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//=========== Copyright Valve Corporation, All rights reserved. ===============//
//
// Purpose:
//=============================================================================//
#ifndef IUIPANELCLIENT_H
#define IUIPANELCLIENT_H
#ifdef _WIN32
#pragma once
#endif
#include "panoramatypes.h"
#include "panoramasymbol.h"
#include "input/mousecursors.h"
#include "input/iuiinput.h"
namespace panorama {
class IUIPanelStyle; class IUIScrollBar;
//-----------------------------------------------------------------------------
// Purpose: Struct containing a panel property info parsed from a layout file
//-----------------------------------------------------------------------------
struct ParsedPanelProperty_t { CPanoramaSymbol m_symName; const char *m_pchValue; };
//-----------------------------------------------------------------------------
// Purpose: Client side of panel interface, this is what client code implementing controls
// must provide to the core UI engine in terms of a callback interface
//-----------------------------------------------------------------------------
class IUIPanelClient { public:
// Access the panorama side UI panel interface for the client panel
virtual IUIPanel *UIPanel() const = 0;
// Callback telling client/control code to delete the client panel object
virtual void OnDeletePanel() = 0;
// Get the panel type of a panel
virtual CPanoramaSymbol GetPanelType() const = 0;
// Paint the panels contents
virtual void Paint() = 0;
// override to change how this panel is measured
virtual void OnContentSizeTraverse( float *pflContentWidth, float *pflContentHeight, float flMaxWidth, float flMaxHeight, bool bFinalDimensions ) = 0;
// override to change how the panel lays out it's children (instead of default css positioning/flow-children support)
virtual void OnLayoutTraverse( float flFinalWidth, float flFinalHeight ) = 0;
// Direct key/input handling... better to use binds and events and to not directly
// override these in your panel in nearly all cases.
virtual bool OnKeyDown( const KeyData_t &code ) = 0; virtual bool OnKeyUp( const KeyData_t & code ) = 0; virtual bool OnKeyTyped( const KeyData_t &unichar ) = 0; virtual bool OnGamePadDown( const GamePadData_t &code ) = 0; virtual bool OnGamePadUp( const GamePadData_t &code ) = 0; virtual bool OnGamePadAnalog( const GamePadData_t &code ) = 0; virtual bool OnMouseButtonDown( const MouseData_t &code ) = 0; virtual bool OnMouseButtonUp( const MouseData_t &code ) = 0; virtual bool OnMouseButtonDoubleClick( const MouseData_t &code ) = 0; virtual bool OnMouseButtonTripleClick( const MouseData_t &code ) = 0; virtual bool OnMouseWheel( const MouseData_t &code ) = 0; virtual void OnMouseMove( float flMouseX, float flMouseY ) = 0; virtual bool OnClick( IUIPanel *pPanel, const MouseData_t &code ) = 0;
// Override to make a panel allow new panel event symbols in XML
virtual bool BIsClientPanelEvent( CPanoramaSymbol symProperty ) = 0;
// Override to handle new properties from xml on your panel
virtual bool BSetProperties( const CUtlVector< ParsedPanelProperty_t > &vecProperties ) = 0;
// Override to handle new properties from xml on your panel
virtual bool BSetProperty( CPanoramaSymbol symName, const char *pchValue ) = 0;
// Should the panel event be applied only after all children are created as well?
virtual bool BIsDelayedProperty( CPanoramaSymbol symProperty ) = 0;
// Callback before children of this panel change
virtual void OnBeforeChildrenChanged() = 0;
// Callback for when a child of this panel is removed
virtual void OnRemoveChild( IUIPanel *pChild ) = 0;
// Callback after children of this panel change
virtual void OnAfterChildrenChanged() = 0;
// Callback on panel getting initialized from layout file
virtual void OnInitializedFromLayout() = 0;
// Callback when styles are changing for this panel
virtual void OnStylesChanged() = 0;
// Callback when styles are changing for an immediate child of this panel
virtual void OnChildStylesChanged() = 0;
// Callback when visibility of the panel is changing
virtual void OnVisibilityChanged() = 0;
// Callback which allows panels to override focus movement behavior, this is called before the base
// framework behavior is executed and returning true will prevent the base behavior from occuring.
virtual bool OnSetFocusToNextPanel( int nRepeats, panorama::EFocusMoveDirection moveType, bool bAllowWrap, float flTabIndexCurrent, float flXPosCurrent, float flYPosCurrent, float flXStart, float fYStart ) = 0;
// Allows overriding the parent who will be considered by the localization system for dialog variables,
// dropdowns do this to allow the dropdown to have dialog vars set that then impact the created popup menu for
// the actual list... You should almost never need this... try to avoid!
virtual IUIPanel *GetLocalizationParent() const = 0;
// Allows panels that know they may draw outside their bounds to tell us to create a clip layer,
// we don't always do this since it can be expensive
virtual bool BRequiresContentClipLayer() = 0;
// Callback you must first register for with UIEngine()->CallBeforeStyleAndLayout() if you need it
virtual void OnCallBeforeStyleAndLayout() = 0;
// bugbug jmccaskey - DELETE ME
// Callback when a panel event gets set, DO NOT USE, DELETE THIS AS SOON AS WE CAN, ITS HARMFUL
virtual void OnPanelEventSet( CPanoramaSymbol symEvent ) = 0;
// Override to set appropriate mouse cursor when hovering over this panel
virtual EMouseCursors GetMouseCursor() = 0;
// Callback when UI scale factor changes, which may affect panel contents sizing/layout
virtual void OnUIScaleFactorChanged( float flScaleFactor ) = 0;
// Called to ask us to setup object template for Javascript, you can implement this in a child class and then call
// the base method (so all the normal panel2d stuff gets exposed), plus call the various RegisterJS helpers yourself
// to expose additional panel type specific data/methods.
virtual void SetupJavascriptObjectTemplate() = 0;
// Callback to client panel to create a scrollbar
virtual IUIScrollBar *CreateNewVerticalScrollBar( float flInitialScrollPos ) = 0;
// Callback to client panel to create a scrollbar
virtual IUIScrollBar *CreateNewHorizontalScrollBar( float flInitialScrollPos ) = 0;
// Callback to hide tooltip if it's visible
virtual void HideTooltip() = 0;
// Override getting default input focus
virtual IUIPanel *OnGetDefaultInputFocus() = 0;
virtual void GetPositionWithinAncestor( CPanel2D *pAncestor, float *pflX, float *pflY ) = 0;
#ifdef DBGFLAG_VALIDATE
virtual void ValidateClientPanel( CValidator &validator, const tchar *pchName ) = 0; #endif
};
class IUIScrollBar { public:
virtual IUIPanel* UIPanel() = 0; virtual IUIPanelClient* ClientPtr() = 0;
virtual void Normalize( bool bImmediateThumbUpdate = false ) = 0;
virtual void SetRangeMinMax( float flRangeMin, float flRangeMax ) = 0;
virtual float GetRangeSize() const = 0; virtual float GetRangeMin() const = 0; virtual float GetRangeMax() const = 0;
// Set the window size
virtual void SetScrollWindowSize( float flWindowSize ) = 0;
// Get scroll window size
virtual float GetScrollWindowSize() = 0;
// Set the current window position
virtual void SetScrollWindowPosition( float flWindowPos, bool bImmediateMove = false ) = 0;
virtual float GetLastScrollTime() = 0;
// Get scroll window position
virtual float GetScrollWindowPosition() = 0;
// Return true if the user is manually dragging the scrollbar with the mouse
virtual bool BLastMoveImmediate() = 0; };
} #endif // IUIPANELCLIENT_H
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