedef CUtlMap< CUtlString, PanelMapElem_s > PanelMap_t;
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virtual void CreateVguiWindow( const char *pPanelName )
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{
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T *pVGuiPanel = new T( NULL, pPanelName );
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vgui::Frame *pFrame = dynamic_cast< vgui::Frame * >( pVGuiPanel );
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if ( pFrame )
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{
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pFrame->SetSizeable( false );
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pFrame->SetCloseButtonVisible( false );
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pFrame->SetMoveable( false );
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CVsVGuiWindowBase *pVGuiWindow = CreateMayaVGuiWindow( pVGuiPanel, pPanelName );
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const CUtlString panelName( pPanelName );
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PanelMap_t::IndexType_t nIndex = m_panelMap.Find( panelName );
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if ( m_panelMap.IsValidIndex( nIndex ) )
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{
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merr << "[vsVguiWindow]: Panel \"" << pPanelName << "\" of Type: \"" << m_pWindowTypeName << "\" Already Exists!!!" << std::endl;
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}
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else
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{
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PanelMap_t::ElemType_t &element = m_panelMap.Element( m_panelMap.Insert( panelName ) );
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element.m_pVGuiWindow = pVGuiWindow;
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element.m_pPanel = pVGuiPanel;
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}
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}
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}
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virtual void DestroyVguiWindow( const char *pPanelName )
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{
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PanelMap_t::IndexType_t nIndex = m_panelMap.Find( pPanelName );
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if ( !m_panelMap.IsValidIndex( nIndex ) )
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return;
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PanelMap_t::ElemType_t &element = m_panelMap.Element( nIndex );
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delete element.m_pPanel;
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m_panelMap.Remove( CUtlString( pPanelName ) );
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DestroyMayaVGuiWindow( pPanelName );
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}
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virtual vgui::Frame *GetVGuiPanel( const char *pPanelName = NULL )
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{
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if ( pPanelName )
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{
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PanelMap_t::IndexType_t nPanelIndex = m_panelMap.Find( CUtlString( pPanelName ) );
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if ( m_panelMap.IsValidIndex( nPanelIndex ) )
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return dynamic_cast< vgui::Frame * >( m_panelMap.Element( nPanelIndex ).m_pPanel );
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}
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else if ( m_panelMap.Count() > 0 )
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{
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return dynamic_cast< vgui::Frame * >( m_panelMap.Element( m_panelMap.FirstInorder() ).m_pPanel );
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}
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return NULL;
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}
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virtual CVsVGuiWindowBase *GetVGuiWindow( const char *pPanelName = NULL )
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{
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if ( pPanelName )
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{
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PanelMap_t::IndexType_t nPanelIndex = m_panelMap.Find( CUtlString( pPanelName ) );
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if ( m_panelMap.IsValidIndex( nPanelIndex ) )
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return m_panelMap.Element( nPanelIndex ).m_pVGuiWindow;
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}
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else if ( m_panelMap.Count() > 0 )
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{
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return m_panelMap.Element( m_panelMap.FirstInorder() ).m_pVGuiWindow;
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}
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return NULL;
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}
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private:
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PanelMap_t m_panelMap;
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};
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#define INSTALL_MAYA_VGUI_WINDOW( _className, _windowTypeName, _dccCommand ) \
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static CVsVguiWindowFactory< _className > s_VsVguiWindowFactory##_className##( _windowTypeName, _dccCommand )
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#endif // VSVGUIWINDOW_H
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