161 lines
4.9 KiB
C++
161 lines
4.9 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef GAMEUISCHEME_H
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#define GAMEUISCHEME_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "igameuisystemmgr.h"
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#include "vgui_surfacelib/ifontsurface.h"
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#include "tier1/utlstring.h"
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//#include "color.h"
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#include "tier1/utlsymbol.h"
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class CGameUISystemSurface;
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class KeyValues;
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//-----------------------------------------------------------------------------
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// Game UI version of a vgui scheme
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//-----------------------------------------------------------------------------
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class CGameUIScheme : public IGameUIScheme
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{
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public:
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CGameUIScheme();
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~CGameUIScheme();
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FontHandle_t GetFont( const char *fontName, bool proportional = false );
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FontHandle_t GetFontNextSize( bool bUp, const char *fontName, bool proportional = false );
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//Color GetColor( const char *colorName, Color defaultColor ){ return Color( 255, 255, 255, 255 ); }
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// These fxns are very similar to CScheme.
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void Shutdown( bool full );
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void LoadFromFile( const char *pFilename, const char *inTag, KeyValues *inKeys );
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// Gets at the scheme's name
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const char *GetName() { return m_pTag; }
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const char *GetFileName() { return m_pFileName; }
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char const *GetFontName( const FontHandle_t &font );
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void ReloadFontGlyphs( int inScreenTall = -1 );
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void SpewFonts();
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bool GetFontRange( const char *fontname, int &nMin, int &nMax );
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void SetFontRange( const char *fontname, int nMin, int nMax );
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void SetActive( bool bActive );
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bool IsActive() const;
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private:
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const char *GetMungedFontName( const char *fontName, const char *scheme, bool proportional );
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void LoadFonts();
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int GetMinimumFontHeightForCurrentLanguage( const char *pLanguage = NULL );
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FontHandle_t FindFontInAliasList( const char *fontName );
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bool m_bActive;
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CUtlString m_pFileName;
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CUtlString m_pTag;
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KeyValues *m_pData;
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#pragma pack(1)
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struct fontalias_t
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{
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CUtlSymbol _fontName;
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CUtlSymbol _trueFontName;
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unsigned short _font : 15;
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unsigned short m_bProportional : 1;
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};
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#pragma pack()
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struct fontrange_t
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{
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CUtlSymbol _fontName;
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int _min;
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int _max;
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};
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CUtlVector< fontrange_t > m_FontRanges;
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CUtlVector< fontalias_t > m_FontAliases;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CGameUISchemeManager : public IGameUISchemeMgr
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{
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public:
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CGameUISchemeManager();
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~CGameUISchemeManager();
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// loads a scheme from a file
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// first scheme loaded becomes the default scheme, and all subsequent loaded scheme are derivitives of that
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// tag is friendly string representing the name of the loaded scheme
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IGameUIScheme * LoadSchemeFromFile( const char *fileName, const char *tag );
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// reloads the schemes from the file
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void ReloadSchemes();
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// reloads scheme fonts
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void ReloadFonts( int inScreenTall = -1 );
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// returns a handle to the default (first loaded) scheme
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IGameUIScheme * GetDefaultScheme();
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// returns a handle to the scheme identified by "tag"
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IGameUIScheme * GetScheme( const char *tag );
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void Shutdown( bool full );
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// gets the proportional coordinates for doing screen-size independant panel layouts
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// use these for font, image and panel size scaling (they all use the pixel height of the display for scaling)
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int GetProportionalScaledValue( int normalizedValue, int screenTall = -1 );
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int GetProportionalNormalizedValue( int scaledValue ){ return 1; }
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// first scheme loaded becomes the default scheme, and all subsequent loaded scheme are derivitives of that
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IGameUIScheme * LoadSchemeFromFileEx( const char *pFilename, const char *tag );
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// gets the proportional coordinates for doing screen-size independant panel layouts
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// use these for font, image and panel size scaling (they all use the pixel height of the display for scaling)
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int GetProportionalScaledValueEx( IGameUIScheme * scheme, int normalizedValue, int screenTall = -1 ){ return 0; }
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int GetProportionalNormalizedValueEx( IGameUIScheme * scheme, int scaledValue ){ return 0; }
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// gets the proportional coordinates for doing screen-size independant panel layouts
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// use these for font, image and panel size scaling (they all use the pixel height of the display for scaling)
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int GetProportionalScaledValueEx( CGameUIScheme *pScheme, int normalizedValue, int screenTall = -1 );
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int GetProportionalNormalizedValueEx( CGameUIScheme *pScheme, int scaledValue );
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void SpewFonts();
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void SetLanguage( const char *pLanguage );
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const char *GetLanguage();
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private:
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int GetProportionalScaledValue_( int screenTall, int normalizedValue );
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// Search for already-loaded schemes
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IGameUIScheme * FindLoadedScheme(const char *pFilename);
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CUtlVector< CGameUIScheme * > m_Schemes;
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};
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extern CGameUISchemeManager *g_pGameUISchemeManager;
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#endif // GAMEUISCHEME_H
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