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public/vgui_controls/Controls.h
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161
public/vgui_controls/Controls.h
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//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#ifndef CONTROLS_H
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#define CONTROLS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <vgui/vgui.h>
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#include <vgui/IPanel.h>
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#include <vstdlib/ikeyvaluessystem.h>
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#include "tier1/interface.h"
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#include "vgui/MouseCode.h"
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#include "vgui/KeyCode.h"
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#include "tier3/tier3.h"
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namespace vgui
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{
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// handles the initialization of the vgui interfaces
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// interfaces (listed below) are first attempted to be loaded from primaryProvider, then secondaryProvider
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// moduleName should be the name of the module that this instance of the vgui_controls has been compiled into
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bool VGui_InitInterfacesList( const char *moduleName, CreateInterfaceFn *factoryList, int numFactories );
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// returns the name of the module as specified above
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const char *GetControlsModuleName();
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class IPanel;
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class IInput;
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class ISchemeManager;
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class ISurface;
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class ISystem;
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class IVGui;
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//-----------------------------------------------------------------------------
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// Backward compat interfaces, use the interfaces grabbed in tier3
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// set of accessor functions to vgui interfaces
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// the appropriate header file for each is listed above the item
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//-----------------------------------------------------------------------------
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// #include <vgui/IInput.h>
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inline vgui::IInput *input()
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{
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return g_pVGuiInput;
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}
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// #include <vgui/IScheme.h>
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inline vgui::ISchemeManager *scheme()
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{
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return g_pVGuiSchemeManager;
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}
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// #include <vgui/ISurface.h>
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inline vgui::ISurface *surface()
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{
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return g_pVGuiSurface;
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}
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// #include <vgui/ISystem.h>
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inline vgui::ISystem *system()
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{
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return g_pVGuiSystem;
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}
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// #include <vgui/IVGui.h>
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inline vgui::IVGui *ivgui()
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{
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return g_pVGui;
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}
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// #include <vgui/IPanel.h>
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inline vgui::IPanel *ipanel()
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{
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return g_pVGuiPanel;
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}
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// predeclare all the vgui control class names
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class AnalogBar;
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class AnimatingImagePanel;
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class AnimationController;
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class BuildModeDialog;
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class Button;
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class CheckButton;
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class CheckButtonList;
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class CircularProgressBar;
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template< class T >class CvarToggleCheckButton;
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class ComboBox;
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class DirectorySelectDialog;
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class Divider;
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class EditablePanel;
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class FileOpenDialog;
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class Frame;
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class GraphPanel;
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class HTML;
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class ImagePanel;
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class Label;
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class ListPanel;
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class ListViewPanel;
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class Menu;
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class MenuBar;
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class MenuButton;
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class MenuItem;
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class MessageBox;
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class Panel;
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class PanelListPanel;
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class ProgressBar;
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class ProgressBox;
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class PropertyDialog;
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class PropertyPage;
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class PropertySheet;
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class QueryBox;
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class RadioButton;
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class RichText;
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class ScalableImagePanel;
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class ScrollBar;
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class ScrollBarSlider;
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class SectionedListPanel;
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class Slider;
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class Splitter;
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class TextEntry;
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class ToggleButton;
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class BaseTooltip;
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class TextTooltip;
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class TreeView;
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class CTreeViewListControl;
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class URLLabel;
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class WizardPanel;
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class WizardSubPanel;
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// vgui controls helper classes
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class BuildGroup;
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class FocusNavGroup;
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class IBorder;
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class IImage;
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class Image;
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class ImageList;
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class TextImage;
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} // namespace vgui
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// hotkeys disabled until we work out exactly how we want to do them
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#define VGUI_HOTKEYS_ENABLED
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#define VGUI_DRAW_HOTKEYS_ENABLED
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#define USING_BUILD_FACTORY( className ) \
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extern className *g_##className##LinkerHack; \
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className *g_##className##PullInModule = g_##className##LinkerHack;
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#define USING_BUILD_FACTORY_ALIAS( className, factoryName ) \
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extern className *g_##factoryName##LinkerHack; \
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className *g_##factoryName##PullInModule = g_##factoryName##LinkerHack;
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#endif // CONTROLS_H
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