mirror of
https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git
synced 2025-07-20 04:09:16 +00:00
Change all CRLF-text files to LF-text files
to match H'uru for patching
This commit is contained in:
@ -1,196 +1,196 @@
|
||||
/*==LICENSE==*
|
||||
|
||||
CyanWorlds.com Engine - MMOG client, server and tools
|
||||
Copyright (C) 2011 Cyan Worlds, Inc.
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
Additional permissions under GNU GPL version 3 section 7
|
||||
|
||||
If you modify this Program, or any covered work, by linking or
|
||||
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
|
||||
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
|
||||
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
|
||||
(or a modified version of those libraries),
|
||||
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
|
||||
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
|
||||
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
|
||||
licensors of this Program grant you additional
|
||||
permission to convey the resulting work. Corresponding Source for a
|
||||
non-source form of such a combination shall include the source code for
|
||||
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
|
||||
work.
|
||||
|
||||
You can contact Cyan Worlds, Inc. by email legal@cyan.com
|
||||
or by snail mail at:
|
||||
Cyan Worlds, Inc.
|
||||
14617 N Newport Hwy
|
||||
Mead, WA 99021
|
||||
|
||||
*==LICENSE==*/
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
// //
|
||||
// pfGUIControlHandlers Header //
|
||||
// //
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef _pfGUIControlHandlers_h
|
||||
#define _pfGUIControlHandlers_h
|
||||
|
||||
#include "hsStream.h"
|
||||
|
||||
//// pfGUICtrlProcObject Definition //////////////////////////////////////////
|
||||
// Any control which "does something" (buttons, edit boxes on Enter/Return,
|
||||
// etc) uses this in some form. Basically, each control will have an (optional?)
|
||||
// pointer to an object derived from this class type. The class has a single
|
||||
// standard, virtual function that gets called on the "do something" event.
|
||||
// Derive from this class, override the virtual and set the control's handler
|
||||
// to your object and you're all set. Kinda like windowProcs wrapped in a
|
||||
// C++ object.
|
||||
// Note: there are some predefined objects for simple, common events. See
|
||||
// below.
|
||||
// Note the second: DoSomething() takes a parameter--namely, a pointer to
|
||||
// the control that called it. Thus, you can make one object handle
|
||||
// several controls by just switch()ing on that parameter and save yourself
|
||||
// some object creation.
|
||||
//
|
||||
// UserCallback() is an additional function for use in communicating between
|
||||
// procs. Basically, if you want another proc to do something (another dialog),
|
||||
// and want you to get called once it's done, set the callback on the other
|
||||
// proc/whatever to you and override UserCallback().
|
||||
//
|
||||
// HandleExtendedEvent() is similar to DoSomething(), but is called for extended
|
||||
// event types, such as value changing (for an edit control while typing) or
|
||||
// list scrolled. The event parameter is control-type-specific.
|
||||
//
|
||||
// Dialogs will use a similar functionality, but with more functions available.
|
||||
|
||||
class pfGUIControlMod;
|
||||
class pfGUICtrlProcObject
|
||||
{
|
||||
protected:
|
||||
|
||||
UInt32 fRefCnt;
|
||||
|
||||
public:
|
||||
|
||||
pfGUICtrlProcObject() { fRefCnt = 0; }
|
||||
virtual ~pfGUICtrlProcObject() { ; }
|
||||
|
||||
virtual void DoSomething( pfGUIControlMod *ctrl ) = 0;
|
||||
|
||||
virtual void HandleExtendedEvent( pfGUIControlMod *ctrl, UInt32 event ) { ; }
|
||||
|
||||
virtual void UserCallback( UInt32 userValue ) { ; }
|
||||
|
||||
// ONLY THE GUI SYSTEM SHOULD CALL THESE
|
||||
void IncRef( void ) { fRefCnt++; }
|
||||
hsBool DecRef( void ) { fRefCnt--; return ( fRefCnt > 0 ) ? false : true; }
|
||||
};
|
||||
|
||||
//// pfGUICtrlProcWriteableObject ////////////////////////////////////////////
|
||||
// This one is a read/writeable version of the above. Basically, you can just
|
||||
// call Read/Write() and it'll do all the mini-functionality of the factory
|
||||
// stuff so you don't have to worry about the derived type at runtime. Do
|
||||
// NOT derive from this class for your own handlers; this is just for the
|
||||
// handfull that will get added on export.
