Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef WIZARDPANEL_H
#define WIZARDPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Frame.h>
namespace vgui
{
class WizardSubPanel;
//-----------------------------------------------------------------------------
// Purpose: Type of dialog that supports moving back and forth through a series
// of sub-dialogs, WizardSubPanels
//-----------------------------------------------------------------------------
class WizardPanel : public Frame
{
DECLARE_CLASS_SIMPLE( WizardPanel, Frame );
public:
WizardPanel(Panel *parent, const char *panelName);
~WizardPanel();
// Start the wizard, starting with the startPanel
virtual void Run(WizardSubPanel *startPanel);
// Called when the buttons are pressed
// WizardSubPanels can also call these functions to simulate a button being pressed
MESSAGE_FUNC( OnNextButton, "NextButton" );
MESSAGE_FUNC( OnPrevButton, "PrevButton" );
MESSAGE_FUNC( OnFinishButton, "FinishButton" );
MESSAGE_FUNC( OnCancelButton, "CancelButton" );
// sets whether or not a button is enabled
// this state is managed, and will be reset whenever going to a new page
virtual void SetNextButtonEnabled(bool state);
virtual void SetPrevButtonEnabled(bool state);
virtual void SetFinishButtonEnabled(bool state);
virtual void SetCancelButtonEnabled(bool state);
// sets whether or not a button is visible
// this state is unmanaged, the user needs to ensure that the buttons state
// is correct when going both back and prev through the wizard
virtual void SetNextButtonVisible(bool state);
virtual void SetPrevButtonVisible(bool state);
virtual void SetFinishButtonVisible(bool state);
virtual void SetCancelButtonVisible(bool state);
// sets the text for a button
// setting the text to be NULL resets the text to it's default state
// this state is unmanaged, the user needs to ensure that the buttons state
// is correct when going both back and prev through the wizard
virtual void SetNextButtonText(const char *text);
virtual void SetPrevButtonText(const char *text);
virtual void SetFinishButtonText(const char *text);
virtual void SetCancelButtonText(const char *text);
// general wizard state for all the subpanels to access
virtual KeyValues *GetWizardData();
// recalculates where the key focus should be in the wizard
virtual void ResetKeyFocus();
virtual void ResetDefaultButton();
// resets the sub panel history for the control
virtual void ResetHistory();
// returns a page by name
virtual WizardSubPanel *GetSubPanelByName(const char *pageName);
virtual void ShowButtons(bool state);
virtual void GetClientArea(int &x, int &y, int &wide, int &tall);
protected:
MESSAGE_FUNC_PTR( InternalActivateNextSubPanel, "ActivateNextSubPanel", panel )
{
ActivateNextSubPanel( (WizardSubPanel *)panel );
}
virtual void ActivateNextSubPanel(WizardSubPanel *subPanel);
virtual void ActivatePrevSubPanel();
virtual void CreateButtons();
virtual void RecalculateTabOrdering();
virtual vgui::WizardSubPanel *GetCurrentSubPanel() { return _currentSubPanel; }
// overrides
virtual void PerformLayout();
virtual void ApplySchemeSettings(IScheme *pScheme);
// reroute build messages to the currently active sub panel
virtual void ActivateBuildMode();
// close maps to the cancel button
virtual void OnClose();
virtual void OnCommand(const char *command);
virtual void OnCloseFrameButtonPressed();
private:
WizardSubPanel *FindNextValidSubPanel(WizardSubPanel *currentPanel);
Button *_prevButton;
Button *_nextButton;
Button *_cancelButton;
Button *_finishButton;
WizardSubPanel *_currentSubPanel;
KeyValues *_currentData;
Dar<WizardSubPanel *> _subPanelStack; // contains a list of all the subpanels (not including the current one)
bool _showButtons;
};
} // namespace vgui
#endif // WIZARDPANEL_H