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2020-08-04 13:13:01 -04:00

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//===== Copyright © 1996-2006, Valve Corporation, All rights reserved. ======//
//
// Base class for windows that draw vgui in Maya
//
//===========================================================================//
#ifndef VSVGUIWINDOW_H
#define VSVGUIWINDOW_H
#ifdef _WIN32
#pragma once
#endif
#include "imayavgui.h"
#include "tier1/utlmap.h"
#include "valveMaya.h"
#include "vgui_controls/Frame.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class IMayaVGui;
//-----------------------------------------------------------------------------
// The singleton is defined here twice just so we don't have to include
// valvemaya.h also
//-----------------------------------------------------------------------------
extern IMayaVGui *g_pMayaVGui;
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
namespace vgui {
class EditablePanel;
}
class CVsVGuiWindowBase {
public:
virtual void SetPeriod(float flPeriod) = 0;
virtual void StartTick() = 0;
virtual void StartTick(float flPeriod) = 0;
virtual void StopTick() = 0;
virtual void Tick(float flElapsedTime) = 0;
virtual void NonTimerTick() = 0;
};
//-----------------------------------------------------------------------------
// Creates, destroys a maya vgui window
//-----------------------------------------------------------------------------
CVsVGuiWindowBase *CreateMayaVGuiWindow(vgui::EditablePanel *pRootPanel,
const char *pPanelName);
void DestroyMayaVGuiWindow(const char *pPanelName);
//-----------------------------------------------------------------------------
// Factory used to install vgui windows easily
//-----------------------------------------------------------------------------
class CVsVguiWindowFactoryBase : public IMayaVguiWindowFactory {
public:
CVsVguiWindowFactoryBase(const char *pWindowTypeName,
const char *pDccStartupCommand);
// Returns the DCC command
const char *GetDccStartupCommand() const;
// Registers/deregisters all vgui windows
static void RegisterAllVguiWindows();
static void UnregisterAllVguiWindows();
protected:
const char *m_pWindowTypeName;
const char *m_pDccStartupCommand;
private:
CVsVguiWindowFactoryBase *m_pNext;
static CVsVguiWindowFactoryBase *s_pFirstCommandFactory;
};
template <class T>
class CVsVguiWindowFactory : public CVsVguiWindowFactoryBase {
typedef CVsVguiWindowFactoryBase BaseClass;
static bool StringLessFunc(const CUtlString &a, const CUtlString &b) {
return StringLessThan(a.Get(), b.Get());
}
public:
CVsVguiWindowFactory(const char *pWindowTypeName, const char *pDccCommand)
: BaseClass(pWindowTypeName, pDccCommand), m_panelMap(StringLessFunc) {}
struct PanelMapElem_s {
CVsVGuiWindowBase *m_pVGuiWindow;
T *m_pPanel;
};
typedef CUtlMap<CUtlString, PanelMapElem_s> PanelMap_t;
virtual void CreateVguiWindow(const char *pPanelName) {
T *pVGuiPanel = new T(NULL, pPanelName);
vgui::Frame *pFrame = dynamic_cast<vgui::Frame *>(pVGuiPanel);
if (pFrame) {
pFrame->SetSizeable(false);
pFrame->SetCloseButtonVisible(false);
pFrame->SetMoveable(false);
CVsVGuiWindowBase *pVGuiWindow =
CreateMayaVGuiWindow(pVGuiPanel, pPanelName);
const CUtlString panelName(pPanelName);
PanelMap_t::IndexType_t nIndex = m_panelMap.Find(panelName);
if (m_panelMap.IsValidIndex(nIndex)) {
merr << "[vsVguiWindow]: Panel \"" << pPanelName
<< "\" of Type: \"" << m_pWindowTypeName
<< "\" Already Exists!!!" << std::endl;
} else {
PanelMap_t::ElemType_t &element =
m_panelMap.Element(m_panelMap.Insert(panelName));
element.m_pVGuiWindow = pVGuiWindow;
element.m_pPanel = pVGuiPanel;
}
}
}
virtual void DestroyVguiWindow(const char *pPanelName) {
PanelMap_t::IndexType_t nIndex = m_panelMap.Find(pPanelName);
if (!m_panelMap.IsValidIndex(nIndex)) return;
PanelMap_t::ElemType_t &element = m_panelMap.Element(nIndex);
delete element.m_pPanel;
m_panelMap.Remove(CUtlString(pPanelName));
DestroyMayaVGuiWindow(pPanelName);
}
virtual vgui::Frame *GetVGuiPanel(const char *pPanelName = NULL) {
if (pPanelName) {
PanelMap_t::IndexType_t nPanelIndex =
m_panelMap.Find(CUtlString(pPanelName));
if (m_panelMap.IsValidIndex(nPanelIndex))
return dynamic_cast<vgui::Frame *>(
m_panelMap.Element(nPanelIndex).m_pPanel);
} else if (m_panelMap.Count() > 0) {
return dynamic_cast<vgui::Frame *>(
m_panelMap.Element(m_panelMap.FirstInorder()).m_pPanel);
}
return NULL;
}
virtual CVsVGuiWindowBase *GetVGuiWindow(const char *pPanelName = NULL) {
if (pPanelName) {
PanelMap_t::IndexType_t nPanelIndex =
m_panelMap.Find(CUtlString(pPanelName));
if (m_panelMap.IsValidIndex(nPanelIndex))
return m_panelMap.Element(nPanelIndex).m_pVGuiWindow;
} else if (m_panelMap.Count() > 0) {
return m_panelMap.Element(m_panelMap.FirstInorder()).m_pVGuiWindow;
}
return NULL;
}
private:
PanelMap_t m_panelMap;
};
#define INSTALL_MAYA_VGUI_WINDOW(_className, _windowTypeName, _dccCommand) \
static CVsVguiWindowFactory<_className> \
s_VsVguiWindowFactory##_className##(_windowTypeName, _dccCommand)
#endif // VSVGUIWINDOW_H