//=========== Copyright Valve Corporation, All rights reserved. ===============// // // Purpose: //=============================================================================// #ifndef IUIPANELCLIENT_H #define IUIPANELCLIENT_H #ifdef _WIN32 #pragma once #endif #include "panoramatypes.h" #include "panoramasymbol.h" #include "input/mousecursors.h" #include "input/iuiinput.h" namespace panorama { class IUIPanelStyle; class IUIScrollBar; //----------------------------------------------------------------------------- // Purpose: Struct containing a panel property info parsed from a layout file //----------------------------------------------------------------------------- struct ParsedPanelProperty_t { CPanoramaSymbol m_symName; const char *m_pchValue; }; //----------------------------------------------------------------------------- // Purpose: Client side of panel interface, this is what client code implementing controls // must provide to the core UI engine in terms of a callback interface //----------------------------------------------------------------------------- class IUIPanelClient { public: // Access the panorama side UI panel interface for the client panel virtual IUIPanel *UIPanel() const = 0; // Callback telling client/control code to delete the client panel object virtual void OnDeletePanel() = 0; // Get the panel type of a panel virtual CPanoramaSymbol GetPanelType() const = 0; // Paint the panels contents virtual void Paint() = 0; // override to change how this panel is measured virtual void OnContentSizeTraverse( float *pflContentWidth, float *pflContentHeight, float flMaxWidth, float flMaxHeight, bool bFinalDimensions ) = 0; // override to change how the panel lays out it's children (instead of default css positioning/flow-children support) virtual void OnLayoutTraverse( float flFinalWidth, float flFinalHeight ) = 0; // Direct key/input handling... better to use binds and events and to not directly // override these in your panel in nearly all cases. virtual bool OnKeyDown( const KeyData_t &code ) = 0; virtual bool OnKeyUp( const KeyData_t & code ) = 0; virtual bool OnKeyTyped( const KeyData_t &unichar ) = 0; virtual bool OnGamePadDown( const GamePadData_t &code ) = 0; virtual bool OnGamePadUp( const GamePadData_t &code ) = 0; virtual bool OnGamePadAnalog( const GamePadData_t &code ) = 0; virtual bool OnMouseButtonDown( const MouseData_t &code ) = 0; virtual bool OnMouseButtonUp( const MouseData_t &code ) = 0; virtual bool OnMouseButtonDoubleClick( const MouseData_t &code ) = 0; virtual bool OnMouseButtonTripleClick( const MouseData_t &code ) = 0; virtual bool OnMouseWheel( const MouseData_t &code ) = 0; virtual void OnMouseMove( float flMouseX, float flMouseY ) = 0; virtual bool OnClick( IUIPanel *pPanel, const MouseData_t &code ) = 0; // Override to make a panel allow new panel event symbols in XML virtual bool BIsClientPanelEvent( CPanoramaSymbol symProperty ) = 0; // Override to handle new properties from xml on your panel virtual bool BSetProperties( const CUtlVector< ParsedPanelProperty_t > &vecProperties ) = 0; // Override to handle new properties from xml on your panel virtual bool BSetProperty( CPanoramaSymbol symName, const char *pchValue ) = 0; // Should the panel event be applied only after all children are created as well? virtual bool BIsDelayedProperty( CPanoramaSymbol symProperty ) = 0; // Callback before children of this panel change virtual void OnBeforeChildrenChanged() = 0; // Callback for when a child of this panel is removed virtual void OnRemoveChild( IUIPanel *pChild ) = 0; // Callback after children of this panel change virtual void OnAfterChildrenChanged() = 0; // Callback on panel getting initialized from layout file virtual void OnInitializedFromLayout() = 0; // Callback when styles are changing for this panel virtual void OnStylesChanged() = 0; // Callback when styles are changing for an immediate child of this panel virtual void OnChildStylesChanged() = 0; // Callback when visibility of the panel is changing virtual void OnVisibilityChanged() = 0; // Callback which allows panels to override focus movement behavior, this is called before the base // framework behavior is executed and returning true will prevent the base behavior from occuring. virtual bool OnSetFocusToNextPanel( int nRepeats, panorama::EFocusMoveDirection moveType, bool bAllowWrap, float flTabIndexCurrent, float flXPosCurrent, float flYPosCurrent, float flXStart, float fYStart ) = 0; // Allows overriding the parent who will be considered by the localization system for dialog variables, // dropdowns do this to allow the dropdown to have dialog vars set that then impact the created popup menu for // the actual list... You should almost never need this... try to avoid! virtual IUIPanel *GetLocalizationParent() const = 0; // Allows panels that know they may draw outside their bounds to tell us to create a clip layer, // we don't always do this since it can be expensive virtual bool BRequiresContentClipLayer() = 0; // Callback you must first register for with UIEngine()->CallBeforeStyleAndLayout() if you need it virtual void OnCallBeforeStyleAndLayout() = 0; // bugbug jmccaskey - DELETE ME // Callback when a panel event gets set, DO NOT USE, DELETE THIS AS SOON AS WE CAN, ITS HARMFUL virtual void OnPanelEventSet( CPanoramaSymbol symEvent ) = 0; // Override to set appropriate mouse cursor when hovering over this panel virtual EMouseCursors GetMouseCursor() = 0; // Callback when UI scale factor changes, which may affect panel contents sizing/layout virtual void OnUIScaleFactorChanged( float flScaleFactor ) = 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; // Callback to client panel to create a scrollbar virtual IUIScrollBar *CreateNewVerticalScrollBar( float flInitialScrollPos ) = 0; // Callback to client panel to create a scrollbar virtual IUIScrollBar *CreateNewHorizontalScrollBar( float flInitialScrollPos ) = 0; // Callback to hide tooltip if it's visible virtual void HideTooltip() = 0; // Override getting default input focus virtual IUIPanel *OnGetDefaultInputFocus() = 0; virtual void GetPositionWithinAncestor( CPanel2D *pAncestor, float *pflX, float *pflY ) = 0; #ifdef DBGFLAG_VALIDATE virtual void ValidateClientPanel( CValidator &validator, const tchar *pchName ) = 0; #endif }; class IUIScrollBar { public: virtual IUIPanel* UIPanel() = 0; virtual IUIPanelClient* ClientPtr() = 0; virtual void Normalize( bool bImmediateThumbUpdate = false ) = 0; virtual void SetRangeMinMax( float flRangeMin, float flRangeMax ) = 0; virtual float GetRangeSize() const = 0; virtual float GetRangeMin() const = 0; virtual float GetRangeMax() const = 0; // Set the window size virtual void SetScrollWindowSize( float flWindowSize ) = 0; // Get scroll window size virtual float GetScrollWindowSize() = 0; // Set the current window position virtual void SetScrollWindowPosition( float flWindowPos, bool bImmediateMove = false ) = 0; virtual float GetLastScrollTime() = 0; // Get scroll window position virtual float GetScrollWindowPosition() = 0; // Return true if the user is manually dragging the scrollbar with the mouse virtual bool BLastMoveImmediate() = 0; }; } #endif // IUIPANELCLIENT_H