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/*==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/>.
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