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//========= Copyright Valve Corporation, All rights reserved. ============//
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#include "cbase.h"
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#include "faceposer_vgui.h"
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#include <vgui/IVGui.h>
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#include <vgui/ISurface.h>
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#include <vgui/ISystem.h>
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#include "vgui/IInput.h"
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#include <VGuiMatSurface/IMatSystemSurface.h>
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#include <matsys_controls/matsyscontrols.h>
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#include <dme_controls/dmecontrols.h>
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//#include "material.h"
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#include "vgui_controls/AnimationController.h"
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#include "inputsystem/iinputsystem.h"
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#include "VGuiWnd.h"
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extern CreateInterfaceFn g_Factory;
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//-----------------------------------------------------------------------------
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// Purpose: singleton accessor
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//-----------------------------------------------------------------------------
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static CFacePoserVGui s_FaceposerVGui;
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CFacePoserVGui *FaceposerVGui()
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{
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return &s_FaceposerVGui;
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}
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CFacePoserVGui::CFacePoserVGui(void)
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{
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m_pActiveWindow = NULL;
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m_hMainWindow = NULL;
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}
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//-----------------------------------------------------------------------------
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// Setup the base vgui panels
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//-----------------------------------------------------------------------------
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bool CFacePoserVGui::Init( HWND hWindow )
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{
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// initialize vgui_control interfaces
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if (!vgui::VGui_InitInterfacesList( "FACEPOSER", &g_Factory, 1 ))
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return false;
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// if ( !vgui::VGui_InitMatSysInterfacesList( "FACEPOSER", &g_Factory, 1 ) )
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// return false;
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// All of the various tools .dlls expose GetVGuiControlsModuleName() to us to make sure we don't have communication across .dlls
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// if ( !vgui::VGui_InitDmeInterfacesList( "FACEPOSER", &g_Factory, 1 ) )
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// return false;
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if ( !g_pMatSystemSurface )
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return false;
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// configuration settings
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vgui::system()->SetUserConfigFile("faceposer.vdf", "EXECUTABLE_PATH");
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// Are we trapping input?
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g_pMatSystemSurface->EnableWindowsMessages( true );
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// Need to be able to play sounds through vgui
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// g_pMatSystemSurface->InstallPlaySoundFunc( VGui_PlaySound );
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// load scheme
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if (!vgui::scheme()->LoadSchemeFromFile("Resource/SourceScheme.res", "FacePoser"))
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{
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return false;
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}
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m_hMainWindow = hWindow;
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// Start the App running
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vgui::ivgui()->Start();
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vgui::ivgui()->SetSleep(false);
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return true;
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}
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void CFacePoserVGui::SetFocus( CVGuiWnd *pVGuiWnd )
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{
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if ( pVGuiWnd == m_pActiveWindow )
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return;
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g_pInputSystem->PollInputState();
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vgui::ivgui()->RunFrame();
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g_pMatSystemSurface->AttachToWindow( NULL, false );
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g_pInputSystem->DetachFromWindow( );
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if ( pVGuiWnd )
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{
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HWND hWnd = (HWND)pVGuiWnd->GetParentWnd()->getHandle();
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m_pActiveWindow = pVGuiWnd;
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g_pInputSystem->AttachToWindow( hWnd );
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g_pMatSystemSurface->AttachToWindow( hWnd, false );
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vgui::ivgui()->ActivateContext( pVGuiWnd->GetVGuiContext() );
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}
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else
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{
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m_pActiveWindow = NULL;
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vgui::ivgui()->ActivateContext( vgui::DEFAULT_VGUI_CONTEXT );
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}
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}
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bool CFacePoserVGui::HasFocus( CVGuiWnd *pWnd )
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{
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return m_pActiveWindow == pWnd;
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}
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void CFacePoserVGui::Simulate()
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{
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// VPROF( "CFacePoserVGui::Simulate" );
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if ( !IsInitialized() )
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return;
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g_pInputSystem->PollInputState();
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vgui::ivgui()->RunFrame();
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// run vgui animations
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vgui::GetAnimationController()->UpdateAnimations( vgui::system()->GetCurrentTime() );
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}
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void CFacePoserVGui::Shutdown()
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{
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// Give panels a chance to settle so things
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// Marked for deletion will actually get deleted
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if ( !IsInitialized() )
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return;
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g_pInputSystem->PollInputState();
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vgui::ivgui()->RunFrame();
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// stop the App running
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vgui::ivgui()->Stop();
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}
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CFacePoserVGui::~CFacePoserVGui(void)
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{
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}
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