Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef ATTRIBUTEWIDGETFACTORY_H
#define ATTRIBUTEWIDGETFACTORY_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/platform.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CDmElement;
class CMovieDoc;
class IDmNotify;
class CDmeEditorAttributeInfo;
class CDmeEditorTypeDictionary;
class CDmAttribute;
namespace vgui
{
class EditablePanel;
class Panel;
}
//-----------------------------------------------------------------------------
// Info about the attribute being edited, and how the editor should look
//-----------------------------------------------------------------------------
struct AttributeWidgetInfo_t
{
AttributeWidgetInfo_t()
{
m_nArrayIndex = -1;
}
CDmElement *m_pElement;
const char *m_pAttributeName;
int m_nArrayIndex;
CDmeEditorTypeDictionary *m_pEditorTypeDictionary;
CDmeEditorAttributeInfo *m_pEditorInfo;
IDmNotify *m_pNotify;
bool m_bAutoApply;
bool m_bShowMemoryUsage;
};
//-----------------------------------------------------------------------------
// Interface used to create an attribute widget
//-----------------------------------------------------------------------------
class IAttributeWidgetFactory
{
public:
virtual vgui::Panel *Create( vgui::Panel *pParent, const AttributeWidgetInfo_t &info ) = 0;
};
//-----------------------------------------------------------------------------
// Templatized class used to create widget factories
//-----------------------------------------------------------------------------
class IAttributeWidgetFactoryList
{
public:
// Returns a named widget factory
virtual IAttributeWidgetFactory *GetWidgetFactory( const char *pWidgetName ) = 0;
// Returns a factory used to create widget for the attribute passed in
virtual IAttributeWidgetFactory *GetWidgetFactory( CDmElement *object, CDmAttribute *pAttribute, CDmeEditorTypeDictionary *pTypeDictionary ) = 0;
// Returns a factory used to create widgets for entries in an attribute array
virtual IAttributeWidgetFactory *GetArrayWidgetFactory( CDmElement *object, CDmAttribute *pAttribute, CDmeEditorTypeDictionary *pTypeDictionary ) = 0;
// Applies changes to a widget
virtual void ApplyChanges( vgui::Panel *pWidget, vgui::Panel *pSender = NULL ) = 0;
// Refreshes a widget when attributes change
virtual void Refresh( vgui::Panel *pWidget, vgui::Panel *pSender = NULL ) = 0;
};
extern IAttributeWidgetFactoryList *attributewidgetfactorylist;
#endif // ATTRIBUTEWIDGETFACTORY_H