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//====== Copyright � 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose: Core Movie Maker UI API
//
//=============================================================================
#include "toolutils/basetoolsystem.h"
#include "toolframework/ienginetool.h"
#include "vgui/IPanel.h"
#include "vgui_controls/Controls.h"
#include "vgui_controls/Menu.h"
#include "vgui/ISurface.h"
#include "vgui_controls/Panel.h"
#include "vgui_controls/FileOpenDialog.h"
#include "vgui_controls/MessageBox.h"
#include "vgui/Cursor.h"
#include "vgui/iinput.h"
#include "vgui/ivgui.h"
#include "vgui_controls/AnimationController.h"
#include "ienginevgui.h"
#include "toolui.h"
#include "toolutils/toolmenubar.h"
#include "vgui/ilocalize.h"
#include "toolutils/enginetools_int.h"
#include "toolutils/vgui_tools.h"
#include "icvar.h"
#include "tier1/convar.h"
#include "datamodel/dmelementfactoryhelper.h"
#include "filesystem.h"
#include "vgui_controls/savedocumentquery.h"
#include "vgui_controls/perforcefilelistframe.h"
#include "toolutils/miniviewport.h"
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/IMesh.h"
#include "toolutils/BaseStatusBar.h"
#include "movieobjects/movieobjects.h"
#include "vgui_controls/KeyBoardEditorDialog.h"
#include "vgui_controls/KeyBindingHelpDialog.h"
#include "dmserializers/idmserializers.h"
#include "tier2/renderutils.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
extern IMaterialSystem *MaterialSystem();
class CGlobalFlexController : public IGlobalFlexController { public: virtual int FindGlobalFlexController( const char *name ) { return clienttools->FindGlobalFlexcontroller( name ); }
virtual const char *GetGlobalFlexControllerName( int idx ) { return clienttools->GetGlobalFlexControllerName( idx ); } };
static CGlobalFlexController g_GlobalFlexController;
extern IGlobalFlexController *g_pGlobalFlexController;
//-----------------------------------------------------------------------------
// Singleton interfaces
//-----------------------------------------------------------------------------
IServerTools *servertools = NULL; IClientTools *clienttools = NULL;
//-----------------------------------------------------------------------------
// External functions
//-----------------------------------------------------------------------------
void RegisterTool( IToolSystem *tool );
//-----------------------------------------------------------------------------
// Base tool system constructor
//-----------------------------------------------------------------------------
CBaseToolSystem::CBaseToolSystem( const char *pToolName /*="CBaseToolSystem"*/ ) : BaseClass( NULL, pToolName ), m_pBackground( 0 ), m_pLogo( 0 ) { RegisterTool( this ); SetAutoDelete( false ); m_bGameInputEnabled = false; m_bFullscreenMode = false; m_bIsActive = false; m_bFullscreenToolModeEnabled = false; m_MostRecentlyFocused = NULL; SetKeyBoardInputEnabled( true ); input()->RegisterKeyCodeUnhandledListener( GetVPanel() );
m_pFileOpenStateMachine = new vgui::FileOpenStateMachine( this, this ); m_pFileOpenStateMachine->AddActionSignalTarget( this ); }
void CBaseToolSystem::ApplySchemeSettings(IScheme *pScheme) { BaseClass::ApplySchemeSettings(pScheme); SetKeyBoardInputEnabled( true ); }
//-----------------------------------------------------------------------------
// Derived classes can implement this to get a new scheme to be applied to this tool
