Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef WIZARDPANEL_H
#define WIZARDPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Frame.h>
namespace vgui {
class WizardSubPanel;
//-----------------------------------------------------------------------------
// Purpose: Type of dialog that supports moving back and forth through a series
// of sub-dialogs, WizardSubPanels
//-----------------------------------------------------------------------------
class WizardPanel : public Frame { DECLARE_CLASS_SIMPLE( WizardPanel, Frame );
public: WizardPanel(Panel *parent, const char *panelName); ~WizardPanel();
// Start the wizard, starting with the startPanel
virtual void Run(WizardSubPanel *startPanel);
// Called when the buttons are pressed
// WizardSubPanels can also call these functions to simulate a button being pressed
MESSAGE_FUNC( OnNextButton, "NextButton" ); MESSAGE_FUNC( OnPrevButton, "PrevButton" ); MESSAGE_FUNC( OnFinishButton, "FinishButton" ); MESSAGE_FUNC( OnCancelButton, "CancelButton" );
// sets whether or not a button is enabled
// this state is managed, and will be reset whenever going to a new page
virtual void SetNextButtonEnabled(bool state); virtual void SetPrevButtonEnabled(bool state); virtual void SetFinishButtonEnabled(bool state); virtual void SetCancelButtonEnabled(bool state);
// sets whether or not a button is visible
// this state is unmanaged, the user needs to ensure that the buttons state
// is correct when going both back and prev through the wizard
virtual void SetNextButtonVisible(bool state); virtual void SetPrevButtonVisible(bool state); virtual void SetFinishButtonVisible(bool state); virtual void SetCancelButtonVisible(bool state);
// sets the text for a button
// setting the text to be NULL resets the text to it's default state
// this state is unmanaged, the user needs to ensure that the buttons state
// is correct when going both back and prev through the wizard
virtual void SetNextButtonText(const char *text); virtual void SetPrevButtonText(const char *text); virtual void SetFinishButtonText(const char *text); virtual void SetCancelButtonText(const char *text);
// general wizard state for all the subpanels to access
virtual KeyValues *GetWizardData();
// recalculates where the key focus should be in the wizard
virtual void ResetKeyFocus(); virtual void ResetDefaultButton();
// resets the sub panel history for the control
virtual void ResetHistory();
// returns a page by name
virtual WizardSubPanel *GetSubPanelByName(const char *pageName); virtual void ShowButtons(bool state); virtual void GetClientArea(int &x, int &y, int &wide, int &tall);
protected: MESSAGE_FUNC_PTR( InternalActivateNextSubPanel, "ActivateNextSubPanel", panel ) { ActivateNextSubPanel( (WizardSubPanel *)panel ); }
virtual void ActivateNextSubPanel(WizardSubPanel *subPanel); virtual void ActivatePrevSubPanel(); virtual void CreateButtons(); virtual void RecalculateTabOrdering(); virtual vgui::WizardSubPanel *GetCurrentSubPanel() { return _currentSubPanel; }
// overrides
virtual void PerformLayout(); virtual void ApplySchemeSettings(IScheme *pScheme);
// reroute build messages to the currently active sub panel
virtual void ActivateBuildMode();
// close maps to the cancel button
virtual void OnClose(); virtual void OnCommand(const char *command); virtual void OnCloseFrameButtonPressed();
private: WizardSubPanel *FindNextValidSubPanel(WizardSubPanel *currentPanel);
Button *_prevButton; Button *_nextButton; Button *_cancelButton; Button *_finishButton;
WizardSubPanel *_currentSubPanel; KeyValues *_currentData;
Dar<WizardSubPanel *> _subPanelStack; // contains a list of all the subpanels (not including the current one)
bool _showButtons; };
} // namespace vgui
#endif // WIZARDPANEL_H
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