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97 lines
3.4 KiB
97 lines
3.4 KiB
/*==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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