//=========== Copyright Valve Corporation, All rights reserved. ===============// // // Purpose: //=============================================================================// #ifndef IUIPANEL_H #define IUIPANEL_H #ifdef _WIN32 #pragma once #endif #include "panoramatypes.h" #include "panoramasymbol.h" #include "iuirenderengine.h" #include "layout/stylefiletypes.h" #include "layout/uilength.h" #include "tier1/utlstring.h" namespace panorama { class CLayoutFile; class IUIPanelStyle; class IUIPanelClient; class IUIWindow; class IUIImageManager; class IUI3DSurface; class IUIEvent; class IUIScrollBar; typedef panorama::IUIPanelClient * ClientPanelPtr_t; typedef CUtlVector< panorama::IUIEvent * > VecUIEvents_t; //----------------------------------------------------------------------------- // Purpose: Used to provide property info to debugger for output //----------------------------------------------------------------------------- struct DebugPropertyOutput_t { DebugPropertyOutput_t() {} DebugPropertyOutput_t( const char *pchName, const char *pchValue ) : m_strName( pchName ), m_strValue( pchValue ) {} CUtlString m_strName; CUtlString m_strValue; }; enum ScrollBehavior_t { SCROLL_BEHAVIOR_SCROLL_MINIMUM_DISTANCE = 0, SCROLL_BEHAVIOR_SCROLL_TO_TOPLEFT_EDGE, SCROLL_BEHAVIOR_SCROLL_TO_BOTTOMRIGHT_EDGE, SCROLL_BEHAVIOR_SCROLL_TO_CENTER, SCROLL_BEHAVIOR_DEFAULT = SCROLL_BEHAVIOR_SCROLL_MINIMUM_DISTANCE, }; //----------------------------------------------------------------------------- // Purpose: Basic panel interface exposing operations used inside of panorama, rather // than operations that are part of building/laying out controls in the panorama_client module //----------------------------------------------------------------------------- class IUIPanel { public: virtual ~IUIPanel() {} // Initialize panel virtual void Initialize( IUIWindow *window, IUIPanel *parent, const char *pchID, uint32 ePanelFlags ) = 0; // Initialize a cloned panel from ourself virtual void InitClonedPanel( IUIPanel *pClone ) = 0; // Do panel2d event type registrations virtual void RegisterEventHandlersOnPanel2DType( CPanoramaSymbol symPanelType ) = 0; // Shutdown panel, should only happen right before actual deletion virtual void Shutdown() = 0; // Fire panel loaded event and mark us as now loaded, images and other panels may call this late virtual void FirePanelLoadedEvent() = 0; // Gets client type pointer value virtual void SetClientPtr( panorama::IUIPanelClient *pPtr ) = 0; virtual panorama::IUIPanelClient * ClientPtr() const = 0; // Set panel id virtual void SetID( const char *pchID ) = 0; // Get panel id virtual const char *GetID() const = 0; // Get panel type, which really calls back into client panel object virtual CPanoramaSymbol GetPanelType() const = 0; // Check for valid panel id virtual bool BHasID() const = 0; // sets & loads the layout file for this panel virtual bool BLoadLayout( const char *pchFile, bool bOverrideExisting = false, bool bPartialLayout = false ) = 0; // sets & loads the layout for this panel virtual bool BLoadLayoutFromString( const char *pchXMLString, bool bOverrideExisting = false, bool bPartialLayout = false ) = 0; // sets loads the layout file for this panel, asynchronously supporting remote http:// paths virtual void LoadLayoutAsync( const char *pchFile, bool bOverrideExisting = false, bool bPartialLayout = false ) = 0; // loads the layout file for this panel, asynchronously supporting remote http:// paths in css within virtual void LoadLayoutFromStringAsync( const char *pchXMLString, bool bOverrideExisting, bool bPartialLayout = false ) = 0; // Check if the panel has loaded layout virtual bool IsLoaded() const = 0; // Set panel's immediate parent virtual void SetParent( panorama::IUIPanel *pParent ) = 0; // Get panel's immediate parent virtual panorama::IUIPanel *GetParent() const = 0; // Get panel's parent window virtual panorama::IUIWindow *GetParentWindow() const = 0; // Set panel visibility virtual void SetVisible( bool bVisible ) = 0; // Is the panel visible (not accounting for opacity) virtual