source-engine/public/panorama/controls/panel2d.h

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2020-04-22 16:56:21 +00:00
//=========== Copyright Valve Corporation, All rights reserved. ===============//
//
// Purpose:
//=============================================================================//
#ifndef PANEL2D_H
#define PANEL2D_H
#ifdef _WIN32
#pragma once
#endif
#include "../iuiengine.h"
#include "../iuipanel.h"
#include "../iuipanelclient.h"
#include "../iuipanelstyle.h"
#include "panorama/transformations.h"
#include "panorama/input/keycodes.h"
#include "panorama/layout/panel2dfactory.h"
#include "panorama/layout/stylefiletypes.h"
#include "panorama/input/mousecursors.h"
#include "panorama/input/iuiinput.h"
#include "panorama/uieventcodes.h"
#include "panorama/uievent.h"
#include "panorama/iuiwindow.h"
#include "panorama/layout/panel2dfactory.h"
#include "color.h"
#include "utlvector.h"
#include "utlstring.h"
#include "panelptr.h"
#include "steam/steamtypes.h"
#if defined( SOURCE2_PANORAMA )
#include "currencyamount.h"
#else
#include "rtime.h"
#include "amount.h"
#endif
#include "tier1/utlmap.h"
#include "panorama/layout/stylesymbol.h"
namespace panorama
{
#pragma warning(push)
// warning C4251: 'CPanel2D::symbol' : class 'CUtlSymbol' needs to have dll-interface to be used by clients of class 'CPanel2D'
#pragma warning( disable : 4251 )
class CLayoutFile;
class CTopLevelWindow;
class CVerticalScrollBar;
class CHorizontalScrollBar;
struct PanelDescription_t;
class CUIRenderEngine;
class CImageResourceManager;
class CPanelStyle;
class CBackgroundImageLayer;
class CPanel2D;
class CScrollBar;
// Typedefs for getter/setter methods that can be exposed via JS
typedef float(CPanel2D::*PanelFloatGetter_t)() const;
typedef void(CPanel2D::*PanelFloatSetter_t)(float);
typedef const char *(CPanel2D::*PanelStringGetter_t)() const;
typedef void(CPanel2D::*PanelStringSetter_t)(const char *);
typedef bool(CPanel2D::*PanelBoolGetter_t)() const;
typedef void(CPanel2D::*PanelBoolSetter_t)(bool);
typedef CPanoramaSymbol( CPanel2D::*PanelSymbolGetter_t )() const;
typedef void(CPanel2D::*PanelSymbolSetter_t)(CPanoramaSymbol);
inline CPanel2D * ToPanel2D( IUIPanel *pPanel )
{
if( pPanel )
return (CPanel2D*)(pPanel->ClientPtr());
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Struct used to perform hit tests
//-----------------------------------------------------------------------------
struct TransformContext_t
{
float m_flPosX;
float m_flPosY;
float m_flPosZ;
VMatrix m_TransformMatrix;
float m_flWidth;
float m_flHeight;
float m_flPerspective;
float m_flPerspectiveOriginX;
float m_flPerspectiveOriginY;
};
//-----------------------------------------------------------------------------
// Purpose: Basic 2D UI panel. These may be transformed in 3D space, but they are
// at a base level 2D rectangular containers for other panels/paint operations.
//-----------------------------------------------------------------------------
class CPanel2D : public panorama::IUIPanelClient
{
DECLARE_PANEL2D_NO_BASE( CPanel2D );
public:
CPanel2D( IUIWindow *parent, const char * pchID );
CPanel2D( CPanel2D *parent, const char * pchID );
CPanel2D( CPanel2D *parent, const char *pchID, uint32 ePanelFlags );
virtual ~CPanel2D();
// Check if the panel has loaded layout
bool IsLoaded() const { return m_pIUIPanel->IsLoaded(); }
virtual void OnDeletePanel() OVERRIDE { delete this; }
// Access the panorama side UI panel interface for the client panel
virtual IUIPanel *UIPanel() const { return m_pIUIPanel; }
void DeleteAsync( float flDelay = 0.0f );
// Set the panel visible
void SetVisible( bool bVisible ) { m_pIUIPanel->SetVisible( bVisible ); }
bool BIsVisible() const { return m_pIUIPanel->BIsVisible(); }
// Get the base position for the panel
void GetPosition( CUILength &x, CUILength &y, CUILength &z, bool bIncludeUIScaleFactor = true );
// Set the base position for the panel
void SetPosition( CUILength x, CUILength y, CUILength z, bool bPreScaledByUIScaleFactor = false );
void SetPositionWithoutTransition( CUILength x, CUILength y, CUILength z, bool bPreScaledByUIScaleFactor = false );
void SetTransform3D( const CUtlVector<CTransform3D *> &vecTransforms );
void SetOpacity( float flOpacity );
bool BIsTransparent() { return m_pIUIPanel->BIsTransparent(); }
void SetPreTransformScale2D( float flX, float flY );
// Set the base width/height for the panel
CUILength GetStyleWidth();
CUILength GetStyleHeight();
void SetSize( CUILength width, CUILength height );
// The the bounds that should be used for placing a tooltip, returning false means "use the entire panel"
virtual bool GetContextUIBounds( float *pflX, float *pflY, float *pflWidth, float *pflHeight ) { return false; }
// Set the animation style for the panel
void SetAnimation( const char *pchAnimationName, float flDuration, float flDelay, EAnimationTimingFunction eTimingFunc, EAnimationDirection eDirection, float flIterations ) { m_pIUIPanel->SetAnimation( pchAnimationName, flDuration, flDelay, eTimingFunc, eDirection, flIterations ); }
// Returns the layout file for this panel
CPanoramaSymbol GetLayoutFile() const { return m_pIUIPanel->GetLayoutFile(); }
// Returns define from layout file for this panel
char const * GetLayoutFileDefine( char const *szDefineName );
int GetLayoutFileDefineInt( const char *szDefineName, int defaultValue );
float GetLayoutFileDefineFloat( const char *szDefineName, float defaultValue );
// Style access
panorama::IUIPanelStyle *AccessStyle() const { return m_pIUIPanel->AccessIUIStyle(); }
// Style access
panorama::IUIPanelStyle *AccessStyleDirty() const { return m_pIUIPanel->AccessIUIStyleDirty(); }
void ApplyStyles( bool bTraverse ) { return m_pIUIPanel->ApplyStyles( bTraverse ); }
// Mark styles dirty for the panel
void MarkStylesDirty( bool bIncludeChildren ) { m_pIUIPanel->MarkStylesDirty( bIncludeChildren ); }
void ClearPropertyFromCode( panorama::CStyleSymbol symProperty );
// Virtual called on scale factor for panel changing
virtual void OnUIScaleFactorChanged( float flScaleFactor ) OVERRIDE { }
// Paint the panel and it's children, called by the rendering layer when it's time to paint.