//-----------------------------------------------------------------------------
vgui::HScheme CBaseToolSystem::GetToolScheme() { return vgui::scheme()->LoadSchemeFromFile( "Resource/BoxRocket.res", GetToolName() ); }
//-----------------------------------------------------------------------------
// Called at the end of engine startup (after client .dll and server .dll have been loaded)
//-----------------------------------------------------------------------------
bool CBaseToolSystem::Init( ) { // Read shared localization info
g_pVGuiLocalize->AddFile( "resource/dmecontrols_%language%.txt" ); g_pVGuiLocalize->AddFile( "resource/toolshared_%language%.txt" ); g_pVGuiLocalize->AddFile( "Resource/vgui_%language%.txt" ); g_pVGuiLocalize->AddFile( "Resource/platform_%language%.txt" ); g_pVGuiLocalize->AddFile( "resource/boxrocket_%language%.txt" );
// Create the tool workspace
SetParent( VGui_GetToolRootPanel() );
// Deal with scheme
vgui::HScheme hToolScheme = GetToolScheme(); if ( hToolScheme != 0 ) { SetScheme( hToolScheme ); }
m_KeyBindingsHandle = Panel::CreateKeyBindingsContext( GetBindingsContextFile(), "GAME" ); SetKeyBindingsContext( m_KeyBindingsHandle ); LoadKeyBindings();
const char *pszBackground = GetBackgroundTextureName(); if ( pszBackground ) { m_pBackground = materials->FindMaterial( GetBackgroundTextureName() , TEXTURE_GROUP_VGUI ); m_pBackground->IncrementReferenceCount(); } const char *pszLogo = GetLogoTextureName(); if ( pszLogo ) { m_pLogo = materials->FindMaterial( GetLogoTextureName(), TEXTURE_GROUP_VGUI ); m_pLogo->IncrementReferenceCount(); }
// Make the tool workspace the size of the screen
int w, h; surface()->GetScreenSize( w, h ); SetBounds( 0, 0, w, h ); SetPaintBackgroundEnabled( true ); SetPaintBorderEnabled( false ); SetPaintEnabled( false ); SetCursor( vgui::dc_none ); SetVisible( false );
// Create the tool UI
m_pToolUI = new CToolUI( this, "ToolUI", this );
// Create the mini viewport
m_hMiniViewport = CreateMiniViewport( GetClientArea() ); Assert( m_hMiniViewport.Get() );
return true; }
void CBaseToolSystem::ShowMiniViewport( bool state ) { if ( !m_hMiniViewport.Get() ) return;
m_hMiniViewport->SetVisible( state ); }
void CBaseToolSystem::SetMiniViewportBounds( int x, int y, int width, int height ) { if ( m_hMiniViewport ) { m_hMiniViewport->SetBounds( x, y, width, height ); } }
void CBaseToolSystem::SetMiniViewportText( const char *pText ) { if ( m_hMiniViewport ) { m_hMiniViewport->SetOverlayText( pText ); } }
void CBaseToolSystem::GetMiniViewportEngineBounds( int &x, int &y, int &width, int &height ) { if ( m_hMiniViewport ) { m_hMiniViewport->GetEngineBounds( x, y, width, height ); } }
vgui::Panel *CBaseToolSystem::GetMiniViewport( void ) { return m_hMiniViewport; }
//-----------------------------------------------------------------------------
// Shut down
//-----------------------------------------------------------------------------
void CBaseToolSystem::Shutdown() { if ( m_pBackground ) { m_pBackground->DecrementReferenceCount(); } if ( m_pLogo ) { m_pLogo->DecrementReferenceCount(); }
if ( m_hMiniViewport.Get() ) { delete m_hMiniViewport.Get(); }
// Delete ourselves
MarkForDeletion();
// Make sure anything "marked for deletion"
// actually gets deleted before this dll goes away
vgui::ivgui()->RunFrame(); }
//-----------------------------------------------------------------------------
// Can the tool quit?
