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54a4ac5469
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@85 67975925-1194-0748-b3d5-c16f83f1a3a1
92 lines
3.4 KiB
C++
92 lines
3.4 KiB
C++
#ifndef UICOMPONENTS_H
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#define UICOMPONENTS_H
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#include "ui/UIComponent.h"
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#include "textrep/TRDescription.h"
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#include "cl_dll/hud.h"
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#include "cl_dll/cl_util.h"
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#include "cl_dll/vgui_TeamFortressViewport.h"
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#include "VGUI_ProgressBar.h"
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#include "VGUI_TreeFolder.h"
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#include "VGUI_ConfigWizard.h"
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#include "VGUI_Menu.h"
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#include "VGUI_PopupMenu.h"
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#include "VGUI_ImagePanel.h"
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#include "VGUI_Slider.h"
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#include "ui/SliderPlus.h"
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#include "ui/FadingImageLabel.h"
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#include "ui/MarqueeComponent.h"
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#include "ui/ColoredPanel.h"
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#include "ui/InvisiblePanel.h"
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#include "ui/StaticLabel.h"
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#include "ui/SpritePanel.h"
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#include "ui/DummyPanel.h"
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#include "game_shared/vgui_slider2.h"
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class CSchemeManager;
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using namespace vgui;
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// This macro generates the classes used for all the vgui components.
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// The key here is that the most derived components can override parent
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// values. Each new component must define an AllocateComponent() function
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// and a SetClassProperties() function. SetClassProperties must only read
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// tags that its parent doesn't know about, or those that it wishes to override.
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#define DEFINE_UICOMPONENT(className, parentName, typeName, vguiName) \
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class className : public parentName \
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{ \
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public: \
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className(void) \
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{ \
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this->mType = typeName; \
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this->m##className = NULL; \
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} \
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\
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virtual ~className(void) \
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{ \
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delete this->m##className; \
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this->m##className = NULL; \
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} \
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\
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virtual Panel* GetComponentPointer(void) \
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{ return this->m##className; } \
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\
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virtual const string& GetType(void) const \
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{ return this->mType; } \
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\
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virtual bool SetClassProperties(const TRDescription& inDesc, Panel* inPanel, CSchemeManager* inSchemeManager); \
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\
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virtual void Update(float theCurrentTime); \
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\
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private: \
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\
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virtual void AllocateComponent(const TRDescription& inDescription); \
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\
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vguiName* m##className; \
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};
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// Kinda ugly but good way to generate all these class such that they are defined to
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// call each other correctly.
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DEFINE_UICOMPONENT(UIPanel, UIComponent, "Panel", Panel)
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DEFINE_UICOMPONENT(UILabel, UIPanel, "Label", Label)
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DEFINE_UICOMPONENT(UIImageLabel, UILabel, "ImageLabel", CImageLabel)
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DEFINE_UICOMPONENT(UIProgressBar, UIPanel, "ProgressBar", ProgressBar)
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DEFINE_UICOMPONENT(UIConfigWizard, UIPanel, "ConfigWizard", ConfigWizard)
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DEFINE_UICOMPONENT(UITreeFolder, UIPanel, "TreeFolder", TreeFolder)
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DEFINE_UICOMPONENT(UIMenu, UIPanel, "Menu", Menu)
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DEFINE_UICOMPONENT(UIPopupMenu, UIMenu, "PopupMenu", PopupMenu)
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DEFINE_UICOMPONENT(UIImagePanel, UIPanel, "ImagePanel", ImagePanel)
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DEFINE_UICOMPONENT(UIButton, UILabel, "Button", Button)
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DEFINE_UICOMPONENT(UIFadingImageLabel, UIPanel, "FadingImageLabel", FadingImageLabel)
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DEFINE_UICOMPONENT(UIMarqueeComponent, UIPanel, "MarqueeComponent", MarqueeComponent)
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DEFINE_UICOMPONENT(UIColoredPanel, UIPanel, "ColoredPanel", ColoredPanel)
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DEFINE_UICOMPONENT(UIInvisiblePanel, UIPanel, "InvisiblePanel", InvisiblePanel)
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DEFINE_UICOMPONENT(UISlider, UIPanel, "Slider", Slider)
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DEFINE_UICOMPONENT(UISlider2, UIPanel, "Slider2", Slider2)
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DEFINE_UICOMPONENT(UISliderPlus, UIPanel, "SliderPlus", SliderPlus)
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DEFINE_UICOMPONENT(UIStaticLabel, UILabel, "StaticLabel", StaticLabel)
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DEFINE_UICOMPONENT(UISpritePanel, UIPanel, "SpritePanel", SpritePanel)
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DEFINE_UICOMPONENT(UIDummyPanel, UIPanel, "DummyPanel", DummyPanel)
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#endif
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