void PaintTraverse() { m_pIUIPanel->PaintTraverse(); }
// Paint the panels contents
virtual void Paint() OVERRIDE;
// Invalidates painting and tells the panel it must repaint next frame
void SetRepaint( EPanelRepaint eRepaintNeeded );
// sets & loads the layout file for this panel
bool BLoadLayout( const char *pchFile, bool bOverrideExisting = false, bool bPartialLayout = false ) { return m_pIUIPanel->BLoadLayout( pchFile, bOverrideExisting, bPartialLayout ); }
// sets & loads the layout for this panel
bool BLoadLayoutFromString( const char *pchXMLString, bool bOverrideExisting = false, bool bPartialLayout = false ) { return m_pIUIPanel->BLoadLayoutFromString( pchXMLString, bOverrideExisting, bPartialLayout ); }
// sets loads the layout file for this panel, asynchronously supporting remote http:// paths
void LoadLayoutAsync( const char *pchFile, bool bOverrideExisting = false, bool bPartialLayout = false ) { return m_pIUIPanel->LoadLayoutAsync( pchFile, bOverrideExisting, bPartialLayout ); }
// loads the layout file for this panel, asynchronously supporting remote http:// paths in css within
void LoadLayoutFromStringAsync( const char *pchXMLString, bool bOverrideExisting, bool bPartialLayout = false ) { return m_pIUIPanel->LoadLayoutFromStringAsync( pchXMLString, bOverrideExisting, bPartialLayout ); }
// Measure self and children. First pass of layout
void DesiredLayoutSizeTraverse( float flMaxWidth, float flMaxHeight ) { m_pIUIPanel->DesiredLayoutSizeTraverse( flMaxWidth, flMaxHeight ); }
void DesiredLayoutSizeTraverse( float *pflDesiredWidth, float *pflDesiredHeight, float flMaxWidth, float flMaxHeight, bool bFinalDimensions ) { m_pIUIPanel->DesiredLayoutSizeTraverse( pflDesiredWidth, pflDesiredHeight, flMaxWidth, flMaxHeight, bFinalDimensions ); }
// Arrange children. Second pass of layout
void LayoutTraverse( float x, float y, float flFinalWidth, float flFinalHeight ) { m_pIUIPanel->LayoutTraverse( x, y, flFinalWidth, flFinalHeight ); }
// methods to invalid certain parts of layout
void InvalidateSizeAndPosition() { m_pIUIPanel->InvalidateSizeAndPosition(); }
void InvalidatePosition() { m_pIUIPanel->InvalidatePosition(); }
bool IsSizeValid() { return m_pIUIPanel->IsSizeValid(); }
bool IsPositionValid() { return m_pIUIPanel->IsPositionValid(); }
bool IsChildSizeValid() { return m_pIUIPanel->IsChildSizeValid(); }
bool IsChildPositionValid() { return m_pIUIPanel->IsChildPositionValid(); }
bool IsSizeTransitioning() { return m_pIUIPanel->IsSizeTransitioning(); }
bool IsPositionTransitioning() { return m_pIUIPanel->IsPositionTransitioning(); }
bool IsChildPositionTransitioning() { return m_pIUIPanel->IsChildPositionTransitioning(); }
bool IsChildSizeTransitioning() { return m_pIUIPanel->IsChildSizeTransitioning(); }
// size getters
float GetDesiredLayoutWidth() const { return m_pIUIPanel->GetDesiredLayoutWidth(); }
float GetDesiredLayoutHeight() const { return m_pIUIPanel->GetDesiredLayoutHeight(); }
// Content size is what our contents actually take up, not accounting for fixed/relative
// size set on us in styles which affect desired layout size
float GetContentWidth() const { return m_pIUIPanel->GetContentWidth(); }
float GetContentHeight() const { return m_pIUIPanel->GetContentHeight(); }
// Actual size is the size given to the panel after layout, hopefully as big as its desired size.
// Actual size does NOT include margins (which are really in the parent).
float GetActualLayoutWidth() const { return m_pIUIPanel->GetActualLayoutWidth(); }
float GetActualLayoutHeight() const { return m_pIUIPanel->GetActualLayoutHeight(); }
// Render size is the size of the content for rendering, this is either the actual layout size, or if
// that is smaller than the content size + padding then it's the content size + padding.
float GetActualRenderWidth() { return m_pIUIPanel->GetActualRenderWidth(); }
float GetActualRenderHeight() { return m_pIUIPanel->GetActualRenderHeight(); }
// Offset will include position, alignment, and margin adjustments
float GetActualXOffset() const { return m_pIUIPanel->GetActualXOffset(); }
float GetActualYOffset() const { return m_pIUIPanel->GetActualYOffset(); }
// Offset to apply to contents for scrolling
float GetContentsYScrollOffset() const { return m_pIUIPanel->GetContentsYScrollOffset(); }
float GetContentsXScrollOffset() const { return m_pIUIPanel->GetContentsXScrollOffset(); }
float GetContentsYScrollOffsetTarget() const { return m_pIUIPanel->GetContentsYScrollOffsetTarget(); }
float GetContentsXScrollOffsetTarget() const { return m_pIUIPanel->GetContentsXScrollOffsetTarget(); }
double GetContentsXScrollTransitionStart() const { return m_pIUIPanel->GetContentsXScrollTransitionStart(); }
double GetContentsYScrollTransitionStart() const { return m_pIUIPanel->GetContentsYScrollTransitionStart(); }
float GetInterpolatedXScrollOffset() { return m_pIUIPanel->GetInterpolatedXScrollOffset(); }
float GetInterpolatedYScrollOffset() { return m_pIUIPanel->GetInterpolatedYScrollOffset(); }
// Can the panel scroll further?
bool BCanScrollUp() { return m_pIUIPanel->BCanScrollUp(); }
bool BCanScrollDown() { return m_pIUIPanel->BCanScrollDown(); }
bool BCanScrollLeft() { return m_pIUIPanel->BCanScrollLeft(); }
bool BCanScrollRight() { return m_pIUIPanel->BCanScrollRight(); }
// style class management
void AddClass( const char *pchName ) { m_pIUIPanel->AddClass( pchName ); }
void AddClass( CPanoramaSymbol symbol ) { m_pIUIPanel->AddClass( symbol ); }
void AddClasses( const char *pchName ) { m_pIUIPanel->AddClasses( pchName ); }
void AddClasses( CPanoramaSymbol *pSymbols, uint cSymbols ) { m_pIUIPanel->AddClasses( pSymbols, cSymbols ); }
void RemoveClass( const char *pchName ) { m_pIUIPanel->RemoveClass( pchName ); }
void RemoveClass( CPanoramaSymbol symName ) { m_pIUIPanel->RemoveClass( symName ); }
void RemoveClasses( const CPanoramaSymbol *pSymbols, uint cSymbols ) { m_pIUIPanel->RemoveClasses( pSymbols, cSymbols ); }
void RemoveClasses( const char *pchName ) { m_pIUIPanel->RemoveClasses( pchName ); }
void RemoveAllClasses() { m_pIUIPanel->RemoveAllClasses(); }
// bugbug jmccaskey - dangerous cross dll interface signature? Is CUtlVector the same in debug/release?
