Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef CLOSECAPTIONTOOL_H
#define CLOSECAPTIONTOOL_H
#ifdef _WIN32
#pragma once
#endif
#include <mxtk/mx.h>
#include "utlvector.h"
#include "faceposertoolwindow.h"
#include "iclosecaptionmanager.h"
class CCloseCaptionItem;
struct WorkUnitParams;
class CloseCaptionTool : public mxWindow, public IFacePoserToolWindow, public ICloseCaptionManager
{
public:
// Construction
CloseCaptionTool( mxWindow *parent );
~CloseCaptionTool( void );
// ICloseCaptionManager
virtual void Reset( void );
virtual void Process( char const *tokenname, float duration, int languageid );
virtual bool LookupUnicodeText( int languageId, char const *token, wchar_t *outbuf, size_t count );
virtual bool LookupStrippedUnicodeText( int languageId, char const *token, wchar_t *outbuf, size_t count );
// End ICloseCaptionManager
virtual void Think( float dt );
virtual int handleEvent( mxEvent *event );
virtual void redraw( void );
virtual bool PaintBackground();
enum
{
CCFONT_NORMAL = 0,
CCFONT_ITALIC,
CCFONT_BOLD,
CCFONT_ITALICBOLD
};
static int GetFontNumber( bool bold, bool italic );
private:
void ComputeStreamWork( CChoreoWidgetDrawHelper &helper, int available_width, CCloseCaptionItem *item );
void DrawStream( CChoreoWidgetDrawHelper &helper, RECT &rcText, CCloseCaptionItem *item );
bool SplitCommand( const wchar_t **in, wchar_t *cmd, wchar_t *args ) const;
void ParseCloseCaptionStream( const wchar_t *in, int available_width );
void DumpWork( CCloseCaptionItem *item );
void AddWorkUnit(
CCloseCaptionItem *item,
WorkUnitParams& params );
CUtlVector< CCloseCaptionItem * > m_Items;
HFONT m_hFonts[ 4 ]; // normal, italic, bold, bold + italic
int m_nLastItemCount;
};
extern CloseCaptionTool *g_pCloseCaptionTool;
#endif // CLOSECAPTIONTOOL_H