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65 lines
1.9 KiB
C++
65 lines
1.9 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef IVGUIMODULE_H
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#define IVGUIMODULE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "interface.h"
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#include <vgui/VGUI.h>
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//-----------------------------------------------------------------------------
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// Purpose: Standard interface to loading vgui modules
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//-----------------------------------------------------------------------------
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abstract_class IVGuiModule : public IBaseInterface
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{
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public:
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// called first to setup the module with the vgui
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// returns true on success, false on failure
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virtual bool Initialize(CreateInterfaceFn *vguiFactories, int factoryCount) = 0;
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// called after all the modules have been initialized
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// modules should use this time to link to all the other module interfaces
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virtual bool PostInitialize(CreateInterfaceFn *modules, int factoryCount) = 0;
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// called when the module is selected from the menu or otherwise activated
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virtual bool Activate() = 0;
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// returns true if the module is successfully initialized and available
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virtual bool IsValid() = 0;
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// requests that the UI is temporarily disabled and all data files saved
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virtual void Deactivate() = 0;
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// restart from a Deactivate()
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virtual void Reactivate() = 0;
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// called when the module is about to be shutdown
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virtual void Shutdown() = 0;
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// returns a handle to the main module panel
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virtual vgui::VPANEL GetPanel() = 0;
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// sets the parent of the main module panel
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virtual void SetParent(vgui::VPANEL parent) = 0;
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// messages sent through through the panel returned by GetPanel():
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//
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// "ConnectedToGame" "ip" "port" "gamedir"
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// "DisconnectedFromGame"
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// "ActiveGameName" "name"
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// "LoadingStarted" "type" "name"
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// "LoadingFinished" "type" "name"
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};
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#define VGUIMODULE_INTERFACE_VERSION "VGuiModule002"
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#endif // IVGUIMODULE_H
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