Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef ISCHEME_H
#define ISCHEME_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui/VGUI.h>
#include "tier1/interface.h"
class Color;
class KeyValues;
namespace vgui
{
typedef unsigned long HScheme;
typedef unsigned long HTexture;
class IBorder;
class IImage;
//-----------------------------------------------------------------------------
// Purpose: Holds all panel rendering data
// This functionality is all wrapped in the Panel::GetScheme*() functions
//-----------------------------------------------------------------------------
class IScheme : public IBaseInterface
{
public:
// gets a string from the default settings section
virtual const char *GetResourceString(const char *stringName) = 0;
// returns a pointer to an existing border
virtual IBorder *GetBorder(const char *borderName) = 0;
// returns a pointer to an existing font
virtual HFont GetFont(const char *fontName, bool proportional = false) = 0;
// inverse font lookup
virtual char const *GetFontName( const HFont& font ) = 0;
// colors
virtual Color GetColor(const char *colorName, Color defaultColor) = 0;
// Get the number of borders
virtual int GetBorderCount() const = 0;
// Get the border at the given index
virtual IBorder *GetBorderAtIndex( int iIndex ) = 0;
// Get the number of fonts
virtual int GetFontCount() const = 0;
// Get the font at the given index
virtual HFont GetFontAtIndex( int iIndex ) = 0;
// Get color data
virtual const KeyValues *GetColorData() const = 0;
};
class ISchemeManager: public IBaseInterface
{
public:
// loads a scheme from a file
// first scheme loaded becomes the default scheme, and all subsequent loaded scheme are derivitives of that
virtual HScheme LoadSchemeFromFile(const char *fileName, const char *tag) = 0;
// reloads the scheme from the file - should only be used during development
virtual void ReloadSchemes() = 0;
// reloads scheme fonts
virtual void ReloadFonts() = 0;
// returns a handle to the default (first loaded) scheme
virtual HScheme GetDefaultScheme() = 0;
// returns a handle to the scheme identified by "tag"
virtual HScheme GetScheme(const char *tag) = 0;
// returns a pointer to an image
virtual IImage *GetImage(const char *imageName, bool hardwareFiltered) = 0;
virtual HTexture GetImageID(const char *imageName, bool hardwareFiltered) = 0;
// This can only be called at certain times, like during paint()
// It will assert-fail if you call it at the wrong time...
// FIXME: This interface should go away!!! It's an icky back-door
// If you're using this interface, try instead to cache off the information
// in ApplySchemeSettings
virtual IScheme *GetIScheme( HScheme scheme ) = 0;
// unload all schemes
virtual void Shutdown( bool full = true ) = 0;
// gets the proportional coordinates for doing screen-size independant panel layouts
// use these for font, image and panel size scaling (they all use the pixel height of the display for scaling)
virtual int GetProportionalScaledValue( int normalizedValue) = 0;
virtual int GetProportionalNormalizedValue(int scaledValue) = 0;
// loads a scheme from a file
// first scheme loaded becomes the default scheme, and all subsequent loaded scheme are derivitives of that
virtual HScheme LoadSchemeFromFileEx( VPANEL sizingPanel, const char *fileName, const char *tag) = 0;
// gets the proportional coordinates for doing screen-size independant panel layouts
// use these for font, image and panel size scaling (they all use the pixel height of the display for scaling)
virtual int GetProportionalScaledValueEx( HScheme scheme, int normalizedValue ) = 0;
virtual int GetProportionalNormalizedValueEx( HScheme scheme, int scaledValue ) = 0;
// Returns true if image evicted, false otherwise
virtual bool DeleteImage( const char *pImageName ) = 0;
};
#define VGUI_SCHEME_INTERFACE_VERSION "VGUI_Scheme010"
} // namespace vgui
#endif // ISCHEME_H