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180 lines
6.1 KiB
180 lines
6.1 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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// 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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