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//====== Copyright 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#if defined(WIN32) && !defined( _GAMECONSOLE )
#include <windows.h>
#endif
#undef PropertySheet
#include "matsys_controls/gamefiletreeview.h"
#include "filesystem.h"
#include "tier1/keyvalues.h"
#include "vgui/ISurface.h"
#include "vgui/Cursor.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// list of all tree view icons
//-----------------------------------------------------------------------------
enum { IMAGE_FOLDER = 1, IMAGE_OPENFOLDER, IMAGE_FILE, };
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CGameFileTreeView::CGameFileTreeView( Panel *parent, const char *name, const char *pRootFolderName, const char *pRootDir, const char *pExtension ) : BaseClass(parent, name), m_Images( false ) { m_RootDir = pRootDir; m_Ext = pExtension; m_bUseExt = ( pExtension != NULL ); m_RootFolderName = pRootFolderName;
// build our list of images
m_Images.AddImage( scheme()->GetImage( "resource/icon_folder", false ) ); m_Images.AddImage( scheme()->GetImage( "resource/icon_folder_selected", false ) ); m_Images.AddImage( scheme()->GetImage( "resource/icon_file", false ) ); SetImageList( &m_Images, false ); }
//-----------------------------------------------------------------------------
// Purpose: Refreshes the active file list
//-----------------------------------------------------------------------------
void CGameFileTreeView::RefreshFileList() { RemoveAll(); SetFgColor(Color(216, 222, 211, 255));
// add the base node
KeyValues *pkv = new KeyValues( "root" ); pkv->SetString( "text", m_RootFolderName ); pkv->SetInt( "root", 1 ); pkv->SetInt( "expand", 1 ); int iRoot = AddItem( pkv, GetRootItemIndex() ); pkv->deleteThis(); ExpandItem( iRoot, true ); }
//-----------------------------------------------------------------------------
// Selects the root folder
//-----------------------------------------------------------------------------
void CGameFileTreeView::SelectRoot() { AddSelectedItem( GetRootItemIndex(), true ); }
//-----------------------------------------------------------------------------
// Gets the number of root directories
//-----------------------------------------------------------------------------
int CGameFileTreeView::GetRootDirectoryCount() { return GetNumChildren( GetRootItemIndex() ); }
//-----------------------------------------------------------------------------
// Gets the ith root directory
//-----------------------------------------------------------------------------
const char *CGameFileTreeView::GetRootDirectory( int nIndex ) { int nItemIndex = GetChild( GetRootItemIndex(), nIndex ); KeyValues *kv = GetItemData( nItemIndex ); if ( !kv ) return NULL; return kv->GetString( "path", NULL ); }
//-----------------------------------------------------------------------------
// Populate the root node (necessary since tree view can't have multiple roots)
//-----------------------------------------------------------------------------
void CGameFileTreeView::PopulateRootNode( int itemIndex ) { AddDirectoriesOfNode( itemIndex, m_RootDir );
if ( m_bUseExt ) { AddFilesOfNode( itemIndex, m_RootDir, m_Ext ); } }
//-----------------------------------------------------------------------------
// Populate the root node with directories
//-----------------------------------------------------------------------------
bool CGameFileTreeView::DoesDirectoryHaveSubdirectories( const char *pFilePath ) { char pSearchString[MAX_PATH]; Q_snprintf( pSearchString, MAX_PATH, "%s\\*", pFilePath );
// get the list of files
FileFindHandle_t findHandle;
// generate children
// add all the items
const char *pszFileName = g_pFullFileSystem->FindFirstEx( pSearchString, "GAME", &findHandle ); while ( pszFileName ) { bool bIsDirectory = g_pFullFileSystem->FindIsDirectory( findHandle ); if ( bIsDirectory && Q_strnicmp( pszFileName, ".", 2 ) && Q_strnicmp( pszFileName, "..", 3 ) ) return true;
pszFileName = g_pFullFileSystem->FindNext( findHandle ); }
g_pFullFileSystem->FindClose( findHandle ); return false; }
//-----------------------------------------------------------------------------
// Populate the root node with directories
//-----------------------------------------------------------------------------