bool BIsVisible() const = 0; // Is the panel transparent (may be 'visible' and affect layout, but fully transparent) virtual bool BIsTransparent() const = 0; // Set the layout file this panel is loaded from based on a parent, shouldn't need this directly normally virtual void SetLayoutLoadedFromParent( panorama::IUIPanel *pParent ) = 0; // Returns the layout file for this panel (ie, the one it loaded if any) virtual panorama::CPanoramaSymbol GetLayoutFile() const = 0; // Returns layout file that loaded us which may have been loaded by an ancestor rather than direct parent virtual panorama::CPanoramaSymbol GetLayoutFileLoadedFrom() const = 0; // Get the current reload count for the panel's layout file - can be used to detect when a reload has occurred // Returns -1 if no layout file. virtual int GetLayoutFileReloadCount() const = 0; // searches only immediate children virtual panorama::IUIPanel *FindChild( const char *pchID ) = 0; // searches all children even outside layout file scope virtual panorama::IUIPanel *FindChildTraverse( const char *pchID ) = 0; // searches any children created from our layout file virtual IUIPanel *FindChildInLayoutFile( const char *pchID ) = 0; // searches any panel created from our layout file (so parents or children!) virtual IUIPanel *FindPanelInLayoutFile( const char *pchID ) = 0; // Check if this panel is a descendant of the passed panel virtual bool IsDescendantOf( const panorama::IUIPanel *pPanel ) const = 0; // Remove and delete all children from panel virtual void RemoveAndDeleteChildren() = 0; // Remove and delete all children matching type virtual void RemoveAndDeleteChildrenOfType( CPanoramaSymbol symPanelType ) = 0; // Child access virtual int GetChildCount() const = 0; virtual IUIPanel *GetChild( int i ) const = 0; virtual IUIPanel *GetFirstChild() const = 0; virtual IUIPanel *GetLastChild() const = 0; // Return index of child in creation/panel vector order (also default tab order) virtual int GetChildIndex( const IUIPanel *pChild ) const = 0; // Get child count of specific type virtual uint32 GetChildCountOfType( CPanoramaSymbol symPanelType ) = 0; // For special children to be rendered in debugger virtual int GetHiddenChildCount() const = 0; virtual IUIPanel *GetHiddenChild( int i ) = 0; // Find ancestor with matching id virtual IUIPanel *FindAncestor( const char *pchID ) = 0; // Set the panels repaint state virtual void SetRepaint( panorama::EPanelRepaint eRepaintNeeded ) = 0; // Check if we should draw this child virtual bool BShouldDrawChild( panorama::IUIPanel *pChild ) = 0; // Apply layout file to panel virtual bool BAppyLayoutFile( panorama::CLayoutFile *pLayoutFile, CUtlVector< panorama::IUIPanel * > *pvecExistingPanels ) = 0; // Enable or disable background movies on panel virtual void EnableBackgroundMovies( bool bEnabled ) = 0; // Access panel's style information virtual panorama::IUIPanelStyle * AccessIUIStyle() = 0; // Returns potentially dirty styles data, use for setting during initial construction/setup - or if you want to explicitly ignore transitions, but never for getting and generally not for setting! virtual panorama::IUIPanelStyle *AccessIUIStyleDirty() = 0; // Apply styles on the panel, resolving them all fully and updating actual panel style virtual void ApplyStyles( bool bTraverse ) = 0; // Set that we want an on styles changed event when styles are applied even if styles aren't actually dirty virtual void SetOnStylesChangedNeeded() = 0; // Access all children directly virtual CUtlVector const &AccessChildren() = 0; // Measure self and children. First pass of layout virtual void DesiredLayoutSizeTraverse( float flMaxWidth, float flMaxHeight ) = 0; virtual void DesiredLayoutSizeTraverse( float *pflDesiredWidth, float *pflDesiredHeight, float flMaxWidth, float flMaxHeight, bool bFinalDimensions ) = 0; // Tell us what your content size is virtual void OnContentSizeTraverse( float *pflContentWidth, float *pflContentHeight, float flMaxWidth, float flMaxHeight, bool bFinalDimensions ) = 0; // Arrange children. Second pass of layout virtual void