Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Dialog used to edit properties of a particle system definition
//
//===========================================================================//
#ifndef PARTICLESYSTEMPROPERTIESPANEL_H
#define PARTICLESYSTEMPROPERTIESPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include "vgui_controls/EditablePanel.h"
#include "tier1/utlstring.h"
#include "datamodel/dmehandle.h"
#include "particles/particles.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CDmeParticleSystemDefinition;
class CParticleFunctionBrowser;
class CDmeElementPanel;
namespace vgui
{
class Splitter;
class ComboBox;
}
//-----------------------------------------------------------------------------
// Used by the panel to discover the list of known particle system definitions
//-----------------------------------------------------------------------------
class IParticleSystemPropertiesPanelQuery
{
public:
virtual void GetKnownParticleDefinitions( CUtlVector< CDmeParticleSystemDefinition* > &definitions ) = 0;
};
//-----------------------------------------------------------------------------
// Panel used to edit a particle system definition
//-----------------------------------------------------------------------------
class CParticleSystemPropertiesPanel : public vgui::EditablePanel
{
DECLARE_CLASS_SIMPLE( CParticleSystemPropertiesPanel, vgui::EditablePanel );
// Sends the message 'ParticleSystemModified' when the particle system was modified in any way
// Sends the message 'ParticleFunctionSelChanged' when the selected particle function changed
// -- stores the selected CDmeParticleFunction in a subkey called 'function'
public:
CParticleSystemPropertiesPanel( IParticleSystemPropertiesPanelQuery *pQuery, vgui::Panel* pParent ); // standard constructor
// Sets the particle system to look at
void SetParticleSystem( CDmeParticleSystemDefinition *pParticleSystem );
// Refreshes display
void Refresh( bool bValuesOnly = true );
private:
// For inheriting classes to get notified without having to listen to messages
virtual void OnParticleSystemModified() {}
MESSAGE_FUNC( OnTextChanged, "TextChanged" );
MESSAGE_FUNC_PARAMS( OnDmeElementChanged, "DmeElementChanged", params );
MESSAGE_FUNC( OnParticleSystemModifiedInternal, "ParticleSystemModified" );
MESSAGE_FUNC_PARAMS( OnParticleFunctionSelChanged, "ParticleFunctionSelChanged", params );
IParticleSystemPropertiesPanelQuery *m_pQuery;
vgui::Splitter *m_pSplitter;
vgui::ComboBox *m_pFunctionTypeCombo;
vgui::EditablePanel *m_pFunctionBrowserArea;
CParticleFunctionBrowser *m_pParticleFunctionBrowser[PARTICLE_FUNCTION_COUNT];
CDmeElementPanel *m_pParticleFunctionProperties;
CDmeHandle< CDmeParticleSystemDefinition > m_hParticleSystem;
};
#endif // PARTICLESYSTEMPROPERTIESPANEL_H