Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Helper for the CHudElement class to add themselves to the list of hud elements
//
// $NoKeywords: $
//=============================================================================//
#ifndef HUD_ELEMENT_HELPER_H
#define HUD_ELEMENT_HELPER_H
#ifdef _WIN32
#pragma once
#endif
class CHudElement;
//-----------------------------------------------------------------------------
// Purpose: Used by DECLARE_HUDELEMENT macro to create a linked list of
// instancing functions
//-----------------------------------------------------------------------------
class CHudElementHelper
{
public:
// Static list of helpers
static CHudElementHelper *m_sHelpers;
// Create all the hud elements
static void CreateAllElements( void );
public:
// Construction
CHudElementHelper( CHudElement *( *pfnCreate )( void ), int depth );
// Accessors
CHudElementHelper *GetNext( void );
private:
// Next factory in list
CHudElementHelper *m_pNext;
// Creation function to use for this technology
CHudElement *( *m_pfnCreate )( void );
//Depth used to determine hud panel ordering
int m_iDepth;
};
// This is the macro which implements creation of each hud element
// It creates a function which instances an object of the specified type
// It them hooks that function up to the helper list so that the CHud objects can create
// the elements by name, with no header file dependency, etc.
#define DECLARE_HUDELEMENT( className ) \
static CHudElement *Create_##className( void ) \
{ \
return new className( #className ); \
}; \
static CHudElementHelper g_##className##_Helper( Create_##className, 50 );
#define DECLARE_HUDELEMENT_DEPTH( className, depth ) \
static CHudElement *Create_##className( void ) \
{ \
return new className( #className ); \
}; \
static CHudElementHelper g_##className##_Helper( Create_##className, depth );
#define DECLARE_NAMED_HUDELEMENT( className, panelName ) \
static CHudElement *Create_##panelName( void ) \
{ \
return new className( #panelName ); \
}; \
static CHudElementHelper g_##panelName##_Helper( Create_##panelName, 50 );
// This macro can be used to get a pointer to a specific hud element
#define GET_HUDELEMENT( className ) \
( className *)gHUD.FindElement( #className )
#define GET_NAMED_HUDELEMENT( className, panelName ) \
( className *)gHUD.FindElement( #panelName )
// Things that inherit from vgui::Panel, too, will have ambiguous new operators
// so this should disambiguate them
#define DECLARE_MULTIPLY_INHERITED() \
void *operator new( size_t stAllocateBlock ) \
{ \
return CHudElement::operator new ( stAllocateBlock ); \
} \
void* operator new( size_t stAllocateBlock, int nBlockUse, const char *pFileName, int nLine ) \
{ \
return CHudElement::operator new ( stAllocateBlock, nBlockUse, pFileName, nLine ); \
} \
void operator delete( void *pMem ) \
{ \
CHudElement::operator delete ( pMem ); \
} \
void operator delete( void *pMem, int nBlockUse, const char *pFileName, int nLine ) \
{ \
CHudElement::operator delete ( pMem, nBlockUse, pFileName, nLine ); \
}
// Alias for base hud element
#define IMPLEMENT_OPERATORS_NEW_AND_DELETE DECLARE_MULTIPLY_INHERITED
#endif // HUD_ELEMENT_HELPER_H