Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: The manager that deals with menus
//
// $Revision: $
// $NoKeywords: $
//===========================================================================//
#ifndef MENUMANAGER_H
#define MENUMANAGER_H
#ifdef _WIN32
#pragma once
#endif
#include "gamemanager.h"
#include "tier1/utldict.h"
#include "tier1/utlstack.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
namespace vgui { class Panel; }
//-----------------------------------------------------------------------------
// Interface used to create menus
//-----------------------------------------------------------------------------
abstract_class IMenuFactory { public: // Returns the name of the menu it will create
virtual const char *GetMenuName() = 0;
// Creates the menu
virtual vgui::Panel *CreateMenu( vgui::Panel *pParent ) = 0; // Used to build a list during construction
virtual IMenuFactory *GetNextFactory( ) = 0;
protected: virtual ~IMenuFactory() {} };
//-----------------------------------------------------------------------------
// Menu managemer
//-----------------------------------------------------------------------------
class CMenuManager : public CGameManager<> { public: typedef vgui::Panel* (*MenuFactory_t)( vgui::Panel *pParent );
// Inherited from IGameManager
virtual bool Init(); virtual void Update( ); virtual void Shutdown();
// Push, pop menus
void PushMenu( const char *pMenuName ); void PopMenu( ); void PopAllMenus( );
// Pop the top menu, push specified menu
void SwitchToMenu( const char *pMenuName );
// Returns the name of the topmost panel
const char *GetTopmostPanelName();
// Call to register methods which can construct menus w/ particular ids
// NOTE: This method is not expected to be called directly. Use the REGISTER_MENU macro instead
// It returns the previous head of the list of factories
static IMenuFactory* RegisterMenu( IMenuFactory *pMenuFactory );
private: void CleanUpAllMenus();
typedef unsigned char MenuFactoryIndex_t; CUtlDict< IMenuFactory *, MenuFactoryIndex_t > m_MenuFactories; CUtlStack< vgui::Panel * > m_nActiveMenu; bool m_bPopRequested; bool m_bPopAllRequested; IMenuFactory *m_pPushRequested; static IMenuFactory *m_pFirstFactory; };
//-----------------------------------------------------------------------------
// Singleton accessor
//-----------------------------------------------------------------------------
extern CMenuManager *g_pMenuManager;
//-----------------------------------------------------------------------------
// Macro used to register menus with the menu manager
// For example, add the line REGISTER_MENU( "MainMenu", CMainMenu );
// into the class defining the main menu
//-----------------------------------------------------------------------------
template < class T > class CMenuFactory : public IMenuFactory { public: CMenuFactory( const char *pMenuName ) : m_pMenuName( pMenuName ) { m_pNextFactory = CMenuManager::RegisterMenu( this ); }
// Returns the name of the menu it will create
virtual const char *GetMenuName() { return m_pMenuName; }
// Creates the menu
virtual vgui::Panel *CreateMenu( vgui::Panel *pParent ) { return new T( pParent, m_pMenuName ); }
// Used to build a list during construction
virtual IMenuFactory *GetNextFactory( ) { return m_pNextFactory; }
private: const char* m_pMenuName; IMenuFactory *m_pNextFactory; };
#define REGISTER_MENU( _name, _className ) \
static CMenuFactory< _className > s_Factory ## _className( _name )
#endif // MENUMANAGER_H
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