LayoutTraverse( float x, float y, float flFinalWidth, float flFinalHeight ) = 0; // Tell us how to actually layout children virtual void OnLayoutTraverse( float flFinalWidth, float flFinalHeight ) = 0; // called by flowing and custom layout passes to set position. Will properly handle transition being applied with styles virtual void SetPositionFromLayoutTraverse( CUILength x, CUILength y, CUILength z ) = 0; // methods to invalid certain parts of layout virtual void InvalidateSizeAndPosition() = 0; virtual void InvalidatePosition() = 0; virtual void SetActiveSizeAndPositionTransition() = 0; virtual void SetActivePositionTransition() = 0; virtual bool IsSizeValid() = 0; virtual bool IsPositionValid() = 0; virtual bool IsChildSizeValid() = 0; virtual bool IsChildPositionValid() = 0; virtual bool IsSizeTransitioning() = 0; virtual bool IsPositionTransitioning() = 0; virtual bool IsChildPositionTransitioning() = 0; virtual bool IsChildSizeTransitioning() = 0; virtual void TransitionPositionApplied( bool bImmediate ) = 0; // size getters virtual float GetDesiredLayoutWidth() const = 0; virtual float GetDesiredLayoutHeight() const = 0; // Content size is what our contents actually take up, not accounting for fixed/relative // size set on us in styles which affect desired layout size virtual float GetContentWidth() const = 0; virtual float GetContentHeight() const = 0; // Actual size is the size given to the panel after layout, hopefully as big as its desired size. // Actual size does NOT include margins (which are really in the parent). virtual float GetActualLayoutWidth() const = 0; virtual float GetActualLayoutHeight() const = 0; // Render size is the size of the content for rendering, this is either the actual layout size, or if // that is smaller than the content size + padding then it's the content size + padding. virtual float GetActualRenderWidth() = 0; virtual float GetActualRenderHeight() = 0; // Offset will include position, alignment, and margin adjustments virtual float GetActualXOffset() const = 0; virtual float GetActualYOffset() const = 0; // returns offset for drawing minus position virtual float GetRawActualXOffset() const = 0; virtual float GetRawActualYOffset() const = 0; // Offset to apply to contents for scrolling virtual float GetContentsYScrollOffset() const = 0; virtual float GetContentsXScrollOffset() const = 0; virtual float GetContentsYScrollOffsetTarget() const = 0; virtual float GetContentsXScrollOffsetTarget() const = 0; virtual double GetContentsXScrollTransitionStart() const = 0; virtual double GetContentsYScrollTransitionStart() const = 0; virtual float GetInterpolatedXScrollOffset() = 0; virtual float GetInterpolatedYScrollOffset() = 0; // Can the panel scroll further? virtual bool BCanScrollUp() = 0; virtual bool BCanScrollDown() = 0; virtual bool BCanScrollLeft() = 0; virtual bool BCanScrollRight() = 0; // style class management virtual void AddClass( const char *pchName ) = 0; virtual void AddClass( CPanoramaSymbol symbol ) = 0; virtual void AddClasses( const char *pchName ) = 0; virtual void AddClasses( CPanoramaSymbol *pSymbols, uint cSymbols ) = 0; virtual void RemoveClass( const char *pchName ) = 0; virtual void RemoveClass( CPanoramaSymbol symName ) = 0; virtual void RemoveClasses( const CPanoramaSymbol *pSymbols, uint cSymbols ) = 0; virtual void RemoveClasses( const char *pchName ) = 0; virtual void RemoveAllClasses() = 0; virtual const CUtlVector< CPanoramaSymbol > &GetClasses() const = 0; virtual bool BHasClass( const char *pchName ) = 0; virtual bool BHasClass( CPanoramaSymbol symName ) = 0; virtual bool BAscendantHasClass( const char *pchName ) = 0; virtual bool BAscendantHasClass( CPanoramaSymbol symName ) = 0; virtual void ToggleClass( const char *pchName ) = 0; virtual void ToggleClass( CPanoramaSymbol symName ) = 0; virtual void SetHasClass( const char *pchName, bool bHasClass ) = 0; virtual void SetHasClass( CPanoramaSymbol symName, bool bHasClass ) = 0; virtual void SwitchClass( const char *pchAttribute, const char *pchName ) = 0; virtual void SwitchClass( const