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//===================== Copyright (c) Valve Corporation. All Rights Reserved. ======================
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//
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//==================================================================================================
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#if !defined( __IPANORAMAUI_H__ )
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#define __IPANORAMAUI_H__
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#include "appframework/iappsystem.h"
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#include "tier3/tier3.h"
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#include "inputsystem/inputenums.h"
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#include "inputsystem/buttoncode.h"
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#include "tier1/refcount.h"
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#include "../game/client/iwordfilter.h"
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#include "vscript/ivscript.h"
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#include "rendersystem/irenderdevice.h"
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// Manages the communication between panorama_client-level code and
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// the Panorama core in panorama.dll.
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class IPanoramaUIEngine : public IAppSystem
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{
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public:
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virtual bool SetupUIEngine() = 0;
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virtual void ShutdownUIEngine() = 0;
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// Access UI engine, generally use global panorama::UIEngine() accessor instead as shorthand
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virtual panorama::IUIEngine * AccessUIEngine() = 0;
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virtual bool HandleInputEvent( const InputEvent_t &event, const CUtlVector<panorama::IUIWindow *> &vecWindowInputOrder, bool bOnlyIfFocused ) = 0;
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};
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//
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// Panorama class wrappers to make methods virtual for cross-DLL calling.
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//
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class IPanoramaClientDebugger
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{
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public:
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virtual ~IPanoramaClientDebugger() {}
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virtual void BeginInspect() = 0;
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virtual float GetSplitterPosition() = 0;
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virtual void SetSplitterPosition( float flParentFlowValue ) = 0;
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};
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// Manages the communication between non-Panorama code and
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// a component using panorama_client.
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class IPanoramaUIClient : public IAppSystem
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{
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public:
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virtual panorama::IUIEngine *SetupUIEngine( const char *pszLanguage, PlatWindow_t hWindow ) = 0;
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virtual void ShutdownUIEngine() = 0;
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virtual bool HandleInputEvent( const InputEvent_t &event, const CUtlVector<panorama::IUIWindow *> &vecWindowInputOrder, bool bOnlyIfFocused ) = 0;
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virtual panorama::IUIPanelClient *CreatePanel2D( panorama::IUIWindow *pParent, const char *pID ) = 0;
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virtual IPanoramaClientDebugger *CreateDebugger( panorama::IUIWindow *pParent, const char *pID ) = 0;
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};
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#endif
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