NS/releases/3.01/source/utils/vgui/include/VGUI_ActionSignal.h
Karl 04c334c94b Tagging 3.01 release (again)
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@15 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-03-12 22:19:53 +00:00

84 lines
1.3 KiB
C++

//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef VGUI_ACTIONSIGNAL_H
#define VGUI_ACTIONSIGNAL_H
#include<VGUI.h>
/*
TODO: maybe try something like this..
class VGUIAPI ActionSignal
{
};
class VGUIAPI ActionSignalSimple : public ActionSignal
{
public:
virtual void actionPerformed(Panel* panel)=0;
};
class VGUIAPI ActionSignalInt : public ActionSignal
{
public:
virtual void actionPerformed(int value,Panel* panel)=0;
};
DefaultButtonModel would implement:
virtual void addActionSignal(ActionSignal* s)
{
if(s!=null)
{
_actionSignalDar.putElement(s);
}
}
virtual void fireActionSignal()
{
for(int i=0;i<_actionSignalDar.getCount();i++)
{
ActionSignal* signal=_actionSignalDar[i];
ActionSignalSimple* ss=dynamic_cast<ActionSignalSimple*>(signal);
if(ss!=null)
{
ss->actionPerformed(this);
}
ActionSignalCommand* si=dynamic_cast<ActionSignalInt*>(signal);
if(si!=null)
{
si->actionPerformed(_intValue,this);
}
}
}
*/
#include<VGUI.h>
namespace vgui
{
class Panel;
class VGUIAPI ActionSignal
{
public:
virtual void actionPerformed(Panel* panel)=0;
};
}
#endif