Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef PANELANIMATIONVAR_H
#define PANELANIMATIONVAR_H
#ifdef _WIN32
#pragma once
#endif
#include "tier1/utlvector.h"
#include <vgui_controls/Panel.h>
#define DECLARE_PANELANIMATION( className ) \
static void AddToAnimationMap( char const *scriptname, char const *type, char const *var, \
char const *defaultvalue, bool array, PANELLOOKUPFUNC func ) \
{ \
PanelAnimationMap *map = FindOrAddPanelAnimationMap( GetPanelClassName() ); \
\
PanelAnimationMapEntry entry; \
entry.m_pszScriptName = scriptname; \
entry.m_pszVariable = var; \
entry.m_pszType = type; \
entry.m_pszDefaultValue = defaultvalue; \
entry.m_pfnLookup = func; \
entry.m_bArray = array; \
\
map->entries.AddToTail( entry ); \
} \
\
static void ChainToAnimationMap( void ) \
{ \
static bool chained = false; \
if ( chained ) \
return; \
chained = true; \
PanelAnimationMap *map = FindOrAddPanelAnimationMap( GetPanelClassName() ); \
map->pfnClassName = GetPanelClassName; \
if ( map && GetPanelBaseClassName() && GetPanelBaseClassName()[0] ) \
{ \
map->baseMap = FindOrAddPanelAnimationMap( GetPanelBaseClassName() ); \
} \
} \
\
class className##_Register; \
friend class className##_Register; \
class className##_Register \
{ \
public: \
className##_Register() \
{ \
className::ChainToAnimationMap(); \
} \
}; \
className##_Register m_RegisterAnimationClass; \
\
virtual PanelAnimationMap *GetAnimMap() \
{ \
return FindOrAddPanelAnimationMap( GetPanelClassName() ); \
}
typedef void *( *PANELLOOKUPFUNC )( vgui::Panel *panel );
// Use this macro to define a variable which hudanimations.txt and hudlayout.res scripts can access
#define CPanelAnimationVarAliasType( type, name, scriptname, defaultvalue, typealias ) \
class PanelAnimationVar_##name; \
friend class PanelAnimationVar_##name; \
static void *GetVar_##name( vgui::Panel *panel ) \
{ \
return &(( ThisClass *)panel)->name; \
} \
class PanelAnimationVar_##name \
{ \
public: \
static void InitVar() \
{ \
static bool bAdded = false; \
if ( !bAdded ) \
{ \
bAdded = true; \
AddToAnimationMap( scriptname, typealias, #name, defaultvalue, false, ThisClass::GetVar_##name ); \
} \
} \
PanelAnimationVar_##name() \
{ \
PanelAnimationVar_##name::InitVar(); \
} \
}; \
PanelAnimationVar_##name m_##name##_register; \
type name;
#define CPanelAnimationVar( type, name, scriptname, defaultvalue ) \
CPanelAnimationVarAliasType( type, name, scriptname, defaultvalue, #type )
// Use this macro to define a variable which hudanimations.txt and hudlayout.res scripts can access
#define CPanelAnimationStringVarAliasType( count, name, scriptname, defaultvalue, typealias ) \
class PanelAnimationVar_##name; \
friend class PanelAnimationVar_##name; \
static void *GetVar_##name( vgui::Panel *panel ) \
{ \
return &(( ThisClass *)panel)->name; \
} \
class PanelAnimationVar_##name \
{ \
public: \
static void InitVar() \
{ \
static bool bAdded = false; \
if ( !bAdded ) \
{ \
bAdded = true; \
AddToAnimationMap( scriptname, typealias, #name, defaultvalue, true, ThisClass::GetVar_##name ); \
} \
} \
PanelAnimationVar_##name() \
{ \
PanelAnimationVar_##name::InitVar(); \
} \
}; \
PanelAnimationVar_##name m_##name##_register; \
char name[ count ];
#define CPanelAnimationStringVar( count, name, scriptname, defaultvalue ) \
CPanelAnimationStringVarAliasType( count, name, scriptname, defaultvalue, "string" )
struct PanelAnimationMapEntry
{
char const *name() { return m_pszScriptName; }
char const *type() { return m_pszType; }
char const *defaultvalue() { return m_pszDefaultValue; }
bool isarray() { return m_bArray; }
char const *m_pszScriptName;
char const *m_pszVariable;
char const *m_pszType;
char const *m_pszDefaultValue;
bool m_bArray;
PANELLOOKUPFUNC m_pfnLookup;
};
struct PanelAnimationMap
{
PanelAnimationMap()
{
baseMap = NULL;
pfnClassName = NULL;
}
CUtlVector< PanelAnimationMapEntry > entries;
PanelAnimationMap *baseMap;
char const *(*pfnClassName)( void );
};
PanelAnimationMap *FindPanelAnimationMap( char const *className );
PanelAnimationMap *FindOrAddPanelAnimationMap( char const *className );
void PanelAnimationDumpVars( char const *className );
#endif // PANELANIMATIONVAR_H