hl2_src-leak-2017/src/game/client/tf2/c_tf_basehint.h

148 lines
3.9 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_TF_BASEHINT_H
#define C_TF_BASEHINT_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Panel.h>
#include <vgui_controls/PHandle.h>
#include "utlvector.h"
class C_BaseTFPlayer;
class C_BaseEntity;
class ITFHintItem;
class KeyValues;
namespace vgui
{
class Label;
}
class C_TFBaseHint;
typedef bool (*HINTCOMPLETIONFUNCTION)( C_TFBaseHint *hint );
#define TFBASEHINT_DEFAULT_WIDTH 400
#define TFBASEHINT_DEFAULT_HEIGHT 300
//-----------------------------------------------------------------------------
// Purpose: Base TF Hint UI Element
// hints must position themselves and are responsible for any "sub objects"
//-----------------------------------------------------------------------------
class C_TFBaseHint : public vgui::Panel
{
typedef vgui::Panel BaseClass;
public:
enum
{
BORDER = 2,
CAPTION = 17
};
// Factory for hints
static C_TFBaseHint *CreateHint( int id, const char *subsection, int entity );
// Construction
C_TFBaseHint( int id, int priority, int entity, HINTCOMPLETIONFUNCTION pfn = NULL );
virtual ~C_TFBaseHint( void );
// Initialization
virtual void ParseFromData( KeyValues *pkv );
// Redraw self
virtual void PaintBackground();
virtual void PerformLayout();
virtual void GetClientArea( int&x, int& y, int& w, int &h );
virtual void SetTitle( const char *title );
// Panel will move itself to spot over movementtime
virtual void SetDesiredPosition( int x, int y, float movementtime = 0.3f );
// Target element for hint
virtual void SetHintTarget( vgui::Panel *panel );
// Scheme
virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
// Think
virtual void OnTick();
// Derived classes should set m_bCompleted here for entire hint
virtual void CheckForCompletion( void );
// Data access
virtual int GetID( void );
virtual void SetID( int id );
virtual int GetPriority( void );
virtual void SetPriority( int priority );
virtual int GetEntity( void );
virtual C_BaseEntity *GetBaseEntity( void );
virtual void SetEntity( int entity );
virtual void SetBaseEntity( C_BaseEntity *entity );
// Install a function used to determine if the global hint requirements have
// been met
virtual bool GetCompleted( void );
virtual void SetCompleted( bool completed );
virtual void SetCompletionFunction( HINTCOMPLETIONFUNCTION pfn );
// Accessors for hint items themselves
virtual void AddHintItem( ITFHintItem *item );
virtual void RemoveHintItem( int index );
virtual int GetNumHintItems( void );
virtual void RemoveAllHintItems( bool deleteitems );
virtual ITFHintItem *GetHintItem( int index );
protected:
// Move current position toward desirec position
virtual void AnimatePosition( void );
virtual float GetMovementFraction( void );
// In the process of moving
bool m_bMoving;
// Amount of move time remaining
float m_flMoveRemaining;
// Total move time
float m_flMoveTotal;
// Start/end positions for panel movement
int m_nMoveStart[2];
int m_nMoveEnd[2];
private:
// ID of the hint
int m_nID;
// Priority of the hint
int m_nPriority;
// Associated entity
int m_nEntity;
// Has the hint been completed
bool m_bCompleted;
// Object hint is associated with
void *m_pObject;
// No mouse
vgui::HCursor m_CursorNone;
// "Press [Esc]..."
vgui::Label *m_pClearLabel;
// Window caption
vgui::Label *m_pCaption;
// Safe handle to target object
vgui::PHandle m_hTarget;
// Completion function
HINTCOMPLETIONFUNCTION m_pfnCompletion;
// List of items
CUtlVector< ITFHintItem * > m_Hints;
};
#endif // C_TF_BASEHINT_H