const CUtlVector< CPanoramaSymbol > &GetClasses() const { return m_pIUIPanel->GetClasses(); }
bool BHasClass( const char *pchName ) const { return m_pIUIPanel->BHasClass( pchName ); }
bool BHasClass( CPanoramaSymbol symName ) const { return m_pIUIPanel->BHasClass( symName ); }
bool BAscendantHasClass( const char *pchName ) const { return m_pIUIPanel->BAscendantHasClass( pchName ); }
bool BAscendantHasClass( CPanoramaSymbol symName ) const { return m_pIUIPanel->BAscendantHasClass( symName ); }
void ToggleClass( const char *pchName ) { m_pIUIPanel->ToggleClass( pchName ); }
void ToggleClass( CPanoramaSymbol symName ) { m_pIUIPanel->ToggleClass( symName ); }
void SetHasClass( const char *pchName, bool bHasClass ) { m_pIUIPanel->SetHasClass( pchName, bHasClass ); }
void SetHasClass( CPanoramaSymbol symName, bool bHasClass ) { m_pIUIPanel->SetHasClass( symName, bHasClass ); }
void SwitchClass( const char *pchAttribute, const char *pchName ) { m_pIUIPanel->SwitchClass( pchAttribute, pchName ); }
void SwitchClass( const char *pchAttribute, CPanoramaSymbol symName ) { m_pIUIPanel->SwitchClass( pchAttribute, symName ); }
const char *GetID() const { return m_pIUIPanel->GetID(); }
bool BHasID() const { return m_pIUIPanel->GetID()[0] != '0'; }
void SetTabIndex( float flTabIndex ) { m_pIUIPanel->SetTabIndex( flTabIndex ); }
void SetSelectionPosition( float flXPos, float flYPos ) { m_pIUIPanel->SetSelectionPosition( flXPos, flYPos ); }
void SetSelectionPositionX( float flXPos ) { m_pIUIPanel->SetSelectionPositionX( flXPos ); }
void SetSelectionPositionY( float flYPos ) { m_pIUIPanel->SetSelectionPositionY( flYPos ); }
float GetSelectionPositionX() const { return m_pIUIPanel->GetSelectionPositionX(); }
float GetSelectionPositionY() const { return m_pIUIPanel->GetSelectionPositionY(); }
float GetTabIndex() const { return m_pIUIPanel->GetTabIndex(); }
//
// Implementation of functions that panorama calls back on UI control classes
//
// kb/mouse management
virtual bool OnKeyDown( const KeyData_t &code ) OVERRIDE;
virtual bool OnKeyUp( const KeyData_t & code ) OVERRIDE;
virtual bool OnKeyTyped( const KeyData_t &unichar ) OVERRIDE;
virtual bool OnGamePadDown( const GamePadData_t &code ) OVERRIDE;
virtual bool OnGamePadUp( const GamePadData_t &code ) OVERRIDE;
virtual bool OnGamePadAnalog( const GamePadData_t &code ) OVERRIDE;
virtual bool OnMouseButtonDown( const MouseData_t &code ) OVERRIDE;
virtual bool OnMouseButtonUp( const MouseData_t &code ) OVERRIDE;
virtual bool OnMouseButtonDoubleClick( const MouseData_t &code ) OVERRIDE;
virtual bool OnMouseButtonTripleClick( const MouseData_t &code ) OVERRIDE;
virtual bool OnMouseWheel( const MouseData_t &code ) OVERRIDE;
virtual void OnMouseMove( float flMouseX, float flMouseY ) OVERRIDE;
virtual bool OnClick( IUIPanel *pPanel, const MouseData_t &code ) OVERRIDE;
// events
bool OnScrollDirection( IUIScrollBar *pScrollBar, bool bIncreasePosition, float flDelta );
bool OnScrollUp();
bool OnScrollDown();
bool OnScrollLeft();
bool OnScrollRight();
bool OnPageDirection( IUIScrollBar *pScrollBar, bool bIncreasePosition );
bool OnPageUp();
bool OnPageDown();
bool OnPageLeft();
bool OnPageRight();
// Scrolling
void ScrollVertically( float flScrollDelta, bool bImmediateMove = false );
void ScrollHorizontally( float flScrollDelta, bool bImmediateMove = false );
void ScrollToShowVerticalRange( float flRangeStart, float flRangeEnd );
virtual void ScrollToXPercent( float flXPercent );
virtual void ScrollToYPercent( float flXPercent );
// navigation events, override these in children if you want special navigation handling,
// shouldn't be needed often though, use tabindex/selectionpos in xml layout files!
virtual bool OnMoveUp( int nRepeats );
virtual bool OnMoveDown( int nRepeats );
virtual bool OnMoveLeft( int nRepeats );
virtual bool OnMoveRight( int nRepeats );
virtual bool OnTabForward( int nRepeats );
virtual bool OnTabBackward( int nRepeats );
// child iteration
int GetChildCount() const { return m_pIUIPanel->GetChildCount(); }
CPanel2D *GetChild( int i ) const { return ToPanel2D( m_pIUIPanel->GetChild( i ) ); }
CPanel2D *GetFirstChild() const { return ToPanel2D( m_pIUIPanel->GetFirstChild() ); }
CPanel2D *GetLastChild() const { return ToPanel2D( m_pIUIPanel->GetLastChild() ); }
// Return index of child in creation/panel vector order (also default tab order)
int GetChildIndex( const CPanel2D *pChild ) const { if( !pChild ) return -1; else return m_pIUIPanel->GetChildIndex( pChild->UIPanel() ); }
int GetHiddenChildCount() const { return m_pIUIPanel->GetHiddenChildCount(); }
CPanel2D *GetHiddenChild( int i ) const { return ToPanel2D( m_pIUIPanel->GetHiddenChild( i ) ); }
// Gets immediate ancestor of this panel in panel hierarchy
CPanel2D *GetParent() const { return ToPanel2D( m_pIUIPanel->GetParent() ); }
// searches only immediate children
CPanel2D *FindChild( const char *pchID ) { return ToPanel2D( m_pIUIPanel->FindChild( pchID ) ); }
// searches all children even outside layout file scope
CPanel2D *FindChildTraverse( const char *pchID ) { return ToPanel2D( m_pIUIPanel->FindChildTraverse( pchID ) ); }
// searches any children created from our layout file
CPanel2D *FindChildInLayoutFile( const char *pchID ) { return ToPanel2D( m_pIUIPanel->FindChildInLayoutFile( pchID ) ); }
// searches any panel created from our layout file (so parents or children!)
CPanel2D *FindPanelInLayoutFile( const char *pchID ) { return ToPanel2D( m_pIUIPanel->FindPanelInLayoutFile( pchID ) ); }
void MoveChildAfter( CPanel2D *pChildToMove, CPanel2D *pBefore ) { return m_pIUIPanel->MoveChildAfter( pChildToMove->UIPanel(), pBefore->UIPanel() ); }
void MoveChildBefore( CPanel2D *pChildToMove, CPanel2D *pAfter ) { return m_pIUIPanel->MoveChildBefore( pChildToMove->UIPanel(), pAfter->UIPanel() ); }
// window management
IUIWindow *GetParentWindow() const { return m_pIUIPanel->GetParentWindow(); }
// input & focus
bool BAcceptsInput() { return m_pIUIPanel->BAcceptsInput(); }
void SetAcceptsInput( bool bAllowInput ) { m_pIUIPanel->SetAcceptsInput( bAllowInput ); }
bool BAcceptsFocus() const { return m_pIUIPanel->BAcceptsFocus(); }
void SetAcceptsFocus( bool bAllowFocus ) { m_pIUIPanel->SetAcceptsFocus( bAllowFocus ); }
bool BCanAcceptInput() { return m_pIUIPanel->BCanAcceptInput(); }
void SetDefaultFocus( const char *pchChildID ) { m_pIUIPanel->SetDefaultFocus( pchChildID ); }
const char *GetDefaultFocus() const { return m_pIUIPanel->GetDefaultFocus(); }
void SetDisableFocusOnMouseDown( bool bDisable ) { m_pIUIPanel->SetDisableFocusOnMouseDown( bDisable ); }
bool BFocusOnMouseDown() { return m_pIUIPanel->BFocusOnMouseDown(); }
virtual bool BRequiresFocus() { return false; } // Override if your control requires taking focus in order to operate (e.g. TextEntry)
// Should this panel be the top of an input hierarchy and keep track of focus within itself, not losing focus when a panel in some
// other hierarchy changes focus? Use this for panels that are peers like friends vs browser vs mainmenu in tenfoot
bool BTopOfInputContext() { return m_pIUIPanel->BTopOfInputContext(); }
void SetTopOfInputContext( bool bIsTopOfInputContext ) { return m_pIUIPanel->SetTopOfInputContext( bIsTopOfInputContext ); }
CPanel2D *GetParentInputContext() { return ToPanel2D( m_pIUIPanel->GetParentInputContext() ); }
// Get the default input focus child within this panel, may be null
CPanel2D *GetDefaultInputFocus() { return ToPanel2D( m_pIUIPanel->GetDefaultInputFocus() ); }
// Override behavior for getting default input focus, callback from framework
virtual IUIPanel *OnGetDefaultInputFocus() OVERRIDE { return NULL; }
// Set focus to this panel, which will auto-scroll it into full view as well if parent has overflow: scroll
bool SetFocus() { return m_pIUIPanel->SetFocus(); }
// Set the focus to this panel in it's input context, but do not make the context change if some other context currently
// has focus
bool UpdateFocusInContext() { return m_pIUIPanel->UpdateFocusInContext(); }
// Set the focus in response to receiving hover (on panels that a parent sets childfocusonhover), this will
// never scroll the parent.