//-----------------------------------------------------------------------------
bool CBaseToolSystem::CanQuit( const char* /*pExitMsg*/ ) { return true; }
//-----------------------------------------------------------------------------
// Client, server init + shutdown
//-----------------------------------------------------------------------------
bool CBaseToolSystem::ServerInit( CreateInterfaceFn serverFactory ) { servertools = ( IServerTools * )serverFactory( VSERVERTOOLS_INTERFACE_VERSION, NULL ); if ( !servertools ) { Error( "CBaseToolSystem::PostInit: Unable to get '%s' interface from game .dll\n", VSERVERTOOLS_INTERFACE_VERSION ); }
return true; }
bool CBaseToolSystem::ClientInit( CreateInterfaceFn clientFactory ) { clienttools = ( IClientTools * )clientFactory( VCLIENTTOOLS_INTERFACE_VERSION, NULL ); if ( !clienttools ) { Error( "CBaseToolSystem::PostInit: Unable to get '%s' interface from client .dll\n", VCLIENTTOOLS_INTERFACE_VERSION ); } else { g_pGlobalFlexController = &g_GlobalFlexController; // don't set this until clienttools is connected
}
return true; }
void CBaseToolSystem::ServerShutdown() { servertools = NULL; }
void CBaseToolSystem::ClientShutdown() { clienttools = NULL; }
//-----------------------------------------------------------------------------
// Level init, shutdown for server
//-----------------------------------------------------------------------------
void CBaseToolSystem::ServerLevelInitPreEntity() { }
void CBaseToolSystem::ServerLevelInitPostEntity() { }
void CBaseToolSystem::ServerLevelShutdownPreEntity() { }
void CBaseToolSystem::ServerLevelShutdownPostEntity() { }
//-----------------------------------------------------------------------------
// Think methods
//-----------------------------------------------------------------------------
void CBaseToolSystem::ServerFrameUpdatePreEntityThink() { }
void CBaseToolSystem::Think( bool finalTick ) { // run vgui animations
vgui::GetAnimationController()->UpdateAnimations( enginetools->Time() ); }
void CBaseToolSystem::PostToolMessage( HTOOLHANDLE hEntity, KeyValues *message ) { return; }
void CBaseToolSystem::ServerFrameUpdatePostEntityThink() { }
void CBaseToolSystem::ServerPreClientUpdate() { }
void CBaseToolSystem::ServerPreSetupVisibility() { }
const char* CBaseToolSystem::GetEntityData( const char *pActualEntityData ) { return pActualEntityData; }
void* CBaseToolSystem::QueryInterface( const char *pInterfaceName ) { return NULL; }
//-----------------------------------------------------------------------------
// Level init, shutdown for client
//-----------------------------------------------------------------------------
void CBaseToolSystem::ClientLevelInitPreEntity() { }
void CBaseToolSystem::ClientLevelInitPostEntity() { }
void CBaseToolSystem::ClientLevelShutdownPreEntity() { }
void CBaseToolSystem::ClientLevelShutdownPostEntity() { }
void CBaseToolSystem::ClientPreRender() { }
void CBaseToolSystem::ClientPostRender() { }
//-----------------------------------------------------------------------------
// Tool activation/deactivation
//-----------------------------------------------------------------------------
void CBaseToolSystem::OnToolActivate() { m_bIsActive = true; UpdateUIVisibility( );
// FIXME: Note that this is necessary because IsGameInputEnabled depends on m_bIsActive at the moment
OnModeChanged();
input()->SetModalSubTree( VGui_GetToolRootPanel(), GetVPanel(), IsGameInputEnabled() ); input()->SetModalSubTreeReceiveMessages( !IsGameInputEnabled() );
m_pToolUI->UpdateMenuBarTitle(); }
void CBaseToolSystem::OnToolDeactivate() { m_bIsActive = false; UpdateUIVisibility( );
// FIXME: Note that this is necessary because IsGameInputEnabled depends on m_bIsActive at the moment
OnModeChanged();
input()->ReleaseModalSubTree(); }
//-----------------------------------------------------------------------------
// Let tool override key events (ie ESC and ~)
//-----------------------------------------------------------------------------
bool CBaseToolSystem::TrapKey( ButtonCode_t key, bool down ) { // Don't hook keyboard if not topmost
if ( !m_bIsActive ) return false; // didn't trap, continue processing
// This is a bit of a hack to work around the mouse capture bugs we seem to keep getting...
