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hl2sdk/cl_dll/c_vguiscreen.h

85 lines
2.8 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_VGUISCREEN_H
#define C_VGUISCREEN_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/EditablePanel.h>
#include "C_BaseEntity.h"
#include "PanelMetaClassMgr.h"
class KeyValues;
//-----------------------------------------------------------------------------
// Helper macro to make overlay factories one line of code. Use like this:
// DECLARE_VGUI_SCREEN_FACTORY( CVguiScreenPanel, "image" );
//-----------------------------------------------------------------------------
struct VGuiScreenInitData_t
{
C_BaseEntity *m_pEntity;
VGuiScreenInitData_t() : m_pEntity(NULL) {}
VGuiScreenInitData_t( C_BaseEntity *pEntity ) : m_pEntity(pEntity) {}
};
#define DECLARE_VGUI_SCREEN_FACTORY( _PanelClass, _nameString ) \
DECLARE_PANEL_FACTORY( _PanelClass, VGuiScreenInitData_t, _nameString )
//-----------------------------------------------------------------------------
// Base class for vgui screen panels
//-----------------------------------------------------------------------------
class CVGuiScreenPanel : public vgui::EditablePanel
{
DECLARE_CLASS_GAMEROOT( CVGuiScreenPanel, vgui::EditablePanel );
public:
CVGuiScreenPanel( vgui::Panel *parent, const char *panelName );
CVGuiScreenPanel( vgui::Panel *parent, const char *panelName, vgui::HScheme hScheme );
virtual bool Init( KeyValues* pKeyValues, VGuiScreenInitData_t* pInitData );
vgui::Panel *CreateControlByName(const char *controlName);
protected:
C_BaseEntity *GetEntity() const { return m_hEntity.Get(); }
private:
EHANDLE m_hEntity;
};
//-----------------------------------------------------------------------------
// Returns an entity that is the nearby vgui screen; NULL if there isn't one
//-----------------------------------------------------------------------------
C_BaseEntity *FindNearbyVguiScreen( const Vector &viewPosition, const QAngle &viewAngle, int nTeam = -1 );
//-----------------------------------------------------------------------------
// Activates/Deactivates vgui screen
//-----------------------------------------------------------------------------
void ActivateVguiScreen( C_BaseEntity *pVguiScreen );
void DeactivateVguiScreen( C_BaseEntity *pVguiScreen );
//-----------------------------------------------------------------------------
// Updates vgui screen button state
//-----------------------------------------------------------------------------
void SetVGuiScreenButtonState( C_BaseEntity *pVguiScreen, int nButtonState );
// Called at shutdown.
void ClearKeyValuesCache();
#endif // C_VGUISCREEN_H