bool SetFocusDueToHover() { return m_pIUIPanel->SetFocusDueToHover(); }
void SetInputContextFocus() { m_pIUIPanel->SetInputContextFocus(); }
// retrieve the style flags (map to CSS psuedo-classes) for this panel
uint GetStyleFlags() const { return m_pIUIPanel->GetStyleFlags(); }
void AddStyleFlag( EStyleFlags eStyleFlag ) { m_pIUIPanel->AddStyleFlag( eStyleFlag ); }
void RemoveStyleFlag( EStyleFlags eStyleFlag ) { m_pIUIPanel->RemoveStyleFlag( eStyleFlag ); }
bool IsInspected() const { return m_pIUIPanel->IsInspected(); }
bool BHasHoverStyle() const { return m_pIUIPanel->BHasHoverStyle(); }
void SetSelected( bool bSelected ) { m_pIUIPanel->SetSelected( bSelected ); }
bool IsSelected() const { return m_pIUIPanel->IsSelected(); }
bool BHasKeyFocus() const { return m_pIUIPanel->BHasKeyFocus(); }
bool BHasDescendantKeyFocus() const { return m_pIUIPanel->BHasDescendantKeyFocus(); }
bool IsLayoutLoading() const { return m_pIUIPanel->IsLayoutLoading(); }
// enable/disable
void SetEnabled( bool bEnabled ) { m_pIUIPanel->SetEnabled( bEnabled ); }
bool IsEnabled() const { return m_pIUIPanel->IsEnabled(); }
bool IsActivationEnabled() { return m_pIUIPanel->IsActivationEnabled(); }
// Set activation disabled on this panel, input/focus still generally work, but Activate events won't be handled, useful to prevent a button
// being clicked when out of focus, but leave it able to be focused for later activation or such
void SetActivationEnabled( bool bEnabled ) { m_pIUIPanel->SetActivationEnabled( bEnabled ); }
// Set all our immediate children enabled/disabled
void SetAllChildrenActivationEnabled( bool bEnabled ) { m_pIUIPanel->SetAllChildrenActivationEnabled( bEnabled ); }
// Enable/disable hit testing of this panel, you may want a parent that is never hit test that has a large region, but clicks
// just pass through to other things behind it. Children may still hit test.
void SetHitTestEnabled( bool bEnabled ) { m_pIUIPanel->SetHitTestEnabled( bEnabled ); }
bool BHitTestEnabled() const { return m_pIUIPanel->BHitTestEnabled(); }
void SetHitTestEnabledTraverse( bool bEnabled ) { m_pIUIPanel->SetHitTestEnabledTraverse( bEnabled ); }
void SetOnActivateEvent( IUIEvent *pEvent );
void SetOnActivateEvent( const char *pchEventString );
void SetOnFocusEvent( IUIEvent *pEvent );
void SetOnCancelEvent( IUIEvent *pEvent );
void SetOnContextMenuEvent( IUIEvent *pEvent );
void SetOnLoadEvent( IUIEvent *pEvent );
void SetOnMouseActivateEvent( IUIEvent *pEvent );
void SetOnMouseOverEvent( IUIEvent *pEvent );
void SetOnMouseOutEvent( IUIEvent *pEvent );
void SetOnDblClickEvent( IUIEvent *pEvent );
void SetOnTabForwardEvent( IUIEvent *pEvent );
void SetOnTabBackwardEvent( IUIEvent *pEvent );
// bugbug jmccaskey - DELETE ME
// bugbug jmccaskey - both of the next two functions need to be deleted, we should
// not expose panel event internals like this, but parental button needs some refactoring
// first. That refactoring must happen to work at all with javascript panel events anyway.
VecUIEvents_t * GetPanelEvents( CPanoramaSymbol symEvent ) { return m_pIUIPanel->GetPanelEvents( symEvent ); }
virtual void OnPanelEventSet( CPanoramaSymbol symEvent ) OVERRIDE { }
bool BHasOnActivateEvent() { return m_pIUIPanel->BHasOnActivateEvent(); }
bool BHasOnMouseActivateEvent() { return m_pIUIPanel->BHasOnMouseActivateEvent(); }
void ClearOnActivateEvent();
// Dialog variables
void SetDialogVariable( const char *pchKey, const char *pchValue );
void SetDialogVariable( const char *pchKey, int iVal );
// We do NOT have a uint32 type here by design, to prevent you accidenatlly using a RTime32
// and getting a number value. Either cast to int for a number or construct a CRTime
#if defined (SOURCE2_PANORAMA )
void SetDialogVariable( const char *pchKey, time_t timeVal );
void SetDialogVariable( const char *pchKey, CCurrencyAmount amount );
#else
void SetDialogVariable( const char *pchKey, CAmount amount );
void SetDialogVariable( const char *pchKey, CRTime timeVal );
#endif
void SetDialogVariable( const char *varName, const CUtlString &value );
void SetDialogVariableLocString( const char *varName, const char *pchValue );
// Scrolling controls
void ScrollToTop() { m_pIUIPanel->ScrollToTop(); }
void ScrollToBottom() { m_pIUIPanel->ScrollToBottom(); }
void ScrollToLeftEdge() { m_pIUIPanel->ScrollToLeftEdge(); }
void ScrollToRightEdge() { m_pIUIPanel->ScrollToRightEdge(); }
void ScrollParentToMakePanelFit( ScrollBehavior_t behavior = SCROLL_BEHAVIOR_DEFAULT, bool bImmediateScroll = false ) { m_pIUIPanel->ScrollParentToMakePanelFit( behavior, bImmediateScroll ); }
void ScrollToFitRegion( float x0, float x1, float y0, float y1, ScrollBehavior_t behavior = SCROLL_BEHAVIOR_DEFAULT, bool bDirectParentScrollOnly = false, bool bImmediateScroll = false ) { m_pIUIPanel->ScrollToFitRegion( x0, x1, y0, y1, behavior, bDirectParentScrollOnly, bImmediateScroll ); }
bool BCanSeeInParentScroll() { return m_pIUIPanel->BCanSeeInParentScroll(); }
void OnScrollPositionChanged() { m_pIUIPanel->OnScrollPositionChanged(); }
void SetSendChildScrolledIntoViewEvents( bool bSendChildScrolledIntoViewEvents ) { m_pIUIPanel->SetSendChildScrolledIntoViewEvents( bSendChildScrolledIntoViewEvents ); } // this must be enabled on your parent for ScrolledIntoView events to fire and IsScrolledIntoView state to be set
void FireScrolledIntoViewEvent() { m_pIUIPanel->FireScrolledIntoViewEvent(); }
void FireScrolledOutOfViewEvent() { m_pIUIPanel->FireScrolledOutOfViewEvent(); }
bool IsScrolledIntoView() const { return m_pIUIPanel->IsScrolledIntoView(); }