if ( !IsGameInputEnabled() && key == KEY_ESCAPE ) { vgui::input()->SetMouseCapture( NULL ); }
// If in fullscreen toolMode, don't let ECSAPE bring up the game menu
if ( !m_bGameInputEnabled && m_bFullscreenMode && ( key == KEY_ESCAPE ) ) return true; // trapping this key, stop processing
if ( down ) { if ( key == TOGGLE_WINDOWED_KEY_CODE ) { SetMode( m_bGameInputEnabled, !m_bFullscreenMode ); return true; // trapping this key, stop processing
}
if ( key == TOGGLE_INPUT_KEY_CODE ) { if ( input()->IsKeyDown( KEY_LCONTROL ) || input()->IsKeyDown( KEY_RCONTROL ) ) { ToggleForceToolCamera(); } else { SetMode( !m_bGameInputEnabled, m_bFullscreenMode ); } return true; // trapping this key, stop processing
}
// If in IFM mode, let ~ switch to gameMode and toggle console
if ( !IsGameInputEnabled() && ( key == '~' || key == '`' ) ) { SetMode( true, m_bFullscreenMode ); return false; // didn't trap, continue processing
} }
return false; // didn't trap, continue processing
}
//-----------------------------------------------------------------------------
// Shows, hides the tool ui (menu, client area, status bar)
//-----------------------------------------------------------------------------
void CBaseToolSystem::SetToolUIVisible( bool bVisible ) { if ( bVisible != m_pToolUI->IsVisible() ) { m_pToolUI->SetVisible( bVisible ); m_pToolUI->InvalidateLayout(); } }
//-----------------------------------------------------------------------------
// Computes whether vgui is visible or not
//-----------------------------------------------------------------------------
void CBaseToolSystem::UpdateUIVisibility() { bool bIsVisible = m_bIsActive && ( !IsGameInputEnabled() || !m_bFullscreenMode ); ShowUI( bIsVisible ); }
//-----------------------------------------------------------------------------
// Changes game input + fullscreen modes
//-----------------------------------------------------------------------------
void CBaseToolSystem::EnableFullscreenToolMode( bool bEnable ) { m_bFullscreenToolModeEnabled = bEnable; }
//-----------------------------------------------------------------------------
// Changed whether camera is forced to be tool camera
//-----------------------------------------------------------------------------
void CBaseToolSystem::ToggleForceToolCamera() { }
//-----------------------------------------------------------------------------
// Changes game input + fullscreen modes
//-----------------------------------------------------------------------------
void CBaseToolSystem::SetMode( bool bGameInputEnabled, bool bFullscreen ) { Assert( m_bIsActive );
if ( !m_bFullscreenToolModeEnabled ) { if ( !bGameInputEnabled ) { bFullscreen = false; } }
if ( ( m_bFullscreenMode == bFullscreen ) && ( m_bGameInputEnabled == bGameInputEnabled ) ) return;
bool bOldGameInputEnabled = m_bGameInputEnabled;
m_bFullscreenMode = bFullscreen; m_bGameInputEnabled = bGameInputEnabled; UpdateUIVisibility();
if ( bOldGameInputEnabled != m_bGameInputEnabled ) { Warning( "Input is now being sent to the %s\n", m_bGameInputEnabled ? "Game" : "Tools" ); // If switching from tool to game mode, release the mouse capture so that the
// tool knows that it is going to miss mouse events that are handed to the game.
if ( bGameInputEnabled == true ) { input()->SetMouseCapture( NULL ); }
// The subtree starts at the tool system root panel. If game input is enabled then
// the subtree should not receive or process input messages, otherwise it should
Assert( input()->GetModalSubTree() ); if ( input()->GetModalSubTree() ) { input()->SetModalSubTreeReceiveMessages( !m_bGameInputEnabled ); }
enginetools->OnModeChanged( m_bGameInputEnabled ); }
if ( m_pToolUI ) { m_pToolUI->UpdateMenuBarTitle(); }
OnModeChanged( ); }
//-----------------------------------------------------------------------------
// Keybinding
//-----------------------------------------------------------------------------
void CBaseToolSystem::LoadKeyBindings() { ReloadKeyBindings( m_KeyBindingsHandle ); }
void CBaseToolSystem::ShowKeyBindingsEditor( Panel *panel, KeyBindingContextHandle_t handle ) { if ( !m_hKeyBindingsEditor.Get() ) { // Show the editor
m_hKeyBindingsEditor = new CKeyBoardEditorDialog( GetClientArea(), panel, handle ); m_hKeyBindingsEditor->DoModal(); } }
void CBaseToolSystem::ShowKeyBindingsHelp( Panel *panel, KeyBindingContextHandle_t handle, vgui::KeyCode boundKey, int modifiers ) { if ( m_hKeyBindingsHelp.Get() ) { m_hKeyBindingsHelp->HelpKeyPressed(); return; }
m_hKeyBindingsHelp = new CKeyBindingHelpDialog( GetClientArea(), panel, handle, boundKey, modifiers ); }
vgui::KeyBindingContextHandle_t CBaseToolSystem::GetKeyBindingsHandle() { return m_KeyBindingsHandle; }
