NS/main/source/ui/PieMenu.h
pierow 8ab1a69972 add postprocessing
- add GLSL postprocessing shader to world view and have it replicate the old gamma ramp
- clear framebuffer between frames to fix visual bugs outside map
- remove old gamma ramp code (was disabled) and remove gamma adjustments to hud elements as they're now unaffected by the shader
- additional visual preset config updates
2024-02-28 22:36:49 -05:00

114 lines
3.3 KiB
C++

//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: PieMenu.h $
// $Date: 2002/08/16 02:29:19 $
//
//-------------------------------------------------------------------------------
// $Log: PieMenu.h,v $
// Revision 1.10 2002/08/16 02:29:19 Flayra
// - Added document headers
// - Started to add support for pie nodes with both images and text
//
//===============================================================================
#ifndef PIEMENU_H
#define PIEMENU_H
#include "VGUI_Panel.h"
#include "VGUI_Font.h"
#include "vector"
#include "string"
#include "cl_dll/chud.h"
#include "ui/FadingImageLabel.h"
#include "ui/PieNode.h"
//#include "ui/GammaAwareComponent.h"
#include "ui/ReloadableComponent.h"
using std::string;
using vgui::Font;
class PieMenu : public vgui::Panel, public ReloadableComponent//, public GammaAwareComponent
{
public:
PieMenu(const string& inRootName, int x, int y, int wide, int tall);
virtual ~PieMenu();
// Adds an input signal to our nodes, not ourself. Use this method to find out
// when the mouse has been released over a node. After calling this, the input signal
// functions should only be called passing PieNodes as parameters, so cast them and
// call GetNodeName() to determine action to perform.
void AddInputSignalForNodes(InputSignal* s);
bool AddNode(const string& inNodeString);
void ChangeNode(int inMessageID, int inNewMessageID, const string& inNewText);
void DisableNodesWhoseChildrenAreDisabled();
PieNode* GetRootNode(void);
bool GetSelectedNode(PieNode*& outNode);
// Called when mouse released over one of our child image labels. This
// is how it determines which item was selected.
virtual void mouseReleased(MouseCode code, Panel* panel);
//virtual void NotifyGammaChange(float inGammaSlope);
void RecomputeVisibleSize(void);
void ResetToDefaults();
void SetConnectorName(const string& inConnectorName);
void SetConstructionComplete();
void SetDefaultImage(const string& inDefaultImage);
void SetFont(Font* inFont);
void SetNodeDistance(float inNewXDistance, float inNewYDistance);
// Looks for node and sets its enabled state. It changes how it draws accordingly.
bool SetNodeEnabled(const string& inNodeName, bool inNewState);
void SetNodeTargaName(const string& inTarga);
virtual void setPos(int x,int y);
virtual void setSize(int wide,int tall);
void SetTolerance(int inPercentage);
// Override so we can determine how long it has been open
virtual void SetFadeState(bool state);
void Update(float theCurrentTime);
void UpdateMenuFromTech(const AvHTechTree& inMenuCosts, int inPurchaselevel);
void VidInit();
protected:
// Override these to do nothing. The only thing to be drawn is our pie nodes.
//virtual void paint();
virtual void paintBackground();
private:
PieNodeList* mNodeList;
Font* mFont;
string mDefaultImage;
};
#endif