bool BSelectionPosVerticalBoundary() { return m_pIUIPanel->BSelectionPosVerticalBoundary(); }
bool BSelectionPosHorizontalBoundary() { return m_pIUIPanel->BSelectionPosHorizontalBoundary(); }
// Tell panel to set focus to next panel in specified movement direction/type
bool SetFocusToNextPanel( int nRepeats, EFocusMoveDirection moveType, bool bAllowWrap, float flTabIndexCurrent, float flXPosCurrent, float flYPosCurrent, float flXStart, float flYStart ) { return m_pIUIPanel->SetFocusToNextPanel( nRepeats, moveType, bAllowWrap, flTabIndexCurrent, flXPosCurrent, flYPosCurrent, flXStart, flYStart ); }
virtual bool OnSetFocusToNextPanel( int nRepeats, EFocusMoveDirection moveType, bool bAllowWrap, float flTabIndexCurrent, float flXPosCurrent, float flYPosCurrent, float flXStart, float flYStart ) OVERRIDE{ return false; }
bool SetInputFocusToFirstOrLastChildInFocusOrder( EFocusMoveDirection moveType, float flXStart, float flYStart ) { return m_pIUIPanel->SetInputFocusToFirstOrLastChildInFocusOrder( moveType, flXStart, flYStart ); }
// hierarchy
void SetParent( CPanel2D *pParent ) { m_pIUIPanel->SetParent( pParent ? pParent->UIPanel() : NULL ); }
void RemoveAndDeleteChildren() { m_pIUIPanel->RemoveAndDeleteChildren(); }
void RemoveAndDeleteChildrenOfType( CPanoramaSymbol symPanelType ) { m_pIUIPanel->RemoveAndDeleteChildrenOfType( symPanelType ); }
uint32 GetChildCountOfType( CPanoramaSymbol symPanelType ) { return m_pIUIPanel->GetChildCountOfType( symPanelType ); }
bool IsDescendantOf( const CPanel2D *pPanel ) const { return m_pIUIPanel->IsDescendantOf( pPanel ? pPanel->m_pIUIPanel : NULL ); }
CPanel2D *FindAncestor( const char *pchID ) { return ToPanel2D( m_pIUIPanel->FindAncestor( pchID ) ); }
// layout file
CPanoramaSymbol GetLayoutFileLoadedFrom() const { return m_pIUIPanel->GetLayoutFileLoadedFrom(); }
// Override this and return true if you know your panel will never draw outside it's bounds,
// thus allowing an optimization to skip pushing clipping layers.
virtual bool BRequiresContentClipLayer() OVERRIDE { return false; }
// debug
virtual void GetDebugPropertyInfo( CUtlVector< DebugPropertyOutput_t *> *pvecProperties );
void SetTooltip( CPanel2D *pPanel );
// Panel events
bool DispatchPanelEvent( CPanoramaSymbol symPanelEvent ) { return m_pIUIPanel->DispatchPanelEvent( symPanelEvent ); }
bool BParsePanelEvent( CPanoramaSymbol symPanelEvent, const char *pchValue ) { return m_pIUIPanel->BParsePanelEvent( symPanelEvent, pchValue ); }
bool BIsPanelEventSet( CPanoramaSymbol symPanelEvent ) { return m_pIUIPanel->BIsPanelEventSet( symPanelEvent ); }
bool BIsPanelEvent( CPanoramaSymbol symProperty ) { return m_pIUIPanel->BIsPanelEvent( symProperty ); }
// the input namespace to use for this panel
const char *GetInputNamespace() const { return m_pIUIPanel->GetInputNamespace(); }
// the mouse cursor to display when hovered
virtual EMouseCursors GetMouseCursor() OVERRIDE { return eMouseCursor_Arrow; }
// controls if clicking on an unfocused panel should set focus
void SetMouseCanActivate( EMouseCanActivate eMouseCanActivate, const char *pchOptionalParent = NULL ) { m_pIUIPanel->SetMouseCanActivate( eMouseCanActivate, pchOptionalParent ); }
EMouseCanActivate GetMouseCanActivate() { return m_pIUIPanel->GetMouseCanActivate(); }
CPanel2D *FindParentForMouseCanActivate() { return ToPanel2D( m_pIUIPanel->FindParentForMouseCanActivate() ); }
// controls if clicking on an unfocused panel should set focus
void SetChildFocusOnHover( bool bEnable ) { m_pIUIPanel->SetChildFocusOnHover( bEnable ); }
bool GetChildFocusOnHover() { return m_pIUIPanel->GetChildFocusOnHover(); }
// Set background images for the panel
void SetBackgroundImages( const CUtlVector< CBackgroundImageLayer * > &vecLayers );
CUtlVector< CBackgroundImageLayer * > *GetBackgroundImages();
// called once after registering with UIEngine::CallBeforeStyleAndLayout()
virtual void OnCallBeforeStyleAndLayout() OVERRIDE {}
// clone
virtual bool IsClonable();
virtual CPanel2D *Clone();
// sort children
void SortChildren( int( __cdecl *pfnCompare )(const ClientPanelPtr_t *, const ClientPanelPtr_t *) ) { m_pIUIPanel->SortChildren( pfnCompare ); }
// set the namespace to use for input
void SetInputNamespace( const char *pchNamespace ) { m_pIUIPanel->SetInputNamespace( pchNamespace ); }
// override this if you need to have the loc system consider an alternate panel hierarchy for resolving dialog variables
virtual IUIPanel *GetLocalizationParent() const OVERRIDE { return GetParent() ? GetParent()->m_pIUIPanel : NULL; }
// child management, use with caution! normally always managed internally.
void AddChild( CPanel2D *pChild ) { m_pIUIPanel->AddChild( pChild->UIPanel() ); }
// child management, use with caution! normally always managed internally. Returns child index we inserted at.
int AddChildSorted( bool( __cdecl *pfnLessFunc )(ClientPanelPtr_t const &p1, ClientPanelPtr_t const &p2), CPanel2D *pChild ) { return m_pIUIPanel->AddChildSorted( pfnLessFunc, pChild->UIPanel() ); }
// child management, use with caution! normally always managed internally.
void RemoveChild( CPanel2D *pChild ) { m_pIUIPanel->RemoveChild( pChild->UIPanel() ); }
// Check if styles are dirty for the panel
bool BStylesDirty() const { return m_pIUIPanel->BStylesDirty(); }
// Check if styles are possibly dirty for any of our children
bool BChildStylesDirty() { return m_pIUIPanel->BChildStylesDirty(); }
// Set that we need an on styles changed call when styles become non-dirty, even if there is no actual change.