void CBaseToolSystem::OnEditKeyBindings() { Panel *tool = GetMostRecentlyFocusedTool(); if ( tool ) { ShowKeyBindingsEditor( tool, tool->GetKeyBindingsContext() ); } }
void CBaseToolSystem::OnKeyBindingHelp() { Panel *tool = GetMostRecentlyFocusedTool(); if ( tool ) { CUtlVector< BoundKey_t * > list; LookupBoundKeys( "keybindinghelp", list ); if ( list.Count() > 0 ) { ShowKeyBindingsHelp( tool, tool->GetKeyBindingsContext(), (KeyCode)list[ 0 ]->keycode, list[ 0 ]->modifiers ); } } }
//-----------------------------------------------------------------------------
// Registers tool window
//-----------------------------------------------------------------------------
void CBaseToolSystem::RegisterToolWindow( vgui::PHandle hPanel ) { int i = m_Tools.AddToTail( hPanel ); m_Tools[i]->SetKeyBindingsContext( m_KeyBindingsHandle ); }
void CBaseToolSystem::UnregisterAllToolWindows() { m_Tools.RemoveAll(); m_MostRecentlyFocused = NULL; }
//-----------------------------------------------------------------------------
// Destroys all tool windows containers
//-----------------------------------------------------------------------------
void CBaseToolSystem::DestroyToolContainers() { int c = ToolWindow::GetToolWindowCount(); for ( int i = c - 1; i >= 0 ; --i ) { ToolWindow *kill = ToolWindow::GetToolWindow( i ); delete kill; } }
Panel *CBaseToolSystem::GetMostRecentlyFocusedTool() { VPANEL focus = input()->GetFocus(); int c = m_Tools.Count(); for ( int i = 0; i < c; ++i ) { Panel *p = m_Tools[ i ].Get(); if ( !p ) continue;
// Not a visible tool
if ( !p->GetParent() ) continue;
bool hasFocus = p->HasFocus(); bool focusOnChild = focus && ipanel()->HasParent(focus, p->GetVPanel());
if ( !hasFocus && !focusOnChild ) { continue; }
return p; }
return m_MostRecentlyFocused.Get(); }
void CBaseToolSystem::PostMessageToActiveTool( KeyValues *pKeyValues, float flDelay ) { Panel *pMostRecent = GetMostRecentlyFocusedTool(); if ( pMostRecent ) { Panel::PostMessage( pMostRecent->GetVPanel(), pKeyValues, flDelay ); } }
void CBaseToolSystem::PostMessageToActiveTool( const char *msg, float flDelay ) { Panel *pMostRecent = GetMostRecentlyFocusedTool(); if ( pMostRecent ) { Panel::PostMessage( pMostRecent->GetVPanel(), new KeyValues( msg ), flDelay ); } }
void CBaseToolSystem::PostMessageToAllTools( KeyValues *message ) { int nCount = enginetools->GetToolCount(); for ( int i = 0; i < nCount; ++i ) { IToolSystem *pToolSystem = const_cast<IToolSystem*>( enginetools->GetToolSystem( i ) ); pToolSystem->PostToolMessage( HTOOLHANDLE_INVALID, message ); } }
void CBaseToolSystem::OnThink() { BaseClass::OnThink();
VPANEL focus = input()->GetFocus(); int c = m_Tools.Count(); for ( int i = 0; i < c; ++i ) { Panel *p = m_Tools[ i ].Get(); if ( !p ) continue;
// Not a visible tool
Panel *pPage = p->GetParent(); if ( !pPage ) continue;
bool hasFocus = p->HasFocus(); bool bFocusOnTab = false; bool focusOnChild = false;
if ( !hasFocus ) { PropertySheet *pSheet = dynamic_cast< PropertySheet * >( pPage ); if ( pSheet ) { Panel *pActiveTab = pSheet->GetActiveTab(); if ( pActiveTab ) { bFocusOnTab = ( ( focus == pActiveTab->GetVPanel() ) || // Tab itself has focus
ipanel()->HasParent( focus, pActiveTab->GetVPanel() ) ); // Tab is parent of panel that has focus (in case we add subpanels to tabs)
} }
focusOnChild = focus && ipanel()->HasParent(focus, p->GetVPanel()); }
if ( !hasFocus && !focusOnChild && !bFocusOnTab ) continue;
if ( m_MostRecentlyFocused != p ) { m_MostRecentlyFocused = p; } break; } }
//-----------------------------------------------------------------------------
// Let tool override viewport for engine
//-----------------------------------------------------------------------------
void CBaseToolSystem::AdjustEngineViewport( int& x, int& y, int& width, int& height ) { if ( !m_hMiniViewport.Get() ) return;
bool enabled; int vpx, vpy, vpw, vph; m_hMiniViewport->GetViewport( enabled, vpx, vpy, vpw, vph );
if ( !enabled ) return;
x = vpx; y = vpy; width = vpw; height = vph; }
//-----------------------------------------------------------------------------
// Let tool override view/camera
//-----------------------------------------------------------------------------
bool CBaseToolSystem::SetupEngineView( Vector &origin, QAngle &angles, float &fov ) { return false; }
//-----------------------------------------------------------------------------
// Let tool override microphone
//-----------------------------------------------------------------------------
bool CBaseToolSystem::SetupAudioState( AudioState_t &audioState ) { return false; }
//-----------------------------------------------------------------------------
// Should the game be allowed to render the view?
