Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef MENUITEM_H
#define MENUITEM_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui/VGUI.h>
#include <vgui_controls/Button.h>
#include <vgui_controls/Menu.h>
namespace vgui
{
class IBorder;
class TextImage;
class Menu;
class Image;
//-----------------------------------------------------------------------------
// Purpose: The items in a menu
// MenuItems MUST have the Menu class as parents.
//-----------------------------------------------------------------------------
class MenuItem : public Button
{
DECLARE_CLASS_SIMPLE( MenuItem, Button );
public:
MenuItem(Menu *parent, const char *panelName, const char *text, Menu *cascadeMenu = NULL, bool checkable = false);
MenuItem(Menu *parent, const char *panelName, const wchar_t *wszText, Menu *cascadeMenu = NULL, bool checkable = false);
~MenuItem();
virtual void Paint();
// Activate the menu item as if it had been selected by the user
virtual void FireActionSignal();
virtual bool CanBeDefaultButton(void);
// Handle mouse cursor entering a MenuItem.
void OnCursorEntered();
// Handle mouse cursor exiting a MenuItem.
void OnCursorExited();
// Close the cascading menu if we have one.
void CloseCascadeMenu();
// Pass kill focus events up to parent on loss of focus
MESSAGE_FUNC( OnKillFocus, "MenuClose" );
// Return true if this item triggers a cascading menu
bool HasMenu();
// Set the size of the text portion of the label.
void SetTextImageSize(int wide, int tall);
//Return the size of the text portion of the label.
void GetTextImageSize(int &wide, int &tall);
// Return the size of the arrow portion of the label.
void GetArrowImageSize(int &wide, int &tall);
// Return the size of the check portion of the label.
void GetCheckImageSize(int &wide, int &tall);
// Return the menu that this menuItem contains
Menu *GetMenu();
virtual void PerformLayout();
// Respond to cursor movement
void OnCursorMoved(int x, int y);
// Highlight item
MESSAGE_FUNC( ArmItem, "ArmItem" );
// Unhighlight item.
MESSAGE_FUNC( DisarmItem, "DisarmItem" );
// is the item highlighted?
bool IsItemArmed();
// Open cascading menu if there is one.
void OpenCascadeMenu();
bool IsCheckable();
bool IsChecked();
// Set a checkable menuItem checked or unchecked.
void SetChecked(bool state);
KeyValues *GetUserData();
void SetUserData(const KeyValues *kv);
int GetActiveItem() { if ( m_pCascadeMenu ) { return m_pCascadeMenu->GetActiveItem(); } else { return 0; }}
Menu *GetParentMenu();
void SetCurrentKeyBinding( char const *keyName );
virtual void GetContentSize( int& cw, int &ch );
protected:
void OnKeyCodeReleased(KeyCode code);
void OnMenuClose();
MESSAGE_FUNC( OnKeyModeSet, "KeyModeSet" );
// vgui overrides
virtual void Init( void );
virtual void ApplySchemeSettings(IScheme *pScheme);
virtual IBorder *GetBorder(bool depressed, bool armed, bool selected, bool keyfocus);
private:
enum { CHECK_INSET = 6 };
Menu *m_pCascadeMenu; // menu triggered to open upon selecting this menu item
bool m_bCheckable; // can this menu item have a little check to the left of it when you select it?
bool m_bChecked; // whether item is checked or not.
TextImage *m_pCascadeArrow; // little arrow that appears to the right of menuitems that open a menu
Image *m_pCheck; // the check that appears to the left of checked menu items
TextImage *m_pBlankCheck; // a blank image same size as the check for when items are not checked.
TextImage *m_pCurrentKeyBinding; // An optional indicator for the key currently bound to this menu item
KeyValues *m_pUserData;
};
} // namespace vgui
#endif // MENUITEM_H