void SetOnStylesChangedNeeded() { m_pIUIPanel->SetOnStylesChangedNeeded(); }
// Getter for panel attributes
int GetAttribute( const char *pchAttrName, int nDefaultValue ) { return m_pIUIPanel->GetAttribute( pchAttrName, nDefaultValue ); }
// Getter for panel attributes
const char *GetAttribute( const char *pchAttrName, const char * pchDefaultValue ) { return m_pIUIPanel->GetAttribute( pchAttrName, pchDefaultValue ); }
// Getter for panel attributes
uint32 GetAttribute( const char *pchAttrName, uint32 unDefaultValue ) { return m_pIUIPanel->GetAttribute( pchAttrName, unDefaultValue ); }
// Getter for panel attributes
uint64 GetAttribute( const char *pchAttrName, uint64 unDefaultValue ) { return m_pIUIPanel->GetAttribute( pchAttrName, unDefaultValue ); }
// Setter for panel attributes
void SetAttribute( const char *pchAttrName, int nValue ) { m_pIUIPanel->SetAttribute( pchAttrName, nValue ); }
// Setter for panel attributes
void SetAttribute( const char *pchAttrName, const char * pchValue ) { m_pIUIPanel->SetAttribute( pchAttrName, pchValue ); }
// Setter for panel attributes
void SetAttribute( const char *pchAttrName, uint32 unValue ) { m_pIUIPanel->SetAttribute( pchAttrName, unValue ); }
// Setter for panel attributes
void SetAttribute( const char *pchAttrName, uint64 unValue ) { m_pIUIPanel->SetAttribute( pchAttrName, unValue ); }
// walks parents calculating the top left corner relative to window space
void GetPositionWithinWindow( float *pflX, float *pflY );
// walks parents calculating the top left corner relative to the ancestor's space. If
// the passed in panel is NULL or not an ancestor, this will end up being relative to the window space
virtual void GetPositionWithinAncestor( CPanel2D *pAncestor, float *pflX, float *pflY ) OVERRIDE;
bool BHasAnyActiveTransitions();
// Get the nearest parent that establishes a javascript context, or return ourself if we ourselves create one
panorama::CPanel2D *GetJavaScriptContextParent() const { return (CPanel2D*)(m_pIUIPanel->GetJavaScriptContextParent()->ClientPtr()); }
// Called to ask us to setup object template for Javascript, you can implement this in a child class and then call
// the base method (so all the normal panel2d stuff gets exposed), plus call the various RegisterJS helpers yourself
// to expose additional panel type specific data/methods.
virtual void SetupJavascriptObjectTemplate() OVERRIDE;
// Callback to client panel to create a scrollbar
virtual IUIScrollBar *CreateNewVerticalScrollBar( float flInitialScrollPos ) OVERRIDE;
// Callback to client panel to create a scrollbar
virtual IUIScrollBar *CreateNewHorizontalScrollBar( float flInitialScrollPos ) OVERRIDE;
// Callback to hide tooltip if it's visible
virtual void HideTooltip() OVERRIDE;
// Has this panel ever been layed out
virtual bool BHasBeenLayedOut() const { return m_pIUIPanel->BHasBeenLayedOut(); }
#ifdef DBGFLAG_VALIDATE
virtual void ValidateClientPanel( CValidator &validator, const tchar *pchName ) OVERRIDE;
void Validate( CValidator &validator, const tchar *pchName );
static void ValidateStatics( CValidator &validator, const char *pchName );
#endif
void SetLayoutLoadedFromParent( CPanel2D *pParent ) { m_pIUIPanel->SetLayoutLoadedFromParent( pParent ? pParent->UIPanel() : NULL ); }
IUIImageManager *UIImageManager() { return m_pIUIPanel->UIImageManager(); }
protected:
friend class CPanelStyle;
friend class CStyleFileSet;
friend class CVerticalScrollBar;
friend class CHorizontalScrollBar;
virtual IUIRenderEngine *AccessRenderEngine() { return m_pIUIPanel->GetParentWindow()->UIRenderEngine(); }
void FirePanelLoadedEvent() { m_pIUIPanel->FirePanelLoadedEvent(); }
// override to change how this panel is measured
virtual void OnContentSizeTraverse( float *pflContentWidth, float *pflContentHeight, float flMaxWidth, float flMaxHeight, bool bFinalDimensions ) OVERRIDE
{
m_pIUIPanel->OnContentSizeTraverse( pflContentWidth, pflContentHeight, flMaxWidth, flMaxHeight, bFinalDimensions );
}
// override to add additional panel events
virtual bool BIsClientPanelEvent( CPanoramaSymbol symProperty ) OVERRIDE;
// override to change how this panel arranges its children
virtual void OnLayoutTraverse( float flFinalWidth, float flFinalHeight ) OVERRIDE { m_pIUIPanel->OnLayoutTraverse( flFinalWidth, flFinalHeight ); }
virtual void OnStylesChanged() OVERRIDE { if ( m_pIUIPanel->GetParent() ) { m_pIUIPanel->GetParent()->ClientPtr()->OnChildStylesChanged(); } }
virtual void OnVisibilityChanged() OVERRIDE {}
virtual void OnChildStylesChanged() OVERRIDE { }
// methods for setting properties from a layout file. Default BSetProperties calls BSetProperty on each element.
virtual bool BSetProperties( const CUtlVector< ParsedPanelProperty_t > &vecProperties ) OVERRIDE;
virtual bool BSetProperty( CPanoramaSymbol symName, const char *pchValue ) OVERRIDE;
virtual void OnBeforeChildrenChanged() OVERRIDE {}
virtual void OnAfterChildrenChanged() OVERRIDE {}
virtual void OnRemoveChild( IUIPanel *pChild ) OVERRIDE {}
virtual void OnInitializedFromLayout() OVERRIDE {}
void SetLayoutFile( CPanoramaSymbol symLayoutFile ) { m_pIUIPanel->SetLayoutFile( symLayoutFile ); }
void SetLayoutFileTraverse( CPanoramaSymbol symLayoutFile );
void SetMouseTracking( bool bState ) { m_pIUIPanel->SetMouseTracking( bState ); }
// for cloning
bool AreChildrenClonable();
virtual void InitClonedPanel( CPanel2D *pPanel );
// for setting parent disabled style flag
//bugbug jmccaskey - these are broken... would like to fix so they are uneeded
virtual void AddDisabledFlagToChildren() { }
virtual void RemoveDisabledFlagFromChildren() { }
// Pointer to basic IUIPanel interface from panorama
IUIPanel *m_pIUIPanel;
private:
// we by design don't have a uint32 overload of this, use this function here to enforce it
void SetDialogVariable( const char *pchKey, uint32 nInvalid ) { Assert( !"Invalid call" ); }
CUtlVector<IUIPanel *> const &AccessChildren() { return m_pIUIPanel->AccessChildren(); }
CUtlVector<IUIPanel *> const &JSFindChildrenWithClassTraverse( const char *pchClass );
// event handler functions, these CANNOT be virtual, if you need to override then
// have this function call into another helper that is virtual to override behavior
bool EventAppendChildrenFromLayoutFileAsync( const CPanelPtr< IUIPanel > &pPanel, const char *pchLayoutFile );
bool EventAddStyleClass( const CPanelPtr< IUIPanel > &pPanel, const char *pchName );
bool EventRemoveStyleClass( const CPanelPtr< IUIPanel > &pPanel, const char *pchName );
bool EventToggleStyleClass( const CPanelPtr< IUIPanel > &pPanel, const char *pchName );
bool EventAddStyleClassToEachChild( const CPanelPtr< IUIPanel > &pPanel, const char *pchName );
bool EventRemoveStyleClassFromEachChild( const CPanelPtr< IUIPanel > &pPanel, const char *pchName );
bool EventPanelActivated( const CPanelPtr< IUIPanel > &pPanel, EPanelEventSource_t eSource );
bool EventPanelCancelled( const CPanelPtr< IUIPanel > &pPanel, EPanelEventSource_t eSource );
bool EventPanelContextMenu( const CPanelPtr< IUIPanel > &pPanel, EPanelEventSource_t eSource );
bool EventPanelLoaded( const CPanelPtr< IUIPanel > &pPanel );
