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327 lines
12 KiB
C++
327 lines
12 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Core Movie Maker UI API
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//
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//=============================================================================
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#ifndef BASETOOLSYSTEM_H
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#define BASETOOLSYSTEM_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier1/interface.h"
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#include "toolframework/itoolsystem.h"
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#include "vgui/IScheme.h"
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#include "vgui_controls/EditablePanel.h"
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#include "vgui_controls/PHandle.h"
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#include "toolutils/recentfilelist.h"
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#include "vgui/keycode.h"
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#include "vgui_controls/fileopenstatemachine.h"
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// #defines
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#define TOGGLE_WINDOWED_KEY_CODE KEY_F11
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#define TOGGLE_WINDOWED_KEY_NAME "F11"
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#define TOGGLE_INPUT_KEY_CODE KEY_F10
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#define TOGGLE_INPUT_KEY_NAME "F10"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class KeyValues;
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class CToolUI;
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class CToolMenuButton;
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class CMiniViewport;
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class IGlobalFlexController;
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namespace vgui
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{
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class Panel;
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class Menu;
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class CKeyBoardEditorDialog;
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class CKeyBindingHelpDialog;
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enum KeyBindingContextHandle_t;
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class IScheme;
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}
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//-----------------------------------------------------------------------------
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// Save document types
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//-----------------------------------------------------------------------------
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enum SaveDocumentCloseType_t
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{
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SAVEDOC_QUIT_AFTER_SAVE = 0,
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SAVEDOC_CLOSE_AFTER_SAVE,
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SAVEDOC_LEAVEOPEN_AFTER_SAVE,
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SAVEDOC_POSTCOMMAND_AFTER_SAVE, // Closes, then posts a command
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SAVEDOC_LEAVEOPEN_POSTCOMMAND_AFTER_SAVE, // Leaves open, then posts a command
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};
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//-----------------------------------------------------------------------------
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// The toolsystem panel is the main panel in which the tool "ui" lives.
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// The tool "ui" encapsulates the main menu and a client area in which the
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// tools are drawn.
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// Usually, the workspace is the size of the entire screen
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// and the ui can be smaller than the toolsystem panel. The reason these are decoupled
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// is so that you can get the 'action' menu no matter where you click on the screen
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//-----------------------------------------------------------------------------
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class CBaseToolSystem : public vgui::EditablePanel, public IToolSystem, public vgui::IFileOpenStateMachineClient
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{
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DECLARE_CLASS_SIMPLE( CBaseToolSystem, vgui::EditablePanel );
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public:
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// Methods inherited from IToolSystem
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virtual bool Init( );
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virtual void Shutdown();
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virtual bool ServerInit( CreateInterfaceFn serverFactory );
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virtual bool ClientInit( CreateInterfaceFn clientFactory );
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virtual void ServerShutdown();
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virtual void ClientShutdown();
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virtual bool CanQuit();
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virtual void PostMessage( HTOOLHANDLE hEntity, KeyValues *message );
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virtual void Think( bool finalTick );
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virtual void ServerLevelInitPreEntity();
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virtual void ServerLevelInitPostEntity();
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virtual void ServerLevelShutdownPreEntity();
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virtual void ServerLevelShutdownPostEntity();
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virtual void ServerFrameUpdatePreEntityThink();
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virtual void ServerFrameUpdatePostEntityThink();
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virtual void ServerPreClientUpdate();
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virtual void ServerPreSetupVisibility();
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virtual const char* GetEntityData( const char *pActualEntityData );
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virtual void ClientLevelInitPreEntity();
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virtual void ClientLevelInitPostEntity();
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virtual void ClientLevelShutdownPreEntity();
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virtual void ClientLevelShutdownPostEntity();
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virtual void ClientPreRender();
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virtual void ClientPostRender();
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virtual void OnToolActivate();
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virtual void OnToolDeactivate();
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virtual bool TrapKey( ButtonCode_t key, bool down );
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virtual void AdjustEngineViewport( int& x, int& y, int& width, int& height );
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virtual bool SetupEngineView( Vector &origin, QAngle &angles, float &fov );
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virtual bool SetupAudioState( AudioState_t &audioState );
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virtual bool ShouldGameRenderView();
