Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef IBORDER_H
#define IBORDER_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui/VGUI.h>
class KeyValues;
namespace vgui
{
class IScheme;
//-----------------------------------------------------------------------------
// Purpose: Interface to panel borders
// Borders have a close relationship with panels
// They are the edges of the panel.
//-----------------------------------------------------------------------------
class IBorder
{
public:
IBorder() {}
virtual ~IBorder() {}
virtual void Paint(VPANEL panel) = 0;
virtual void Paint(int x0, int y0, int x1, int y1) = 0;
virtual void Paint(int x0, int y0, int x1, int y1, int breakSide, int breakStart, int breakStop) = 0;
virtual void SetInset(int left, int top, int right, int bottom) = 0;
virtual void GetInset(int &left, int &top, int &right, int &bottom) = 0;
virtual void ApplySchemeSettings(IScheme *pScheme, KeyValues *inResourceData) = 0;
virtual const char *GetName() = 0;
virtual void SetName(const char *name) = 0;
enum backgroundtype_e
{
BACKGROUND_FILLED,
BACKGROUND_TEXTURED,
BACKGROUND_ROUNDEDCORNERS,
};
virtual backgroundtype_e GetBackgroundType() = 0;
enum sides_e
{
SIDE_LEFT = 0,
SIDE_TOP = 1,
SIDE_RIGHT = 2,
SIDE_BOTTOM = 3
};
virtual bool PaintFirst( void ) = 0;
};
} // namespace vgui
#endif // IBORDER_H