/* * pawsconfigmouse.h - Author: Andrew Robberts * * Copyright (C) 2003 Atomic Blue (info@planeshift.it, http://www.atomicblue.org) * * * 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 (version 2 of the License) * 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, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * */ #ifndef PAWS_CONFIG_MOUSE_HEADER #define PAWS_CONFIG_MOUSE_HEADER // CS INCLUDES #include // PAWS INCLUDES #include "paws/pawswidget.h" #include "paws/pawsbutton.h" #include "paws/pawstextbox.h" #include "pawsconfigwindow.h" #include "paws/psmousebinds.h" class psMouseBinds; ////////////////////////////////////////////////////////////////////////////// // pawsConfigMouse ////////////////////////////////////////////////////////////////////////////// class pawsConfigMouse : public pawsConfigSectionWindow { public: virtual ~pawsConfigMouse(); // from pawsConfigSectionWindow: virtual bool Initialize(); virtual bool LoadConfig(); virtual bool SaveConfig(); virtual void SetDefault(); // from pawsWidget: virtual bool OnButtonPressed( int mouseButton, int keyModifier, pawsWidget* widget ); virtual bool OnChange(pawsWidget* widget); protected: bool LoadMouse(const char * fileName); /** Creates the tree that makes the whole GUI. * @return success. */ bool CreateTree(); void CreateTreeWidgets(pawsTreeNode * subtreeRoot); // Adds widgets to all nodes in subtree with root 'subtreeRoot' // -- command label, key combination label and button that opens FingeringWindow void SetActionLabels(pawsTreeNode * subtreeRoot); // Sets all labels that hold mouse events (in subtree with root 'subtreeRoot') pawsTree * tree; // the tree that makes whole window GUI psMouseBinds binds; /** Update the ingame state depending on the action that was edited. */ void HandleEditedAction( csString& editedAction ); }; class pawsConfigMouseFactory : public pawsWidgetFactory { public: pawsConfigMouseFactory() { Register( "pawsConfigMouse" ); } pawsWidget* Create() { return new pawsConfigMouse(); } }; #endif