mirror of
https://github.com/nillerusr/source-engine.git
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141 lines
3.7 KiB
C++
141 lines
3.7 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The manager that deals with menus
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//
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// $Revision: $
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// $NoKeywords: $
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//===========================================================================//
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#ifndef MENUMANAGER_H
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#define MENUMANAGER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "gamemanager.h"
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#include "tier1/utldict.h"
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#include "tier1/utlstack.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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namespace vgui
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{
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class Panel;
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}
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//-----------------------------------------------------------------------------
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// Interface used to create menus
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//-----------------------------------------------------------------------------
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abstract_class IMenuFactory
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{
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public:
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// Returns the name of the menu it will create
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virtual const char *GetMenuName() = 0;
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// Creates the menu
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virtual vgui::Panel *CreateMenu( vgui::Panel *pParent ) = 0;
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// Used to build a list during construction
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virtual IMenuFactory *GetNextFactory( ) = 0;
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protected:
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virtual ~IMenuFactory() {}
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};
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//-----------------------------------------------------------------------------
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// Menu managemer
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//-----------------------------------------------------------------------------
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class CMenuManager : public CGameManager<>
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{
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public:
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typedef vgui::Panel* (*MenuFactory_t)( vgui::Panel *pParent );
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// Inherited from IGameManager
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virtual bool Init();
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virtual void Update( );
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virtual void Shutdown();
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// Push, pop menus
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void PushMenu( const char *pMenuName );
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void PopMenu( );
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void PopAllMenus( );
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// Pop the top menu, push specified menu
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void SwitchToMenu( const char *pMenuName );
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// Returns the name of the topmost panel
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const char *GetTopmostPanelName();
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// Call to register methods which can construct menus w/ particular ids
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// NOTE: This method is not expected to be called directly. Use the REGISTER_MENU macro instead
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// It returns the previous head of the list of factories
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static IMenuFactory* RegisterMenu( IMenuFactory *pMenuFactory );
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private:
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void CleanUpAllMenus();
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typedef unsigned char MenuFactoryIndex_t;
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CUtlDict< IMenuFactory *, MenuFactoryIndex_t > m_MenuFactories;
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CUtlStack< vgui::Panel * > m_nActiveMenu;
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bool m_bPopRequested;
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bool m_bPopAllRequested;
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IMenuFactory *m_pPushRequested;
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static IMenuFactory *m_pFirstFactory;
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};
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//-----------------------------------------------------------------------------
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// Singleton accessor
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//-----------------------------------------------------------------------------
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extern CMenuManager *g_pMenuManager;
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//-----------------------------------------------------------------------------
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// Macro used to register menus with the menu manager
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// For example, add the line REGISTER_MENU( "MainMenu", CMainMenu );
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// into the class defining the main menu
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//-----------------------------------------------------------------------------
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template < class T >
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class CMenuFactory : public IMenuFactory
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{
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public:
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CMenuFactory( const char *pMenuName ) : m_pMenuName( pMenuName )
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{
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m_pNextFactory = CMenuManager::RegisterMenu( this );
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}
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// Returns the name of the menu it will create
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virtual const char *GetMenuName()
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{
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return m_pMenuName;
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}
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// Creates the menu
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virtual vgui::Panel *CreateMenu( vgui::Panel *pParent )
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{
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return new T( pParent, m_pMenuName );
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}
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// Used to build a list during construction
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virtual IMenuFactory *GetNextFactory( )
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{
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return m_pNextFactory;
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}
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private:
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const char* m_pMenuName;
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IMenuFactory *m_pNextFactory;
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};
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#define REGISTER_MENU( _name, _className ) \
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static CMenuFactory< _className > s_Factory ## _className( _name )
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#endif // MENUMANAGER_H
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