Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
#include "cbase.h"
#include "faceposer_vgui.h"
#include <vgui/IVGui.h>
#include <vgui/ISurface.h>
#include <vgui/ISystem.h>
#include "vgui/IInput.h"
#include <VGuiMatSurface/IMatSystemSurface.h>
#include <matsys_controls/matsyscontrols.h>
#include <dme_controls/dmecontrols.h>
//#include "material.h"
#include "vgui_controls/AnimationController.h"
#include "inputsystem/iinputsystem.h"
#include "VGuiWnd.h"
extern CreateInterfaceFn g_Factory;
//-----------------------------------------------------------------------------
// Purpose: singleton accessor
//-----------------------------------------------------------------------------
static CFacePoserVGui s_FaceposerVGui;
CFacePoserVGui *FaceposerVGui()
{
return &s_FaceposerVGui;
}
CFacePoserVGui::CFacePoserVGui(void)
{
m_pActiveWindow = NULL;
m_hMainWindow = NULL;
}
//-----------------------------------------------------------------------------
// Setup the base vgui panels
//-----------------------------------------------------------------------------
bool CFacePoserVGui::Init( HWND hWindow )
{
// initialize vgui_control interfaces
if (!vgui::VGui_InitInterfacesList( "FACEPOSER", &g_Factory, 1 ))
return false;
// if ( !vgui::VGui_InitMatSysInterfacesList( "FACEPOSER", &g_Factory, 1 ) )
// return false;
// All of the various tools .dlls expose GetVGuiControlsModuleName() to us to make sure we don't have communication across .dlls
// if ( !vgui::VGui_InitDmeInterfacesList( "FACEPOSER", &g_Factory, 1 ) )
// return false;
if ( !g_pMatSystemSurface )
return false;
// configuration settings
vgui::system()->SetUserConfigFile("faceposer.vdf", "EXECUTABLE_PATH");
// Are we trapping input?
g_pMatSystemSurface->EnableWindowsMessages( true );
// Need to be able to play sounds through vgui
// g_pMatSystemSurface->InstallPlaySoundFunc( VGui_PlaySound );
// load scheme
if (!vgui::scheme()->LoadSchemeFromFile("Resource/SourceScheme.res", "FacePoser"))
{
return false;
}
m_hMainWindow = hWindow;
// Start the App running
vgui::ivgui()->Start();
vgui::ivgui()->SetSleep(false);
return true;
}
void CFacePoserVGui::SetFocus( CVGuiWnd *pVGuiWnd )
{
if ( pVGuiWnd == m_pActiveWindow )
return;
g_pInputSystem->PollInputState();
vgui::ivgui()->RunFrame();
g_pMatSystemSurface->AttachToWindow( NULL, false );
g_pInputSystem->DetachFromWindow( );
if ( pVGuiWnd )
{
HWND hWnd = (HWND)pVGuiWnd->GetParentWnd()->getHandle();
m_pActiveWindow = pVGuiWnd;
g_pInputSystem->AttachToWindow( hWnd );
g_pMatSystemSurface->AttachToWindow( hWnd, false );
vgui::ivgui()->ActivateContext( pVGuiWnd->GetVGuiContext() );
}
else
{
m_pActiveWindow = NULL;
vgui::ivgui()->ActivateContext( vgui::DEFAULT_VGUI_CONTEXT );
}
}
bool CFacePoserVGui::HasFocus( CVGuiWnd *pWnd )
{
return m_pActiveWindow == pWnd;
}
void CFacePoserVGui::Simulate()
{
// VPROF( "CFacePoserVGui::Simulate" );
if ( !IsInitialized() )
return;
g_pInputSystem->PollInputState();
vgui::ivgui()->RunFrame();
// run vgui animations
vgui::GetAnimationController()->UpdateAnimations( vgui::system()->GetCurrentTime() );
}
void CFacePoserVGui::Shutdown()
{
// Give panels a chance to settle so things
// Marked for deletion will actually get deleted
if ( !IsInitialized() )
return;
g_pInputSystem->PollInputState();
vgui::ivgui()->RunFrame();
// stop the App running
vgui::ivgui()->Stop();
}
CFacePoserVGui::~CFacePoserVGui(void)
{
}