char *pchAttribute, CPanoramaSymbol symName ) = 0; virtual bool BAcceptsInput() = 0; virtual void SetAcceptsInput( bool bAllowInput ) = 0; virtual bool BAcceptsFocus() const = 0; virtual void SetAcceptsFocus( bool bAllowFocus ) = 0; // true if it would normally sink input, but may not right now if disabled virtual bool BCanAcceptInput() = 0; virtual void SetDefaultFocus( const char *pchChildID ) = 0; virtual const char *GetDefaultFocus() const = 0; virtual void SetDisableFocusOnMouseDown( bool bDisable ) = 0; virtual bool BFocusOnMouseDown() = 0; // Should this panel be the top of an input hierarchy and keep track of focus within itself, not losing focus when a panel in some // other hierarchy changes focus? Use this for panels that are peers like friends vs browser vs mainmenu in tenfoot virtual bool BTopOfInputContext() = 0; virtual void SetTopOfInputContext( bool bIsTopOfInputContext ) = 0; virtual IUIPanel *GetParentInputContext() = 0; // Get the default input focus child within this panel, may be null virtual IUIPanel *GetDefaultInputFocus() = 0; // Set focus to this panel, which will auto-scroll it into full view as well if parent has overflow: scroll virtual bool SetFocus() = 0; // Set the focus to this panel in it's input context, but do not make the context change if some other context currently // has focus virtual bool UpdateFocusInContext() = 0; // Set the focus in response to receiving hover (on panels that a parent sets childfocusonhover), this will // never scroll the parent. virtual bool SetFocusDueToHover() = 0; virtual void SetInputContextFocus() = 0; // retrieve the style flags (map to CSS psuedo-classes) for this panel virtual uint GetStyleFlags() const = 0; virtual void AddStyleFlag( EStyleFlags eStyleFlag ) = 0; virtual void RemoveStyleFlag( EStyleFlags eStyleFlag ) = 0; virtual bool IsInspected() const = 0; virtual bool BHasHoverStyle() const = 0; virtual void SetSelected( bool bSelected ) = 0; virtual bool IsSelected() const = 0; virtual bool BHasKeyFocus() const = 0; virtual bool BHasDescendantKeyFocus() const = 0; virtual bool IsLayoutLoading() const = 0; // enable/disable virtual void SetEnabled( bool bEnabled ) = 0; virtual bool IsEnabled() const = 0; virtual bool IsActivationEnabled() = 0; // Set activation disabled on this panel, input/focus still generally work, but Activate events won't be handled, useful to prevent a button // being clicked when out of focus, but leave it able to be focused for later activation or such virtual void SetActivationEnabled( bool bEnabled ) = 0; // Set all our immediate children enabled/disabled virtual void SetAllChildrenActivationEnabled( bool bEnabled ) = 0; // Enable/disable hit testing of this panel, you may want a parent that is never hit test that has a large region, but clicks // just pass through to other things behind it. Children may still hit test. virtual void SetHitTestEnabled( bool bEnabled ) = 0; virtual bool BHitTestEnabled() const = 0; virtual void SetHitTestEnabledTraverse( bool bEnabled ) = 0; // drag/drop virtual void SetDraggable( bool bEnabled ) = 0; virtual bool IsDraggable() const = 0; // the input namespace to use for this panel virtual const char *GetInputNamespace() const = 0; virtual void SetInputNamespace( const char *pchNamespace ) = 0; // Mark styles dirty for the panel virtual void MarkStylesDirty( bool bIncludeChildren ) = 0; // Check if styles are dirty for the panel virtual bool BStylesDirty() const = 0; // Check if styles are possibly dirty for any of our children virtual bool BChildStylesDirty() = 0; // Parse panel event for this panel virtual bool BParsePanelEvent( CPanoramaSymbol symPanelEvent, const char *pchValue ) = 0; // Check if panel event is set on panel for event type virtual bool BIsPanelEventSet( CPanoramaSymbol symPanelEvent ) = 0; // Check if the event is a valid panel event type virtual bool BIsPanelEvent( CPanoramaSymbol symPanelEvent ) const = 0; // Dispatch the panel event if the panel has something set for it now virtual bool DispatchPanelEvent( CPanoramaSymbol symPanelEvent ) = 0; // Get