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181 lines
5.7 KiB
181 lines
5.7 KiB
14 years ago
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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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// pfGUIControlHandlers Header //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#ifndef _pfGUIControlHandlers_h
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#define _pfGUIControlHandlers_h
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#include "hsStream.h"
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//// pfGUICtrlProcObject Definition //////////////////////////////////////////
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// Any control which "does something" (buttons, edit boxes on Enter/Return,
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// etc) uses this in some form. Basically, each control will have an (optional?)
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// pointer to an object derived from this class type. The class has a single
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// standard, virtual function that gets called on the "do something" event.
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// Derive from this class, override the virtual and set the control's handler
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// to your object and you're all set. Kinda like windowProcs wrapped in a
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// C++ object.
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// Note: there are some predefined objects for simple, common events. See
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// below.
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// Note the second: DoSomething() takes a parameter--namely, a pointer to
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// the control that called it. Thus, you can make one object handle
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// several controls by just switch()ing on that parameter and save yourself
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// some object creation.
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//
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// UserCallback() is an additional function for use in communicating between
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// procs. Basically, if you want another proc to do something (another dialog),
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// and want you to get called once it's done, set the callback on the other
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// proc/whatever to you and override UserCallback().
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//
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// HandleExtendedEvent() is similar to DoSomething(), but is called for extended
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// event types, such as value changing (for an edit control while typing) or
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// list scrolled. The event parameter is control-type-specific.
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//
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// Dialogs will use a similar functionality, but with more functions available.
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class pfGUIControlMod;
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class pfGUICtrlProcObject
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{
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protected:
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UInt32 fRefCnt;
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public:
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pfGUICtrlProcObject() { fRefCnt = 0; }
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virtual ~pfGUICtrlProcObject() { ; }
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virtual void DoSomething( pfGUIControlMod *ctrl ) = 0;
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virtual void HandleExtendedEvent( pfGUIControlMod *ctrl, UInt32 event ) { ; }
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virtual void UserCallback( UInt32 userValue ) { ; }
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// ONLY THE GUI SYSTEM SHOULD CALL THESE
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void IncRef( void ) { fRefCnt++; }
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hsBool DecRef( void ) { fRefCnt--; return ( fRefCnt > 0 ) ? false : true; }
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};
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//// pfGUICtrlProcWriteableObject ////////////////////////////////////////////
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// This one is a read/writeable version of the above. Basically, you can just
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// call Read/Write() and it'll do all the mini-functionality of the factory
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// stuff so you don't have to worry about the derived type at runtime. Do
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// NOT derive from this class for your own handlers; this is just for the
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// handfull that will get added on export.
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class pfGUICtrlProcWriteableObject : public pfGUICtrlProcObject
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{
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protected:
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UInt32 fType;
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virtual void IRead( hsStream *s ) = 0;
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virtual void IWrite( hsStream *s ) = 0;
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public:
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enum Types
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{
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kNull,
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kConsoleCmd,
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kPythonScript,
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kCloseDlg
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};
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pfGUICtrlProcWriteableObject() { fType = kNull; }
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pfGUICtrlProcWriteableObject( UInt32 type ) : fType( type ) { ; }
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virtual ~pfGUICtrlProcWriteableObject() { ; }
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virtual void DoSomething( pfGUIControlMod *ctrl ) = 0;
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static void Write( pfGUICtrlProcWriteableObject *obj, hsStream *s );
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static pfGUICtrlProcWriteableObject *Read( hsStream *s );
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};
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//// pfGUIConsoleCmdProc /////////////////////////////////////////////////////
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// Simply runs the console command specified. Exportable.
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class pfGUIConsoleCmdProc : public pfGUICtrlProcWriteableObject
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{
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protected:
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char *fCommand;
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virtual void IRead( hsStream *s );
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virtual void IWrite( hsStream *s );
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public:
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pfGUIConsoleCmdProc();
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pfGUIConsoleCmdProc( const char *cmd );
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virtual ~pfGUIConsoleCmdProc();
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virtual void DoSomething( pfGUIControlMod *ctrl );
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void SetCommand( const char *cmd );
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};
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//// pfGUIPythonScriptProc ///////////////////////////////////////////////////
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class pfGUIPythonScriptProc : public pfGUICtrlProcWriteableObject
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{
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protected:
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virtual void IRead( hsStream *s );
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virtual void IWrite( hsStream *s );
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public:
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pfGUIPythonScriptProc();
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virtual ~pfGUIPythonScriptProc();
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virtual void DoSomething( pfGUIControlMod *ctrl );
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};
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//// Simple Runtime Ones /////////////////////////////////////////////////////
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class pfGUICloseDlgProc : public pfGUICtrlProcWriteableObject
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{
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protected:
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virtual void IRead( hsStream *s ) {}
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virtual void IWrite( hsStream *s ) {}
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public:
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pfGUICloseDlgProc() : pfGUICtrlProcWriteableObject( kCloseDlg ) {}
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virtual ~pfGUICloseDlgProc() {}
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virtual void DoSomething( pfGUIControlMod *ctrl );
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};
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#endif // _pfGUIControlHandlers_h
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