|
||||
|
||||
class pfGUICtrlProcWriteableObject : public pfGUICtrlProcObject
|
||||
{
|
||||
protected:
|
||||
|
||||
UInt32 fType;
|
||||
|
||||
virtual void IRead( hsStream *s ) = 0;
|
||||
virtual void IWrite( hsStream *s ) = 0;
|
||||
|
||||
public:
|
||||
|
||||
enum Types
|
||||
{
|
||||
kNull,
|
||||
kConsoleCmd,
|
||||
kPythonScript,
|
||||
kCloseDlg
|
||||
};
|
||||
|
||||
pfGUICtrlProcWriteableObject() { fType = kNull; }
|
||||
pfGUICtrlProcWriteableObject( UInt32 type ) : fType( type ) { ; }
|
||||
virtual ~pfGUICtrlProcWriteableObject() { ; }
|
||||
|
||||
virtual void DoSomething( pfGUIControlMod *ctrl ) = 0;
|
||||
|
||||
static void Write( pfGUICtrlProcWriteableObject *obj, hsStream *s );
|
||||
|
||||
static pfGUICtrlProcWriteableObject *Read( hsStream *s );
|
||||
};
|
||||
|
||||
//// pfGUIConsoleCmdProc /////////////////////////////////////////////////////
|
||||
// Simply runs the console command specified. Exportable.
|
||||
|
||||
class pfGUIConsoleCmdProc : public pfGUICtrlProcWriteableObject
|
||||
{
|
||||
protected:
|
||||
|
||||
char *fCommand;
|
||||
|
||||
virtual void IRead( hsStream *s );
|
||||
virtual void IWrite( hsStream *s );
|
||||
|
||||
public:
|
||||
|
||||
pfGUIConsoleCmdProc();
|
||||
pfGUIConsoleCmdProc( const char *cmd );
|
||||
virtual ~pfGUIConsoleCmdProc();
|
||||
|
||||
virtual void DoSomething( pfGUIControlMod *ctrl );
|
||||
|
||||
void SetCommand( const char *cmd );
|
||||
};
|
||||
|
||||
//// pfGUIPythonScriptProc ///////////////////////////////////////////////////
|
||||
|
||||
class pfGUIPythonScriptProc : public pfGUICtrlProcWriteableObject
|
||||
{
|
||||
protected:
|
||||
|
||||
virtual void IRead( hsStream *s );
|
||||
virtual void IWrite( hsStream *s );
|
||||
|
||||
public:
|
||||
|
||||
pfGUIPythonScriptProc();
|
||||
virtual ~pfGUIPythonScriptProc();
|
||||
|
||||
virtual void DoSomething( pfGUIControlMod *ctrl );
|
||||
};
|
||||
|
||||
//// Simple Runtime Ones /////////////////////////////////////////////////////
|
||||
|
||||
class pfGUICloseDlgProc : public pfGUICtrlProcWriteableObject
|
||||
{
|
||||
protected:
|
||||
|
||||
virtual void IRead( hsStream *s ) {}
|
||||
virtual void IWrite( hsStream *s ) {}
|
||||
|
||||
public:
|
||||
|
||||
pfGUICloseDlgProc() : pfGUICtrlProcWriteableObject( kCloseDlg ) {}
|
||||
virtual ~pfGUICloseDlgProc() {}
|
||||
|
||||
virtual void DoSomething( pfGUIControlMod *ctrl );
|
||||
};
|
||||
|
||||
#endif // _pfGUIControlHandlers_h
|
||||
/*==LICENSE==*
|
||||
|
||||
CyanWorlds.com Engine - MMOG client, server and tools
|
||||
Copyright (C) 2011 Cyan Worlds, Inc.