//-----------------------------------------------------------------------------
bool CBaseToolSystem::ShouldGameRenderView() { // Render through mini viewport unless in fullscreen mode
if ( !IsVisible() ) { return true; }
if ( !m_hMiniViewport.Get() ) return true;
if ( !m_hMiniViewport->IsVisible() ) { return true; }
// Route through mini viewport
return false; }
bool CBaseToolSystem::ShouldGamePlaySounds() { return true; }
bool CBaseToolSystem::IsThirdPersonCamera() { return false; }
bool CBaseToolSystem::IsToolRecording() { return false; }
IMaterialProxy *CBaseToolSystem::LookupProxy( const char *proxyName ) { return NULL; }
bool CBaseToolSystem::GetSoundSpatialization( int iUserData, int guid, SpatializationInfo_t& info ) { // Always hearable (no changes)
return true; }
void CBaseToolSystem::HostRunFrameBegin() { }
void CBaseToolSystem::HostRunFrameEnd() { }
void CBaseToolSystem::RenderFrameBegin() { // If we can't see the engine window, do nothing
if ( !IsVisible() || !IsActiveTool() ) return;
if ( !m_hMiniViewport.Get() || !m_hMiniViewport->IsVisible() ) return;
m_hMiniViewport->RenderFrameBegin(); }
void CBaseToolSystem::RenderFrameEnd() { }
void CBaseToolSystem::VGui_PreRender( int paintMode ) { }
void CBaseToolSystem::VGui_PostRender( int paintMode ) { }
void CBaseToolSystem::VGui_PreSimulate() { if ( !m_bIsActive ) return;
// only show the gameUI when in gameMode
vgui::VPANEL gameui = enginevgui->GetPanel( PANEL_GAMEUIDLL ); #if defined( TOOLFRAMEWORK_VGUI_REFACTOR )
vgui::VPANEL gameuiBackground = enginevgui->GetPanel( PANEL_GAMEUIBACKGROUND ); #endif
if ( gameui != 0 ) { bool wantsToBeSeen = IsGameInputEnabled() && (enginetools->IsGamePaused() || !enginetools->IsInGame() || enginetools->IsConsoleVisible()); vgui::ipanel()->SetVisible(gameui, wantsToBeSeen); #if defined( TOOLFRAMEWORK_VGUI_REFACTOR )
vgui::ipanel()->SetVisible(gameuiBackground, wantsToBeSeen); #endif
}
// if there's no map loaded and we're in fullscreen toolMode, switch to gameMode
// otherwise there's nothing to see or do...
if ( !IsGameInputEnabled() && !IsVisible() && !enginetools->IsInGame() ) { SetMode( true, m_bFullscreenMode ); } }
void CBaseToolSystem::VGui_PostSimulate() { }
const char *CBaseToolSystem::MapName() const { return enginetools->GetCurrentMap(); }
//-----------------------------------------------------------------------------
// Shows or hides the UI
//-----------------------------------------------------------------------------
bool CBaseToolSystem::ShowUI( bool bVisible ) { bool bPrevVisible = IsVisible(); if ( bPrevVisible == bVisible ) return bPrevVisible;
SetMouseInputEnabled( bVisible ); SetVisible( bVisible );
// Hide loading image if using bx movie UI
// A bit of a hack because it more or less tunnels through to the client .dll, but the moviemaker assumes
// single player anyway...