the containing panel for this panels javascript context virtual panorama::IUIPanel *GetJavaScriptContextParent() const = 0; // Accessor for appropriate image manager for panel virtual panorama::IUIImageManager* UIImageManager() = 0; // Accessor for appropriate 3d surface interface for this panel virtual panorama::IUIRenderEngine *UIRenderEngine() = 0; // Explicit call to paint the panel and all it's children, normally called internally by window virtual void PaintTraverse() = 0; // Tab index setting virtual void SetTabIndex( float flTabIndex ) = 0; virtual float GetTabIndex() const = 0; virtual void SetSelectionPosition( float flXPos, float flYPos ) = 0; virtual void SetSelectionPositionX( float flXPos ) = 0; virtual void SetSelectionPositionY( float flYPos ) = 0; virtual float GetSelectionPositionX() const = 0; virtual float GetSelectionPositionY() const = 0; // Tab index and selection position backing values rather than interpreted (ie. will return k_flSelectionPosAuto rather than the auto-calculated value) virtual float GetTabIndex_Raw() const = 0; virtual float GetSelectionPositionX_Raw() const = 0; virtual float GetSelectionPositionY_Raw() const = 0; // Tell the panel to set focus to the next panel in specified movement/order method virtual bool SetFocusToNextPanel( int nRepeats, EFocusMoveDirection moveType, bool bAllowWrap, float flTabIndexCurrent, float flXPosCurrent, float flYPosCurrent, float flXStart, float flYStart ) = 0; virtual bool SetInputFocusToFirstOrLastChildInFocusOrder( EFocusMoveDirection moveType, float flXStart, float flYStart ) = 0; // Is this panel a selection pos repeat boundary? virtual bool BSelectionPosVerticalBoundary() = 0; virtual bool BSelectionPosHorizontalBoundary() = 0; // controls if clicking on an unfocused panel should set focus virtual void SetChildFocusOnHover( bool bEnable ) = 0; virtual bool GetChildFocusOnHover() = 0; // Panel scrolling virtual void ScrollToTop() = 0; virtual void ScrollToBottom() = 0; virtual void ScrollToLeftEdge() = 0; virtual void ScrollToRightEdge() = 0; virtual void ScrollParentToMakePanelFit( ScrollBehavior_t behavior = SCROLL_BEHAVIOR_DEFAULT, bool bImmediateScroll = false ) = 0; virtual void ScrollToFitRegion( float x0, float x1, float y0, float y1, ScrollBehavior_t behavior = SCROLL_BEHAVIOR_DEFAULT, bool bDirectParentScrollOnly = false, bool bImmediateScroll = false ) = 0; virtual bool BCanSeeInParentScroll() = 0; virtual void OnScrollPositionChanged() = 0; virtual void SetSendChildScrolledIntoViewEvents( bool bSendChildReadyEvents ) = 0; // this must be enabled on your parent for ScrolledIntoView events to fire and IsScrolledIntoView state to be set virtual bool OnCheckChildrenScrolledIntoView() = 0; virtual void FireScrolledIntoViewEvent() = 0; virtual void FireScrolledOutOfViewEvent() = 0; virtual bool IsScrolledIntoView() const = 0; // Direct child management virtual void SortChildren( int( __cdecl *pfnCompare )(const ClientPanelPtr_t *, const ClientPanelPtr_t *) ) = 0; // child management, use with caution! normally always managed internally. virtual void AddChild( IUIPanel *pChild ) = 0; // child management, use with caution! normally always managed internally. Returns child index we inserted at. virtual int AddChildSorted( bool( __cdecl *pfnLessFunc )(ClientPanelPtr_t const &p1, ClientPanelPtr_t const &p2), IUIPanel *pChild ) = 0; // child management, use with caution! normally always managed internally. virtual void RemoveChild( IUIPanel *pChild ) = 0; // Move child after another child virtual void MoveChildAfter( IUIPanel *pChildToMove, IUIPanel *pBefore ) = 0; // Move child before another child virtual void MoveChildBefore( IUIPanel *pChildToMove, IUIPanel *pAfter ) = 0; virtual void SetMouseCanActivate( EMouseCanActivate eMouseCanActivate, const char *pchOptionalParent = NULL ) = 0; virtual EMouseCanActivate GetMouseCanActivate() = 0; virtual IUIPanel *FindParentForMouseCanActivate() = 0; virtual bool BReloadLayout( CPanoramaSymbol symPath ) = 0; virtual void ReloadStyleFileTraverse( CPanoramaSymbol symPath ) = 0; virtual