bool EventShowTooltip( const CPanelPtr< IUIPanel > &pPanel );
bool EventScrollUp() { return OnScrollUp(); }
bool EventScrollDown() { return OnScrollDown(); }
bool EventScrollLeft() { return OnScrollLeft(); }
bool EventScrollRight() { return OnScrollRight(); }
bool EventScrollPanelUp( const CPanelPtr< IUIPanel > &pPanel ) { return OnScrollUp(); }
bool EventScrollPanelDown( const CPanelPtr< IUIPanel > &pPanel ) { return OnScrollDown(); }
bool EventScrollPanelLeft( const CPanelPtr< IUIPanel > &pPanel ) { return OnScrollLeft(); }
bool EventScrollPanelRight( const CPanelPtr< IUIPanel > &pPanel ) { return OnScrollRight(); }
bool EventPageUp() { return OnPageUp(); }
bool EventPageDown() { return OnPageDown(); }
bool EventPageLeft() { return OnPageLeft(); }
bool EventPageRight() { return OnPageRight(); }
bool EventPagePanelUp( const CPanelPtr< IUIPanel > &pPanel ) { return OnPageUp(); }
bool EventPagePanelDown( const CPanelPtr< IUIPanel > &pPanel ) { return OnPageDown(); }
bool EventPagePanelLeft( const CPanelPtr< IUIPanel > &pPanel ) { return OnPageLeft(); }
bool EventPagePanelRight( const CPanelPtr< IUIPanel > &pPanel ) { return OnPageRight(); }
bool EventScrollToTop( const CPanelPtr< IUIPanel > &pPanel );
bool EventScrollToBottom( const CPanelPtr< IUIPanel > &pPanel );
bool EventMoveUp( int nRepeats ) { return OnMoveUp( nRepeats ); }
bool EventMoveDown( int nRepeats ) { return OnMoveDown( nRepeats ); }
bool EventMoveLeft( int nRepeats ) { return OnMoveLeft( nRepeats ); }
bool EventMoveRight( int nRepeats ) { return OnMoveRight( nRepeats ); }
bool EventTabForward( int nRepeats ) { return OnTabForward( nRepeats ); }
bool EventTabBackward( int nRepeats ) { return OnTabBackward( nRepeats ); }
bool EventImageLoaded( const CPanelPtr< IUIPanel > &pPanel, IImageSource *pImage );
bool EventImageFailedLoad( const CPanelPtr< IUIPanel > &pPanel, IImageSource *pImage );
bool EventSetPanelEvent( const CPanelPtr< IUIPanel > &pPanel, const char *pchPanelEventName, const char *pchPanelEventAction );
bool EventClearPanelEvent( const CPanelPtr< IUIPanel > &pPanel, const char *pchPanelEventName );
bool EventIfHasClassEvent( const CPanelPtr< IUIPanel > &pPanel, const char * pchClassName, IUIEvent * pEventToFire );
bool EventIfNotHasClassEvent( const CPanelPtr< IUIPanel > &pPanel, const char * pchClassName, IUIEvent * pEventToFire );
bool EventIfHoverOtherEvent( const CPanelPtr< IUIPanel > &pPanel, const char *pchOtherPanelID, IUIEvent * pEventToFire );
bool EventIfNotHoverOtherEvent( const CPanelPtr< IUIPanel > &pPanel, const char *pchOtherPanelID, IUIEvent * pEventToFire );
bool EventIfHoverOverEventInternal( const CPanelPtr< IUIPanel > &pPanel, const char *pchOtherPanelID, IUIEvent * pEventToFire, bool bFireIfHovered );
bool EventCheckChildrenScrolledIntoView( const CPanelPtr< IUIPanel > &pPanel ) { return m_pIUIPanel->OnCheckChildrenScrolledIntoView(); }
bool EventScrollPanelIntoView( const CPanelPtr< IUIPanel > &pPanel, ScrollBehavior_t behavior, bool bImmediate );
void Initialize( IUIWindow *window, CPanel2D *parent, const char *pchID, uint32 ePanelFlags );
bool BAppyLayoutFile( CLayoutFile *pLayoutFile, CUtlVector< CPanel2D * > *pvecExistingPanels );
void DeletePanelsForReloadTraverse( CPanoramaSymbol symPath, CUtlVector< CPanel2D * > *pvecPanelsWithID );
// Is this a property we must create our children before applying during layout file application?
virtual bool BIsDelayedProperty( CPanoramaSymbol symProperty ) OVERRIDE;
void ClearPanelEventJS( CPanoramaSymbol symPanelEvent ) { m_pIUIPanel->ClearPanelEvents( symPanelEvent ); }
// Private helper for JS attribute registration
void RegisterJSFloatTabIndexSelectionPos( const char *pchjsMemberName, PanelFloatGetter_t pGetFunc, PanelFloatSetter_t pSetFunc );
void SetDefaultFocusOnMouseDownBehavior();
// tooltip for panel. Need to keep a safe pointer as the tooltip is a top level window and will be deleted at shutdown automatically
CPanelPtr< CPanel2D > m_pTooltip;
static CUtlVector<IUIPanel *> s_vecMatchingChildren;
};
class CUIScrollBar;
//-----------------------------------------------------------------------------
// Purpose: Base class for all types of scroll bars
//-----------------------------------------------------------------------------
class CBaseScrollBar : public CPanel2D
{
DECLARE_PANEL2D( CBaseScrollBar, CPanel2D );
public:
CBaseScrollBar( CPanel2D *parent, const char * pchPanelID );
virtual ~CBaseScrollBar();
IUIScrollBar *Interface();
// Normalizes the position to be within range min/max
void Normalize( bool bImmediateThumbUpdate = false )
{
if ( m_flWindowStart < m_flRangeMin )
m_flWindowStart = m_flRangeMin;
if ( m_flWindowStart + m_flWindowSize > m_flRangeMax )
{
m_flWindowStart = m_flRangeMax - m_flWindowSize;
m_flWindowStart = RoundFloatToInt( m_flWindowStart );
}
else
{
m_flWindowStart = RoundFloatToInt( m_flWindowStart );
}
UpdateLayout( bImmediateThumbUpdate );
}
// Set the scroll range
void SetRangeMinMax( float flRangeMin, float flRangeMax )
{
if ( m_flRangeMin != flRangeMin || m_flRangeMax != flRangeMax )
{
m_flRangeMin = flRangeMin;
m_flRangeMax = flRangeMax;
if ( GetParent() )
GetParent()->InvalidatePosition();
Normalize( false );
}
}
// return the size of the range we have
float GetRangeSize() const { return m_flRangeMax - m_flRangeMin; }
float GetRangeMin() const { return m_flRangeMin; }
float GetRangeMax() const { return m_flRangeMax; }
// Set the window size
void SetScrollWindowSize( float flWindowSize )
{
if ( m_flWindowSize != flWindowSize )
{
m_flWindowSize = flWindowSize;
if ( GetParent() )
GetParent()->InvalidatePosition();
Normalize( false );
}
}
// Get scroll window size
float GetScrollWindowSize() { return m_flWindowSize; }
// Set the current window position
void SetScrollWindowPosition( float flWindowPos, bool bImmediateMove = false )
{
m_flWindowStart = flWindowPos;
m_flLastScrollTime = UIEngine()->GetCurrentFrameTime();
if ( GetParent() )
{
if ( GetParent()->IsChildPositionValid() && GetParent()->IsPositionValid() )
Normalize( bImmediateMove );
GetParent()->InvalidatePosition();
GetParent()->OnScrollPositionChanged();
}
}
double GetLastScrollTime() { return m_flLastScrollTime; }
// Get scroll window position
float GetScrollWindowPosition() { return m_flWindowStart; }
bool BLastMoveImmediate() { return m_bLastMoveImmediate; }
protected:
friend class CUIScrollBar;
CUIScrollBar *m_pScrollBarInterface;
virtual void UpdateLayout( bool bImmediateMove ) = 0;
bool m_bLastMoveImmediate;
double m_flLastScrollTime;
float m_flRangeMin;
float m_flRangeMax;
float m_flWindowSize;
float m_flWindowStart;
};
//-----------------------------------------------------------------------------
// Purpose: Default Scrollbar
//-----------------------------------------------------------------------------
class CScrollBar : public CBaseScrollBar
{
DECLARE_PANEL2D( CScrollBar, CBaseScrollBar );
public:
CScrollBar( CPanel2D *parent, const char * pchPanelID );
virtual ~CScrollBar();
virtual void ScrollToMousePos() = 0;
virtual void OnMouseMove( float flMouseX, float flMouseY )
{
// If there's a transform set on the parent, adjust the input as appropriate.