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virtual bool IsThirdPersonCamera();
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virtual bool IsToolRecording();
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virtual IMaterialProxy *LookupProxy( const char *proxyName );
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virtual bool GetSoundSpatialization( int iUserData, int guid, SpatializationInfo_t& info );
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virtual void HostRunFrameBegin();
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virtual void HostRunFrameEnd();
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virtual void RenderFrameBegin();
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virtual void RenderFrameEnd();
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virtual void VGui_PreRender( int paintMode );
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virtual void VGui_PostRender( int paintMode );
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virtual void VGui_PreSimulate();
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virtual void VGui_PostSimulate();
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// Inherited from vgui::Panel
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virtual void OnMousePressed( vgui::MouseCode code );
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virtual void OnThink();
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virtual void ApplySchemeSettings( vgui::IScheme *pScheme);
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// Inherited from IFileOpenStateMachineClient
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virtual void SetupFileOpenDialog( vgui::FileOpenDialog *pDialog, bool bOpenFile, const char *pFileFormat, KeyValues *pContextKeyValues ) { Assert(0); }
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virtual bool OnReadFileFromDisk( const char *pFileName, const char *pFileFormat, KeyValues *pContextKeyValues ) { Assert(0); return false; }
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virtual bool OnWriteFileToDisk( const char *pFileName, const char *pFileFormat, KeyValues *pContextKeyValues ) { Assert(0); return false; }
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MESSAGE_FUNC_INT( OnUnhandledMouseClick, "UnhandledMouseClick", code );
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public:
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// Other methods
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// NOTE: This name here is 'general' strictly so 'general' shows up in the keybinding dialog
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CBaseToolSystem( char const *toolName = "#ToolGeneral" );
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// Gets the action target to sent to panels so that the tool system's OnCommand is called
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vgui::Panel *GetActionTarget();
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// Gets at the action menu
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vgui::Menu *GetActionMenu();
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// Returns the client area
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vgui::Panel* GetClientArea();
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// Adds a menu button to the main menu bar
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void AddMenuButton( CToolMenuButton *pMenuButton );
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// Returns the current map name
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char const *MapName() const;
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// Derived classes implement this to create an action menu
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// that appears if you right-click in the tool workspace
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virtual vgui::Menu *CreateActionMenu( vgui::Panel *pParent ) { return NULL; }
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// Derived classes implement this to create a custom menubar
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virtual vgui::MenuBar *CreateMenuBar( CBaseToolSystem *pParent );
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// Derived classes implement this to create status bar, can return NULL for no status bar in tool...
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virtual vgui::Panel *CreateStatusBar( vgui::Panel *pParent );
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virtual CMiniViewport *CreateMiniViewport( vgui::Panel *parent );
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virtual void UpdateMenu( vgui::Menu *menu );
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virtual void ShowMiniViewport( bool state );
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void SetMiniViewportBounds( int x, int y, int width, int height );
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void SetMiniViewportText( const char *pText );
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void GetMiniViewportEngineBounds( int &x, int &y, int &width, int &height );
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vgui::Panel *GetMiniViewport( void );
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virtual void ComputeMenuBarTitle( char *buf, size_t buflen );
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// Usage mode
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void SetMode( bool bGameInputEnabled, bool bFullscreen );
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bool IsFullscreen() const;
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bool IsGameInputEnabled() const;
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void EnableFullscreenToolMode( bool bEnable );
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// Is this the active tool?
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bool IsActiveTool( ) const;
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// Returns the tool that had focus most recently
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Panel *GetMostRecentlyFocusedTool();
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void PostMessageToAllTools( KeyValues *message );
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protected:
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virtual void PaintBackground();
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// Derived classes must implement this to specify where in the
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// registry to store registry settings
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virtual const char *GetRegistryName() = 0;
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// Derived classes must return the key bindings context
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virtual const char *GetBindingsContextFile() = 0;
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// Derived classes implement this to do stuff when the tool is shown or hidden
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virtual void OnModeChanged() {}
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// Derived classes can implement this to get a new scheme to be applied to this tool
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virtual vgui::HScheme GetToolScheme() { return 0; }
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// Derived classes can implement this to get notified when files are saved/loaded
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virtual void OnFileOperationCompleted( const char *pFileType, bool bWroteFile, vgui::FileOpenStateMachine::CompletionState_t state, KeyValues *pContextKeyValues ) {}
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// Used to open a specified file, and deal with all the lovely dialogs
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void OpenFile( const char *pOpenFileType, const char *pSaveFileName = NULL, const char *pSaveFileType = NULL, int nFlags = 0, KeyValues *pKeyValues = NULL );
