/*==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 . 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==*/ ////////////////////////////////////////////////////////////////////////////// // // // pfGUIDialogHandlers Header // // // ////////////////////////////////////////////////////////////////////////////// #ifndef _pfGUIDialogHandlers_h #define _pfGUIDialogHandlers_h #include "hsStream.h" #include "pfGUIControlHandlers.h" //// pfGUIDialogProc Definition ////////////////////////////////////////////// // This works very much like the control proc objects. The idea is, if you // want to do some custom work on a dialog (and who doesn't?), you create an // object derived from this type, override the functions, and do as you // please. The class type also derives from the control proc type, meaning // that you can implement DoSomething() as well and use the same object for // both your dialog and your control procs. (DoSomething() is overloaded here // so that it's no longer pure virtual, so you can use it for only handling // dialogs if you prefer). class pfGUIDialogMod; class pfGUIDialogProc : public pfGUICtrlProcObject { protected: pfGUIDialogMod *fDialog; public: pfGUIDialogProc() { } virtual ~pfGUIDialogProc() { ; } // Called by the mgr--don't call yourself! void SetDialog( pfGUIDialogMod *dlg ) { fDialog = dlg; } // Enums for OnControlEvent enum ControlEvt { kExitMode }; //////// FUNCTIONS TO OVERLOAD //////// // Overloaded here so you don't have to unless you want to. Overload // it if you want to use this for a control handler as well. virtual void DoSomething( pfGUIControlMod *ctrl ) {;} // Called on dialog init (i.e. first showing, before OnShow() is called), only ever called once virtual void OnInit( void ) { ; } // Called before the dialog is shown, always after OnInit() virtual void OnShow( void ) { ; } // Called before the dialog is hidden virtual void OnHide( void ) { ; } // Called on the dialog's destructor, before it's unregistered with the game GUI manager virtual void OnDestroy( void ) { ; } // Called when the dialog's focused control changes virtual void OnCtrlFocusChange( pfGUIControlMod *oldCtrl, pfGUIControlMod *newCtrl ) { ; } // Called when the key bound to a GUI event is pressed. Only called on the top modal dialog virtual void OnControlEvent( ControlEvt event ) { ; } // Called when the GUI changes interesting state virtual void OnInterestingEvent( pfGUIControlMod *ctrl ) { ; } }; #endif // _pfGUIDialogHandlers_h