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
Additional permissions under GNU GPL version 3 section 7
|
||||
|
||||
If you modify this Program, or any covered work, by linking or
|
||||
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
|
||||
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
|
||||
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
|
||||
(or a modified version of those libraries),
|
||||
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
|
||||
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
|
||||
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
|
||||
licensors of this Program grant you additional
|
||||
permission to convey the resulting work. Corresponding Source for a
|
||||
non-source form of such a combination shall include the source code for
|
||||
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
|
||||
work.
|
||||
|
||||
You can contact Cyan Worlds, Inc. by email legal@cyan.com
|
||||
or by snail mail at:
|
||||
Cyan Worlds, Inc.
|
||||
14617 N Newport Hwy
|
||||
Mead, WA 99021
|
||||
|
||||
*==LICENSE==*/
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
// //
|
||||
// pfGUIControlHandlers Header //
|
||||
// //
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef _pfGUIControlHandlers_h
|
||||
#define _pfGUIControlHandlers_h
|
||||
|
||||
#include "hsStream.h"
|
||||
|
||||
//// pfGUICtrlProcObject Definition //////////////////////////////////////////
|
||||
// Any control which "does something" (buttons, edit boxes on Enter/Return,
|
||||
// etc) uses this in some form. Basically, each control will have an (optional?)
|
||||
// pointer to an object derived from this class type. The class has a single
|
||||
// standard, virtual function that gets called on the "do something" event.
|
||||
// Derive from this class, override the virtual and set the control's handler
|
||||
// to your object and you're all set. Kinda like windowProcs wrapped in a
|
||||
// C++ object.
|
||||
// Note: there are some predefined objects for simple, common events. See
|
||||
// below.
|
||||
// Note the second: DoSomething() takes a parameter--namely, a pointer to
|
||||
// the control that called it. Thus, you can make one object handle
|
||||
// several controls by just switch()ing on that parameter and save yourself
|
||||
// some object creation.
|
||||
//
|
||||
// UserCallback() is an additional function for use in communicating between
|
||||
// procs. Basically, if you want another proc to do something (another dialog),
|
||||
// and want you to get called once it's done, set the callback on the other
|
||||
// proc/whatever to you and override UserCallback().
|
||||
//
|
||||
// HandleExtendedEvent() is similar to DoSomething(), but is called for extended
|
||||
// event types, such as value changing (for an edit control while typing) or
|
||||
// list scrolled. The event parameter is control-type-specific.
|
||||
//
|
||||
// Dialogs will use a similar functionality, but with more functions available.
|
||||
|
||||
class pfGUIControlMod;
|
||||
class pfGUICtrlProcObject
|
||||
{
|
||||
protected:
|
||||
|
||||
UInt32 fRefCnt;
|
||||
|
||||
public:
|
||||
|
||||
pfGUICtrlProcObject() { fRefCnt = 0; }
|
||||
virtual ~pfGUICtrlProcObject() { ; }
|
||||
|
||||
virtual void DoSomething( pfGUIControlMod *ctrl ) = 0;
|
||||
|
||||
virtual void HandleExtendedEvent( pfGUIControlMod *ctrl, UInt32 event ) { ; }
|
||||
|
||||
virtual void UserCallback( UInt32 userValue ) { ; }
|
||||
|
||||
// ONLY THE GUI SYSTEM SHOULD CALL THESE
|
||||
void IncRef( void ) { fRefCnt++; }
|
||||
hsBool DecRef( void ) { fRefCnt--; return ( fRefCnt > 0 ) ? false : true; }
|
||||
};
|
||||
|
||||
//// pfGUICtrlProcWriteableObject ////////////////////////////////////////////
|
||||
// This one is a read/writeable version of the above. Basically, you can just
|
||||
// call Read/Write() and it'll do all the mini-functionality of the factory
|
||||
// stuff so you don't have to worry about the derived type at runtime. Do
|
||||
// NOT derive from this class for your own handlers; this is just for the
|
||||
// handfull that will get added on export.