bool BHasOnActivateEvent() = 0; virtual bool BHasOnMouseActivateEvent() = 0; // Called to ask us to setup object template for Javascript, you can implement this in a child class and then call // the base method (so all the normal panel2d stuff gets exposed), plus call the various RegisterJS helpers yourself // to expose additional panel type specific data/methods. virtual void SetupJavascriptObjectTemplate() = 0; virtual void SetLayoutFile( CPanoramaSymbol symLayoutFile ) = 0; // Low level build matching style list for debugger use virtual bool BBuildMatchingStyleList( CUtlVector< CascadeStyleFileInfo_t > *pvecStyles ) = 0; // Getter for panel attributes virtual int GetAttribute( const char *pchAttrName, int nDefaultValue ) = 0; // Getter for panel attributes virtual const char *GetAttribute( const char *pchAttrName, const char * pchDefaultValue ) = 0; // Getter for panel attributes virtual uint32 GetAttribute( const char *pchAttrName, uint32 unDefaultValue ) = 0; // Getter for panel attributes virtual uint64 GetAttribute( const char *pchAttrName, uint64 unDefaultValue ) = 0; // Setter for panel attributes virtual void SetAttribute( const char *pchAttrName, int nValue ) = 0; // Setter for panel attributes virtual void SetAttribute( const char *pchAttrName, const char * pchValue ) = 0; // Setter for panel attributes virtual void SetAttribute( const char *pchAttrName, uint32 unValue ) = 0; // Setter for panel attributes virtual void SetAttribute( const char *pchAttrName, uint64 unValue ) = 0; // Set animation property on panel virtual void SetAnimation( const char *pchAnimationName, float flDuration, float flDelay, EAnimationTimingFunction eTimingFunc, EAnimationDirection eDirection, float flIterations ) = 0; // Force an immediate update of the visibility list on our window for our current visibility virtual void UpdateVisibility( bool bUseDirtyStyles ) = 0; // Base class implementation for valid XML properties to be set virtual bool BSetProperty( CPanoramaSymbol symName, const char *pchValue ) = 0; // Builds a string of properties and values to display in the debugger virtual void GetDebugPropertyInfo( CUtlVector< DebugPropertyOutput_t *> *pvecProperties ) = 0; // Populates a vector with all immediate children matching a class virtual void FindChildrenWithClass( const char *pchClass, CUtlVector &vecMatchingChildren ) = 0; // Populates a vector with all children matching a class virtual void FindChildrenWithClassTraverse( const char *pchClass, CUtlVector &vecMatchingChildren ) = 0; // Play focus change sound accounting for fast scroll volume fade effects, etc virtual void PlayFocusChangeSound( int nRepeats, float flPan ) = 0; // Clear all panel events virtual void ClearPanelEvents() = 0; // Clear specific panel event virtual void ClearPanelEvents( CPanoramaSymbol symPanelEvent ) = 0; // panel events virtual void SetPanelEvent( CPanoramaSymbol symPanelEvent, IUIEvent *pEvent ) = 0; virtual void SetPanelEvent( CPanoramaSymbol symPanelEvent, VecUIEvents_t *pEvents ) = 0; // Should analog stick be able to scroll this panel? virtual bool BEnableAnalogStickScrolling() = 0; // Set mouse tracking state virtual void SetMouseTracking( bool bState ) = 0; // Should only be called in the very limited cases where we are creating scrollbars within a layout pass, // exposed for HTML but should really only be used inside UIPanel normally virtual void SetInScrollbarConstruction( bool bConstructing ) = 0; // Get the scrollbar for this panel if it exists virtual IUIScrollBar *GetVerticalScrollBar() = 0; virtual IUIScrollBar *GetHorizontalScrollBar() = 0; // Get panel events set on panel virtual VecUIEvents_t * GetPanelEvents( CPanoramaSymbol symEvent ) = 0; // Has this panel ever been layed out virtual bool BHasBeenLayedOut() const = 0; // Callback that styles have cleaned up some transitions, we should update cached state about what styles are present virtual void OnStyleTransitionsCleanup() = 0; #ifdef DBGFLAG_VALIDATE virtual void Validate( CValidator &validator, const char *pchName ) = 0; #endif }; } #endif // IUIPANEL_H