void CGameFileTreeView::AddDirectoriesOfNode( int itemIndex, const char *pFilePath ) { char pSearchString[MAX_PATH]; Q_snprintf( pSearchString, MAX_PATH, "%s\\*", pFilePath );
// get the list of files
FileFindHandle_t findHandle;
// generate children
// add all the items
const char *pszFileName = g_pFullFileSystem->FindFirstEx( pSearchString, "GAME", &findHandle ); while ( pszFileName ) { bool bIsDirectory = g_pFullFileSystem->FindIsDirectory( findHandle ); if ( bIsDirectory && Q_strnicmp( pszFileName, ".", 2 ) && Q_strnicmp( pszFileName, "..", 3 ) ) { KeyValues *kv = new KeyValues( "node", "text", pszFileName ); char pFullPath[MAX_PATH]; Q_snprintf( pFullPath, sizeof(pFullPath), "%s/%s", pFilePath, pszFileName ); Q_FixSlashes( pFullPath ); Q_strlower( pFullPath ); bool bHasSubdirectories = DoesDirectoryHaveSubdirectories( pFullPath ); kv->SetString( "path", pFullPath );
kv->SetInt( "expand", bHasSubdirectories ); kv->SetInt( "dir", 1 ); kv->SetInt( "image", IMAGE_FOLDER );
int itemID = AddItem(kv, itemIndex); kv->deleteThis();
// mark directories in orange
SetItemColorForDirectories( itemID ); }
pszFileName = g_pFullFileSystem->FindNext( findHandle ); }
g_pFullFileSystem->FindClose( findHandle ); }
//-----------------------------------------------------------------------------
// Populate the root node with files
//-----------------------------------------------------------------------------
void CGameFileTreeView::AddFilesOfNode( int itemIndex, const char *pFilePath, const char *pExt ) { char pSearchString[MAX_PATH]; Q_snprintf( pSearchString, MAX_PATH, "%s\\*.%s", pFilePath, pExt );
// get the list of files
FileFindHandle_t findHandle;
// generate children
// add all the items
const char *pszFileName = g_pFullFileSystem->FindFirst( pSearchString, &findHandle ); while ( pszFileName ) { if ( !g_pFullFileSystem->FindIsDirectory( findHandle ) ) { KeyValues *kv = new KeyValues( "node", "text", pszFileName );
char pFullPath[MAX_PATH]; Q_snprintf( pFullPath, MAX_PATH, "%s\\%s", pFilePath, pszFileName ); kv->SetString( "path", pFullPath ); kv->SetInt( "image", IMAGE_FILE );
AddItem(kv, itemIndex); kv->deleteThis(); }
pszFileName = g_pFullFileSystem->FindNext( findHandle ); }
g_pFullFileSystem->FindClose( findHandle ); }
//-----------------------------------------------------------------------------
// override to incremental request and show p4 directories
//-----------------------------------------------------------------------------
void CGameFileTreeView::GenerateChildrenOfNode(int itemIndex) { KeyValues *pkv = GetItemData(itemIndex); if ( pkv->GetInt("root") ) { PopulateRootNode( itemIndex ); return; }
if (!pkv->GetInt("dir")) return;
const char *pFilePath = pkv->GetString("path", ""); if (!pFilePath[0]) return;
surface()->SetCursor(dc_waitarrow);
AddDirectoriesOfNode( itemIndex, pFilePath );
if ( m_bUseExt ) { AddFilesOfNode( itemIndex, pFilePath, m_Ext ); } }
//-----------------------------------------------------------------------------
// setup a context menu whenever a directory is clicked on
//-----------------------------------------------------------------------------
void CGameFileTreeView::GenerateContextMenu( int itemIndex, int x, int y ) { return;
/*
KeyValues *pkv = GetItemData(itemIndex); const char *pFilePath = pkv->GetString("path", ""); if (!pFilePath[0]) return;
Menu *pContext = new Menu(this, "FileContext"); pContext->AddMenuItem("Cloak folder", new KeyValues("CloakFolder", "item", itemIndex), GetParent(), NULL);
// show the context menu
pContext->SetPos(x, y); pContext->SetVisible(true); */ }
//-----------------------------------------------------------------------------
// Sets an item to be colored as if its a menu
//-----------------------------------------------------------------------------
void CGameFileTreeView::SetItemColorForDirectories( int itemID ) { // mark directories in orange
SetItemFgColor( itemID, Color(224, 192, 0, 255) ); }
//-----------------------------------------------------------------------------
// setup a smaller font
//-----------------------------------------------------------------------------
void CGameFileTreeView::ApplySchemeSettings(IScheme *pScheme) { BaseClass::ApplySchemeSettings(pScheme); SetFont( pScheme->GetFont("DefaultSmall") ); }
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