//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef TEAMFORTRESSVIEWPORT_H #define TEAMFORTRESSVIEWPORT_H // viewport interface for the rest of the dll #include <cl_dll/iviewport.h> #include <utlqueue.h> // a vector based queue template to manage our VGUI menu queue #include <vgui_controls/Frame.h> #include "vguitextwindow.h" #include "vgui/isurface.h" #include "commandmenu.h" #include <igameevents.h> using namespace vgui; class IBaseFileSystem; class IGameUIFuncs; class IGameEventManager; //============================================================================== class CBaseViewport : public vgui::EditablePanel, public IViewPort, public IGameEventListener2 { DECLARE_CLASS_SIMPLE( CBaseViewport, vgui::EditablePanel ); public: CBaseViewport(); virtual ~CBaseViewport(); virtual IViewPortPanel* CreatePanelByName(const char *szPanelName); virtual IViewPortPanel* FindPanelByName(const char *szPanelName); virtual IViewPortPanel* GetActivePanel( void ); virtual void RemoveAllPanels( void); virtual void ShowPanel( const char *pName, bool state ); virtual void ShowPanel( IViewPortPanel* pPanel, bool state ); virtual bool AddNewPanel( IViewPortPanel* pPanel ); virtual void CreateDefaultPanels( void ); virtual void UpdateAllPanels( void ); virtual void Start( IGameUIFuncs *pGameUIFuncs, IGameEventManager2 *pGameEventManager ); virtual void SetParent(vgui::VPANEL parent); virtual void ReloadScheme(const char *fromFile); virtual void ActivateClientUI(); virtual void HideClientUI(); virtual bool AllowedToPrintText( void ); #ifndef _XBOX virtual int GetViewPortScheme() { return m_pBackGround->GetScheme(); } virtual VPANEL GetViewPortPanel() { return m_pBackGround->GetVParent(); } #endif virtual AnimationController *GetAnimationController() { return m_pAnimController; } virtual void ShowBackGround(bool bShow) { #ifndef _XBOX m_pBackGround->SetVisible( bShow ); #endif } virtual int GetDeathMessageStartHeight( void ); // virtual void ChatInputPosition( int *x, int *y ); public: // IGameEventListener: virtual void FireGameEvent( IGameEvent * event); protected: #ifndef _XBOX class CBackGroundPanel : public vgui::Frame { private: typedef vgui::Frame BaseClass; public: CBackGroundPanel( vgui::Panel *parent) : Frame( parent, "ViewPortBackGround" ) { SetScheme("ClientScheme"); SetTitleBarVisible( false ); SetMoveable(false); SetSizeable(false); SetProportional(true); } private: virtual void ApplySchemeSettings(IScheme *pScheme) { BaseClass::ApplySchemeSettings(pScheme); SetBgColor(pScheme->GetColor("ViewportBG", Color( 0,0,0,0 ) )); } virtual void PerformLayout() { int w,h; GetHudSize(w, h); // fill the screen SetBounds(0,0,w,h); BaseClass::PerformLayout(); } virtual void OnMousePressed(MouseCode code) { }// don't respond to mouse clicks virtual vgui::VPANEL IsWithinTraverse( int x, int y, bool traversePopups ) { return NULL; } }; #endif protected: virtual void Paint(); virtual void OnThink(); virtual void OnScreenSizeChanged(int iOldWide, int iOldTall); protected: IGameUIFuncs* m_GameuiFuncs; // for key binding details IGameEventManager2* m_GameEventManager; #ifndef _XBOX CBackGroundPanel *m_pBackGround; #endif CUtlVector<IViewPortPanel*> m_Panels; bool m_bHasParent; // Used to track if child windows have parents or not. bool m_bInitialized; IViewPortPanel *m_pActivePanel; IViewPortPanel *m_pLastActivePanel; vgui::HCursor m_hCursorNone; vgui::AnimationController *m_pAnimController; int m_OldSize[2]; }; #endif
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |