Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef CHOREOACTORWIDGET_H
#define CHOREOACTORWIDGET_H
#ifdef _WIN32
#pragma once
#endif
#include "studio.h"
#include "choreowidget.h"
#include "utlvector.h"
#include "mxBitmapButton.h"
#include "expressions.h"
class CChoreoActor;
class CChoreoChannelWidget;
class mxCheckBox;
class CChoreoActorWidget;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CActorBitmapButton : public mxBitmapButton
{
public:
CActorBitmapButton( CChoreoActorWidget *actor, mxWindow *parent, int x, int y, int w, int h, int id = 0, const char *bitmap = 0 );
CChoreoActorWidget *GetActor( void );
private:
CChoreoActorWidget *m_pActor;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CActorActiveCheckBox : public mxCheckBox
{
public:
CActorActiveCheckBox( CChoreoActorWidget *actor, mxWindow *parent, int x, int y, int w, int h, const char *label = 0, int id = 0);
CChoreoActorWidget *GetActor( void );
private:
CChoreoActorWidget *m_pActor;
};
//-----------------------------------------------------------------------------
// Purpose: The base actor ui widget. Owns the channels
//-----------------------------------------------------------------------------
class CChoreoActorWidget : public CChoreoWidget
{
public:
typedef CChoreoWidget BaseClass;
// Construction / destruction
CChoreoActorWidget( CChoreoWidget *parent );
virtual ~CChoreoActorWidget( void );
virtual void Create( void );
virtual void Layout( RECT& rc );
virtual void redraw(CChoreoWidgetDrawHelper& drawHelper);
// Accessors
CChoreoActor *GetActor( void );
void SetActor( CChoreoActor *actor );
// Manipulate channels
void AddChannel( CChoreoChannelWidget *channel );
void RemoveChannel( CChoreoChannelWidget *channel );
CChoreoChannelWidget *GetChannel( int num );
int GetNumChannels( void );
// Override height because we can be open/collapsed and we contain the channels
virtual int GetItemHeight( void );
// UI interactions
void DeleteChannel( void );
void NewChannel( void );
void MoveChannelUp( void );
void MoveChannelDown( void );
// Expanded view or contracted view
void ShowChannels( bool show );
bool GetShowChannels( void );
float *GetSettings( void );
void ResetSettings( void );
private:
// Context menu handler
void ShowRightClickMenu( int mx, int my );
// The underlying actor
CChoreoActor *m_pActor;
// Children
CUtlVector < CChoreoChannelWidget * > m_Channels;
// Expanded mode?
bool m_bShowChannels;
// Expand/collapse buttons
CActorBitmapButton *m_btnOpen;
CActorBitmapButton *m_btnClose;
CActorActiveCheckBox *m_cbActive;
float m_rgCurrentSetting[ GLOBAL_STUDIO_FLEX_CONTROL_COUNT ];
};
#endif // CHOREOACTORWIDGET_H