Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

161 lines
3.6 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef CONTROLS_H
#define CONTROLS_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui/VGUI.h>
#include <vgui/IPanel.h>
#include <vstdlib/IKeyValuesSystem.h>
#include "tier1/interface.h"
#include "vgui/MouseCode.h"
#include "vgui/KeyCode.h"
#include "tier3/tier3.h"
namespace vgui
{
// handles the initialization of the vgui interfaces
// interfaces (listed below) are first attempted to be loaded from primaryProvider, then secondaryProvider
// moduleName should be the name of the module that this instance of the vgui_controls has been compiled into
bool VGui_InitInterfacesList( const char *moduleName, CreateInterfaceFn *factoryList, int numFactories );
// returns the name of the module as specified above
const char *GetControlsModuleName();
class IPanel;
class IInput;
class ISchemeManager;
class ISurface;
class ISystem;
class IVGui;
//-----------------------------------------------------------------------------
// Backward compat interfaces, use the interfaces grabbed in tier3
// set of accessor functions to vgui interfaces
// the appropriate header file for each is listed above the item
//-----------------------------------------------------------------------------
// #include <vgui/IInput.h>
inline vgui::IInput *input()
{
return g_pVGuiInput;
}
// #include <vgui/IScheme.h>
inline vgui::ISchemeManager *scheme()
{
return g_pVGuiSchemeManager;
}
// #include <vgui/ISurface.h>
inline vgui::ISurface *surface()
{
return g_pVGuiSurface;
}
// #include <vgui/ISystem.h>
inline vgui::ISystem *system()
{
return g_pVGuiSystem;
}
// #include <vgui/IVGui.h>
inline vgui::IVGui *ivgui()
{
return g_pVGui;
}
// #include <vgui/IPanel.h>
inline vgui::IPanel *ipanel()
{
return g_pVGuiPanel;
}
// predeclare all the vgui control class names
class AnalogBar;
class AnimatingImagePanel;
class AnimationController;
class BuildModeDialog;
class Button;
class CheckButton;
class CheckButtonList;
class CircularProgressBar;
template< class T >class CvarToggleCheckButton;
class ComboBox;
class DirectorySelectDialog;
class Divider;
class EditablePanel;
class FileOpenDialog;
class Frame;
class GraphPanel;
class HTML;
class ImagePanel;
class Label;
class ListPanel;
class ListViewPanel;
class Menu;
class MenuBar;
class MenuButton;
class MenuItem;
class MessageBox;
class Panel;
class PanelListPanel;
class ProgressBar;
class ProgressBox;
class PropertyDialog;
class PropertyPage;
class PropertySheet;
class QueryBox;
class RadioButton;
class RichText;
class ScalableImagePanel;
class ScrollBar;
class ScrollBarSlider;
class SectionedListPanel;
class Slider;
class Splitter;
class TextEntry;
class ToggleButton;
class BaseTooltip;
class TextTooltip;
class TreeView;
class CTreeViewListControl;
class URLLabel;
class WizardPanel;
class WizardSubPanel;
// vgui controls helper classes
class BuildGroup;
class FocusNavGroup;
class IBorder;
class IImage;
class Image;
class ImageList;
class TextImage;
} // namespace vgui
// hotkeys disabled until we work out exactly how we want to do them
#define VGUI_HOTKEYS_ENABLED
//#define VGUI_DRAW_HOTKEYS_ENABLED
#define USING_BUILD_FACTORY( className ) \
extern className *g_##className##LinkerHack; \
className *g_##className##PullInModule = g_##className##LinkerHack;
#define USING_BUILD_FACTORY_ALIAS( className, factoryName ) \
extern className *g_##factoryName##LinkerHack; \
className *g_##factoryName##PullInModule = g_##factoryName##LinkerHack;
#endif // CONTROLS_H