Vector vMousePosition( flMouseX, flMouseY, 0.0f );
if ( GetParent() )
{
VMatrix matParentTransform = GetParent()->AccessStyle()->GetTransform3DMatrix();
vMousePosition = matParentTransform * vMousePosition;
}
m_flMouseX = vMousePosition.x;
m_flMouseY = vMousePosition.y;
if ( m_bMouseDown )
ScrollToMousePos();
}
virtual bool OnMouseButtonDown( const MouseData_t &code )
{
// Only interested in left clicks
if ( code.m_MouseCode != MOUSE_LEFT )
return BaseClass::OnMouseButtonDown( code );
AddClass( "MouseDown" );
if ( m_pScrollThumb->BHasHoverStyle() )
m_bMouseWentDownOnThumb = true;
else
m_bMouseWentDownOnThumb = false;
m_bMouseDown = true;
m_flMouseStartX = m_flMouseX;
m_flMouseStartY = m_flMouseY;
m_flScrollStartPosition = GetScrollWindowPosition();
ScrollToMousePos();
return true;
}
virtual bool OnMouseButtonUp( const MouseData_t &code )
{
// Only interested in left clicks
if ( code.m_MouseCode != MOUSE_LEFT )
return BaseClass::OnMouseButtonDown( code );
m_bMouseDown = false;
ScrollToMousePos();
RemoveClass( "MouseDown" );
return true;
}
protected:
CPanel2D *m_pScrollThumb;
bool m_bMouseDown;
bool m_bMouseWentDownOnThumb;
float m_flMouseX;
float m_flMouseY;
float m_flMouseStartX;
float m_flMouseStartY;
float m_flScrollStartPosition;
};
class CUIScrollBar : public IUIScrollBar
{
public:
CUIScrollBar( CBaseScrollBar *pParent ) { m_pParent = pParent; }
virtual IUIPanel* UIPanel() OVERRIDE { return m_pParent->UIPanel(); }
virtual IUIPanelClient* ClientPtr() OVERRIDE { return m_pParent; }
virtual void Normalize( bool bImmediateThumbUpdate ) OVERRIDE { return m_pParent->Normalize( bImmediateThumbUpdate ); }
virtual void SetRangeMinMax( float flRangeMin, float flRangeMax ) OVERRIDE { return m_pParent->SetRangeMinMax( flRangeMin, flRangeMax ); }
virtual float GetRangeSize() const OVERRIDE { return m_pParent->GetRangeSize(); }
virtual float GetRangeMin() const OVERRIDE { return m_pParent->GetRangeMin(); }
virtual float GetRangeMax() const OVERRIDE { return m_pParent->GetRangeMax(); }
// Set the window size
virtual void SetScrollWindowSize( float flWindowSize ) OVERRIDE { return m_pParent->SetScrollWindowSize( flWindowSize ); }
// Get scroll window size
virtual float GetScrollWindowSize() OVERRIDE { return m_pParent->GetScrollWindowSize(); }
// Set the current window position
virtual void SetScrollWindowPosition( float flWindowPos, bool bImmediateMove = false ) OVERRIDE { return m_pParent->SetScrollWindowPosition( flWindowPos, bImmediateMove ); }
virtual float GetLastScrollTime() OVERRIDE { return m_pParent->GetLastScrollTime(); }
// Get scroll window position
virtual float GetScrollWindowPosition() OVERRIDE { return m_pParent->GetScrollWindowPosition(); }
// Return true if the user is manually dragging the scrollbar with the mouse
virtual bool BLastMoveImmediate() OVERRIDE { return m_pParent->BLastMoveImmediate(); }
private:
CBaseScrollBar *m_pParent;
};
//-----------------------------------------------------------------------------
// Purpose: Vertical scroll bar
//-----------------------------------------------------------------------------
class CVerticalScrollBar : public CScrollBar
{
DECLARE_PANEL2D( CVerticalScrollBar, CScrollBar );
public:
CVerticalScrollBar( CPanel2D *parent, const char * pchPanelID ) : CScrollBar( parent, pchPanelID )
{
m_pScrollThumb->AddClass( "VerticalScrollThumb" );
}
void ScrollToMousePos()
{
CPanel2D *pPanel = GetParent();
if ( pPanel )
{
float flHeight = GetActualLayoutHeight();
if ( flHeight > 0.00001f )
{
if ( m_bMouseWentDownOnThumb )
{
float flPercentDiff = (m_flMouseY - m_flMouseStartY) / flHeight;
float flPositionOffset = flPercentDiff * pPanel->GetContentHeight();
float flPosition = m_flScrollStartPosition + flPositionOffset;
SetScrollWindowPosition( clamp( flPosition, 0.0f, pPanel->GetContentHeight() - GetScrollWindowSize() ), true );
}
else
{
float flPercent = m_flMouseY / flHeight;
float flPos = pPanel->GetContentHeight() * flPercent;
SetScrollWindowPosition( clamp( flPos, 0.0f, pPanel->GetContentHeight() - GetScrollWindowSize() ), true );
}
}
}
}
virtual ~CVerticalScrollBar() {}
protected:
virtual void UpdateLayout( bool bImmediateMove );
};
//-----------------------------------------------------------------------------
// Purpose: Horizontal scroll bar
//-----------------------------------------------------------------------------
class CHorizontalScrollBar : public CScrollBar
{
DECLARE_PANEL2D( CHorizontalScrollBar, CScrollBar );
public:
CHorizontalScrollBar( CPanel2D *parent, const char * pchPanelID ) : CScrollBar( parent, pchPanelID )
{
m_pScrollThumb->AddClass( "HorizontalScrollThumb" );
}
void ScrollToMousePos()
{
CPanel2D *pPanel = GetParent();
if ( pPanel )
{
float flWidth = GetActualLayoutWidth();
if ( flWidth > 0.00001f )
{
if ( m_bMouseWentDownOnThumb )
{
float flPercentDiff = ( m_flMouseX - m_flMouseStartX ) / flWidth;
float flPositionOffset = flPercentDiff * pPanel->GetContentWidth();
float flPosition = m_flScrollStartPosition + flPositionOffset;
SetScrollWindowPosition( clamp( flPosition, 0.0f, pPanel->GetContentWidth() - GetScrollWindowSize() ), true );
}
else
{
float flPercent = m_flMouseX / flWidth;
float flPos = pPanel->GetContentWidth() * flPercent;
SetScrollWindowPosition( clamp( flPos, 0.0f, pPanel->GetContentWidth() - GetScrollWindowSize() ), true );
}
}
}
}
virtual ~CHorizontalScrollBar() {}
protected:
virtual void UpdateLayout( bool bImmediateMove );
};
#pragma warning(pop)
} // namespace panorama
#endif // PANEL2D_H