|
||||
|
||||
class pfGUICtrlProcWriteableObject : public pfGUICtrlProcObject
|
||||
{
|
||||
protected:
|
||||
|
||||
UInt32 fType;
|
||||
|
||||
virtual void IRead( hsStream *s ) = 0;
|
||||
virtual void IWrite( hsStream *s ) = 0;
|
||||
|
||||
public:
|
||||
|
||||
enum Types
|
||||
{
|
||||
kNull,
|
||||
kConsoleCmd,
|
||||
kPythonScript,
|
||||
kCloseDlg
|
||||
};
|
||||
|
||||
pfGUICtrlProcWriteableObject() { fType = kNull; }
|
||||
pfGUICtrlProcWriteableObject( UInt32 type ) : fType( type ) { ; }
|
||||
virtual ~pfGUICtrlProcWriteableObject() { ; }
|
||||
|
||||
virtual void DoSomething( pfGUIControlMod *ctrl ) = 0;
|
||||
|
||||
static void Write( pfGUICtrlProcWriteableObject *obj, hsStream *s );
|
||||
|
||||
static pfGUICtrlProcWriteableObject *Read( hsStream *s );
|
||||
};
|
||||
|
||||
//// pfGUIConsoleCmdProc /////////////////////////////////////////////////////
|
||||
// Simply runs the console command specified. Exportable.
|
||||
|
||||
class pfGUIConsoleCmdProc : public pfGUICtrlProcWriteableObject
|
||||
{
|
||||
protected:
|
||||
|
||||
char *fCommand;
|
||||
|
||||
virtual void IRead( hsStream *s );
|
||||
virtual void IWrite( hsStream *s );
|
||||
|
||||
public:
|
||||
|
||||
pfGUIConsoleCmdProc();
|
||||
pfGUIConsoleCmdProc( const char *cmd );
|
||||
virtual ~pfGUIConsoleCmdProc();
|
||||
|
||||
virtual void DoSomething( pfGUIControlMod *ctrl );
|
||||
|
||||
void SetCommand( const char *cmd );
|
||||
};
|
||||
|
||||
//// pfGUIPythonScriptProc ///////////////////////////////////////////////////
|
||||
|
||||
class pfGUIPythonScriptProc : public pfGUICtrlProcWriteableObject
|
||||
{
|
||||
protected:
|
||||
|
||||
virtual void IRead( hsStream *s );
|
||||
virtual void IWrite( hsStream *s );
|
||||
|
||||
public:
|
||||
|
||||
pfGUIPythonScriptProc();
|
||||
virtual ~pfGUIPythonScriptProc();
|
||||
|
||||
virtual void DoSomething( pfGUIControlMod *ctrl );
|
||||
};
|
||||
|
||||
//// Simple Runtime Ones /////////////////////////////////////////////////////
|
||||
|
||||
class pfGUICloseDlgProc : public pfGUICtrlProcWriteableObject
|
||||
{
|
||||
protected:
|
||||
|
||||
virtual void IRead( hsStream *s ) {}
|
||||
virtual void IWrite( hsStream *s ) {}
|
||||
|
||||
public:
|
||||
|
||||
pfGUICloseDlgProc() : pfGUICtrlProcWriteableObject( kCloseDlg ) {}
|
||||
virtual ~pfGUICloseDlgProc() {}
|
||||
|
||||
virtual void DoSomething( pfGUIControlMod *ctrl );
|
||||
};
|
||||
|
||||
#endif // _pfGUIControlHandlers_h
|
||||
|
Reference in New Issue
Block a user