NS/main/source/ui/UIManager.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

158 lines
6.1 KiB
C++

#ifndef UIMANAGER_H
#define UIMANAGER_H
// Main ideas:
// 1) The full UI is specified from a text file
// 2) Changing or adding UI components doesn't require changing the layout parser
// 3) Globals aren't needed in the client code, it can look up components by name when it needs them. This makes
// the code much neater and easier to maintain.
//
// Components are defined as a set of tags, many of them common for all components. A new UI component
// can define its own custom tags if it so desires.
//
#include "textrep/TRTag.h"
#include "textrep/TRDescription.h"
#include "VGUI_InputSignal.h"
#include "ui/UIComponent.h"
class CSchemeManager;
using namespace vgui;
class UIComponent;
class UIFactory;
// Singleton or global?
class UIManager : public InputSignal
{
public:
// Only one way to construct. Not meaningful to use until Initialize() is called.
UIManager(UIFactory* inFactory);
// Make destructor virtual just in case this is subclassed someday
virtual ~UIManager(void);
void AddInputSignal(InputSignal* inInputSignal);
// Deletes all components that have been previously read in. Clients should not hold onto UI component
// pointers, because this function invalidates them. This will typically be called from within VGUI_Shutdown.
// It is also called at the beginning of Initialize(). Returns true if at least one component was deleted.
bool Clear(void);
// Find a component that has been created with the specified name. The text files lay out the components, this
// is how the mod finds them after they have been created. The calling code shouldn't keep around the pointer
// to the component, it should query it every tick in case it goes away.
UIComponent* GetComponentNamed(const string& inName);
const UIComponent* GetComponentNamed(const string& inName) const;
// Quick way to fetch the vgui component you're looking for. Returns null if type is wrong or it doesn't exist.
template <class T>
bool GetVGUIComponentNamed(const string& inName, T& outValue)
{
bool theSuccess = false;
T theReturnComponent = NULL;
outValue = NULL;
UIComponent* theComponent = this->GetComponentNamed(inName);
if(theComponent)
{
outValue = dynamic_cast<T>(theComponent->GetComponentPointer());
if(outValue)
{
theSuccess = true;
}
}
return theSuccess;
}
bool HideComponent(const string& inName);
void HideComponents();
// Load up all UI components specified by the text description. Any components that have already been loaded
// are cleared first. Returns false if the file couldn't be opened or no components could be built from the file.
// Typically this will be called once when the mod is initialized and never again.
bool Initialize(const TRDescriptionList& inDesc, CSchemeManager* inSchemeManager = NULL);
bool InMouseMode(void) const;
//void NotifyGammaChange(float inGammaSlope);
// Saves the current UI layout back out the file that it was read in from. This is only meaningful after
// the layout has been edited by the player. Returns false if the file couldn't be opened, if a write fails.
// or if the manager is currently in edit mode.
bool Save(const string& outFilename, const string& outHeader);
// Sets the left mouse button action to
bool SetLMBActionAbsolute(const TRTag& inTag);
bool SetLMBActionRelative(const TRTag& inTag);
void SetMouseVisibility(bool inState);
bool SetRMBActionAbsolute(const TRTag& inTag);
bool SetRMBActionRelative(const TRTag& inTag);
void SetUsingVGUI(bool inState);
// Call to toggle editing current layout with the mouse. Starts in non-edit mode.
// Returns true if we were in edit mode and just left.
bool ToggleEditMode(void);
void ToggleMouse(void);
bool TranslateComponent(const string& inName, bool inAway);
bool UnhideComponent(const string& inName);
virtual void Update(float inCurrentTime);
// Called every time the hud is re-inited
virtual void VidInit(void);
// Input signal functions for graphical editing
virtual void cursorMoved(int x,int y,Panel* panel);
virtual void cursorEntered(Panel* panel);
virtual void cursorExited(Panel* panel);
virtual void mousePressed(MouseCode code,Panel* panel);
virtual void mouseDoublePressed(MouseCode code,Panel* panel);
virtual void mouseReleased(MouseCode code,Panel* panel);
virtual void mouseWheeled(int delta,Panel* panel);
virtual void keyPressed(KeyCode code,Panel* panel);
virtual void keyTyped(KeyCode code,Panel* panel);
virtual void keyReleased(KeyCode code,Panel* panel);
virtual void keyFocusTicked(Panel* panel);
private:
UIManager(void);
UIComponent* GetComponentFromPanel(Panel* inPanel);
void GetScreenCoords(int& ioLocalX, int& ioLocalY);
void SetEnabledState(bool inState);
void SetPanelPosition(Panel* inPanel, int inX, int inY);
void SetSchemeValues(const TRDescription& inDesc, UIComponent* inComponent, CSchemeManager* inManager);
void TranslateComponents(bool inAway);
void TranslateComponent(vgui::Panel* inPanel, bool inAway);
bool mEditMode;
bool mDraggingLMB;
bool mUsingVGUI;
int mLastMouseX, mLastMouseY;
int mLMBDownX, mLMBDownY;
Panel* mComponentMouseOver;
Cursor* mBlankCursor;
UIFactory* mFactory;
//float mGammaSlope;
// List of text representations associated with UIComponents.
// These are all currently loaded in the game.
typedef vector<UIComponent*> UIComponentListType;
UIComponentListType mComponentList;
};
#endif