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void OpenFile( const char *pOpenFileName, const char *pOpenFileType, const char *pSaveFileName = NULL, const char *pSaveFileType = NULL, int nFlags = 0, KeyValues *pKeyValues = NULL );
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// Used to save a specified file, and deal with all the lovely dialogs
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// Pass in NULL to get a dialog to choose a filename to save
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// Posts the keyvalues
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void SaveFile( const char *pFileName, const char *pFileType, int nFlags, KeyValues *pKeyValues = NULL );
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KEYBINDING_FUNC_NODECLARE( editkeybindings, KEY_E, vgui::MODIFIER_SHIFT | vgui::MODIFIER_CONTROL | vgui::MODIFIER_ALT, OnEditKeyBindings, "#editkeybindings_help", 0 );
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KEYBINDING_FUNC( keybindinghelp, KEY_H, 0, OnKeyBindingHelp, "#keybindinghelp_help", 0 );
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virtual char const *GetBackgroundTextureName();
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virtual char const *GetLogoTextureName() = 0;
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virtual bool HasDocument();
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virtual void ToggleForceToolCamera();
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// Shows, hides the tool ui (menu, client area, status bar)
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void SetToolUIVisible( bool bVisible );
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// Deals with keybindings
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void LoadKeyBindings();
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void ShowKeyBindingsEditor( vgui::Panel *panel, vgui::KeyBindingContextHandle_t handle );
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void ShowKeyBindingsHelp( vgui::Panel *panel, vgui::KeyBindingContextHandle_t handle, vgui::KeyCode boundKey, int modifiers );
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vgui::KeyBindingContextHandle_t GetKeyBindingsHandle();
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// Registers tool window
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void RegisterToolWindow( vgui::PHandle hPanel );
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void UnregisterAllToolWindows();
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void PostMessageToActiveTool( char const *msg, float delay = 0.0f );
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void PostMessageToActiveTool( KeyValues *pKeyValues, float flDelay = 0.0f );
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protected:
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// Recent file list
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CRecentFileList m_RecentFiles;
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private:
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// Shows/hides the tool
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bool ShowUI( bool bVisible );
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// Updates UI visibility
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void UpdateUIVisibility();
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// Create, destroy action menu
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void InitActionMenu();
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void ShutdownActionMenu();
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// Positions the action menu when it's time to pop it up
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void PositionActionMenu();
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// Messages related to saving a file
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MESSAGE_FUNC_PARAMS( OnFileStateMachineFinished, "FileStateMachineFinished", kv );
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// Handlers for standard menus
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MESSAGE_FUNC( OnClearRecent, "OnClearRecent" );
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MESSAGE_FUNC( OnEditKeyBindings, "OnEditKeyBindings" );
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// The root toolsystem panel which should cover the entire screen
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// here to allow us to do action menus anywhere
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// The tool UI
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CToolUI *m_pToolUI;
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// The action menu
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vgui::DHANDLE<vgui::Menu> m_hActionMenu;
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bool m_bGameInputEnabled;
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bool m_bFullscreenMode;
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bool m_bIsActive;
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bool m_bFullscreenToolModeEnabled;
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vgui::DHANDLE< CMiniViewport > m_hMiniViewport;
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vgui::FileOpenStateMachine *m_pFileOpenStateMachine;
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IMaterial *m_pBackground;
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IMaterial *m_pLogo;
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// Keybindings
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vgui::KeyBindingContextHandle_t m_KeyBindingsHandle;
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vgui::DHANDLE< vgui::CKeyBoardEditorDialog > m_hKeyBindingsEditor;
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vgui::DHANDLE< vgui::CKeyBindingHelpDialog > m_hKeyBindingsHelp;
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CUtlVector< vgui::PHandle > m_Tools;
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vgui::PHandle m_MostRecentlyFocused;
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};
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//-----------------------------------------------------------------------------
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// Inline methods
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Is this the active tool?
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//-----------------------------------------------------------------------------
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inline bool CBaseToolSystem::IsActiveTool( ) const
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{
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return m_bIsActive;
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}
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//-----------------------------------------------------------------------------
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// Mode query
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//-----------------------------------------------------------------------------
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inline bool CBaseToolSystem::IsFullscreen( ) const
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{
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return m_bFullscreenMode;
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}
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inline bool CBaseToolSystem::IsGameInputEnabled() const
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{
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// NOTE: IsActive check here is a little bogus.
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// It's necessary to get the IFM to play nice with other tools, though.
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// Is there a better way of doing it?
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return m_bGameInputEnabled || !m_bIsActive;
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}
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#endif // BASETOOLSYSTEM_H
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