forked from valve/halflife-sdk
101 lines
4 KiB
C++
101 lines
4 KiB
C++
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#ifndef VGUI_H
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#define VGUI_H
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//If you are going to add stuff to the vgui core...
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//
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//Keep it simple.
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//
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//Never put code in a header.
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//
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//The name of the class is the name of the the file
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//
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//Each class gets its own .cpp file for its definition and a .h for its header. Helper
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//classes can be used but only within the .cpp and not referenceable from anywhere else.
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//
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//Don't add unneeded files. Keep the API clean.
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//
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//No platform specific code in vgui\lib-src\vgui dir. Code in vgui\lib-src\vgui should
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//only include from vgui\include or standard C includes. ie, if I see windows.h included
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//anywhere but vgui\lib-src\win32 I will hunt you down and kill you. Don't give me any crap
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//that mfc is platform inspecific.
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//
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//Always use <> and not "" for includes
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//
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//Use minimum dependencies in headers. Don't include another header if you can get away
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//with forward declaring (which is usually the case)
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//
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//No macros in headers. They are tools of satan. This also means no use of DEFINEs, use enum
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//
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//Minimize global functions
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//
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//No global variables.
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//
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//Panel is getting pretty plump, try and avoid adding junk to it if you can
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//TODO: Look and Feel support
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// add Panel::setPaintProxy, if _paintProxy exists, it calls _paintProxy->paint
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// instead of Panel::paint. Components should implement their painting in a seperate
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// plugin class. Perhaps to encourage this, Panel::paint should just go away completely
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// The other option is to have Panel have the interface Paintable
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// class Paintable
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// {
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// public:
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// virtual void paint()=0;
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// };
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// Then a component can implement its paint in the class itself and then call
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// setPaintProxy(this). If this is the case _paintProxy->paint should always be called
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// and never Panel::paint from within paintTraverse
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//TODO: Figure out the 'Valve' Look and Feel and implement that instead of a the Java one
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//TODO: Determine ownership policy for Borders, Layouts, etc..
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//TODO: tooltips support
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//TODO: ComboKey (hot key support)
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//TODO: add Background.cpp, remove paintBackground from all components
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// Panel implements setBackground, Panel::paintBackground calls _background->paintBackground
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// similiar to the way Border works.
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//TODO: Builtin components should never overide paintBackground, only paint
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//TODO: All protected members should be converted to private
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//TODO: All member variables should be moved to the top of the class prototype
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//TODO: All private methods should be prepended with private
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//TODO: Use of word internal in method names is not consistent and confusing
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//TODO: Cleanup so bullshit publics are properly named, maybe even figure out
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// a naming convention for them
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//TODO: Breakup InputSignal into logical pieces
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//TODO: Button is in a state of disarray, it should have ButtonModel support
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//TODO: get rid of all the stupid strdup laziness, convert to vgui_strdup
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//TODO: actually figure out policy on String and implement it consistently
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//TODO: implement createLayoutInfo for other Layouts than need it
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//TODO: BorderLayout should have option for a null LayoutInfo defaulting to center
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//TODO: SurfaceBase should go away, put it in Surface
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//TODO: ActionSignals and other Signals should just set a flag when they fire.
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// then App can come along later and fire all the signals
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//TODO: Change all method naming to starting with a capital letter.
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#ifdef _WIN32
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# define VGUIAPI __declspec( dllexport )
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#else
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# define VGUIAPI
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#endif
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#define null 0L
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typedef unsigned char uchar;
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typedef unsigned short ushort;
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typedef unsigned int uint;
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typedef unsigned long ulong;
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namespace vgui
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{
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VGUIAPI void vgui_setMalloc(void* (*malloc)(size_t size));
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VGUIAPI void vgui_setFree(void (*free)(void* memblock));
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VGUIAPI void vgui_strcpy(char* dst,int dstLen,const char* src);
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VGUIAPI char* vgui_strdup(const char* src);
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VGUIAPI int vgui_printf(const char* format,...);
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VGUIAPI int vgui_dprintf(const char* format,...);
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VGUIAPI int vgui_dprintf2(const char* format,...);
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}
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#endif
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