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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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//////////////////////////////////////////////////////////////////////////////
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// //
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// pfGUIDialogHandlers Header //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#ifndef _pfGUIDialogHandlers_h
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#define _pfGUIDialogHandlers_h
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#include "hsStream.h"
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#include "pfGUIControlHandlers.h"
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//// pfGUIDialogProc Definition //////////////////////////////////////////////
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// This works very much like the control proc objects. The idea is, if you
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// want to do some custom work on a dialog (and who doesn't?), you create an
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// object derived from this type, override the functions, and do as you
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// please. The class type also derives from the control proc type, meaning
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// that you can implement DoSomething() as well and use the same object for
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// both your dialog and your control procs. (DoSomething() is overloaded here
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// so that it's no longer pure virtual, so you can use it for only handling
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// dialogs if you prefer).
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class pfGUIDialogMod;
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class pfGUIDialogProc : public pfGUICtrlProcObject
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{
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protected:
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pfGUIDialogMod *fDialog;
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public:
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pfGUIDialogProc() { }
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virtual ~pfGUIDialogProc() { ; }
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// Called by the mgr--don't call yourself!
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void SetDialog( pfGUIDialogMod *dlg ) { fDialog = dlg; }
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// Enums for OnControlEvent
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enum ControlEvt
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{
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kExitMode
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};
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//////// FUNCTIONS TO OVERLOAD ////////
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// Overloaded here so you don't have to unless you want to. Overload
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// it if you want to use this for a control handler as well.
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virtual void DoSomething( pfGUIControlMod *ctrl ) {;}
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// Called on dialog init (i.e. first showing, before OnShow() is called), only ever called once
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virtual void OnInit( void ) { ; }
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// Called before the dialog is shown, always after OnInit()
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virtual void OnShow( void ) { ; }
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// Called before the dialog is hidden
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virtual void OnHide( void ) { ; }
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// Called on the dialog's destructor, before it's unregistered with the game GUI manager
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virtual void OnDestroy( void ) { ; }
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// Called when the dialog's focused control changes
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virtual void OnCtrlFocusChange( pfGUIControlMod *oldCtrl, pfGUIControlMod *newCtrl ) { ; }
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// Called when the key bound to a GUI event is pressed. Only called on the top modal dialog
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virtual void OnControlEvent( ControlEvt event ) { ; }
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// Called when the GUI changes interesting state
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virtual void OnInterestingEvent( pfGUIControlMod *ctrl ) { ; }
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};
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#endif // _pfGUIDialogHandlers_h
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