if ( bVisible ) { ConVar *pCv = ( ConVar * )cvar->FindVar( "cl_showpausedimage" ); if ( pCv ) { pCv->SetValue( 0 ); } }
return bPrevVisible; }
//-----------------------------------------------------------------------------
// Gets the action target to sent to panels so that the tool system's OnCommand is called
//-----------------------------------------------------------------------------
vgui::Panel *CBaseToolSystem::GetActionTarget() { return this; }
//-----------------------------------------------------------------------------
// Derived classes implement this to create a custom menubar
//-----------------------------------------------------------------------------
vgui::MenuBar *CBaseToolSystem::CreateMenuBar(CBaseToolSystem *pParent ) { return new vgui::MenuBar( pParent, "ToolMenuBar" ); }
//-----------------------------------------------------------------------------
// Purpose: Derived classes implement this to create a custom status bar, or return NULL for no status bar
//-----------------------------------------------------------------------------
vgui::Panel *CBaseToolSystem::CreateStatusBar( vgui::Panel *pParent ) { return new CBaseStatusBar( this, "Status Bar" ); }
//-----------------------------------------------------------------------------
// Gets at the action menu
//-----------------------------------------------------------------------------
vgui::Menu *CBaseToolSystem::GetActionMenu() { return m_hActionMenu; }
//-----------------------------------------------------------------------------
// Returns the client area
//-----------------------------------------------------------------------------
vgui::Panel* CBaseToolSystem::GetClientArea() { return m_pToolUI->GetClientArea(); }
//-----------------------------------------------------------------------------
// Returns the menu bar
//-----------------------------------------------------------------------------
vgui::MenuBar* CBaseToolSystem::GetMenuBar() { return m_pToolUI->GetMenuBar(); }
//-----------------------------------------------------------------------------
// Returns the status bar
//-----------------------------------------------------------------------------
vgui::Panel* CBaseToolSystem::GetStatusBar() { return m_pToolUI->GetStatusBar(); }
//-----------------------------------------------------------------------------
// Pops up the action menu
//-----------------------------------------------------------------------------
void CBaseToolSystem::OnMousePressed( vgui::MouseCode code ) { if ( code == MOUSE_RIGHT ) { InitActionMenu(); } else { BaseClass::OnMousePressed( code ); } }
//-----------------------------------------------------------------------------
// Creates the action menu
//-----------------------------------------------------------------------------
void CBaseToolSystem::InitActionMenu() { ShutdownActionMenu();
// Let the tool system create the action menu
m_hActionMenu = CreateActionMenu( this );
if ( m_hActionMenu.Get() ) { m_hActionMenu->SetVisible(true); PositionActionMenu(); m_hActionMenu->RequestFocus(); } }
//-----------------------------------------------------------------------------
// Destroy action menu
//-----------------------------------------------------------------------------
void CBaseToolSystem::ShutdownActionMenu() { if ( m_hActionMenu.Get() ) { m_hActionMenu->MarkForDeletion(); m_hActionMenu = NULL; } }
void CBaseToolSystem::UpdateMenu( vgui::Menu *menu ) { // Nothing
}
//-----------------------------------------------------------------------------
// Positions the action menu when it's time to pop it up
//-----------------------------------------------------------------------------
void CBaseToolSystem::PositionActionMenu() { // get cursor position, this is local to this text edit window
int cursorX, cursorY; input()->GetCursorPos(cursorX, cursorY); // relayout the menu immediately so that we know it's size
m_hActionMenu->InvalidateLayout(true);
// Get the menu size
int menuWide, menuTall; m_hActionMenu->GetSize( menuWide, menuTall ); // work out where the cursor is and therefore the best place to put the menu
int wide, tall; GetSize( wide, tall );
if (wide - menuWide > cursorX) { // menu hanging right
if (tall - menuTall > cursorY) { // menu hanging down
m_hActionMenu->SetPos(cursorX, cursorY); } else { // menu hanging up
m_hActionMenu->SetPos(cursorX, cursorY - menuTall); } } else { // menu hanging left
if (tall - menuTall > cursorY) { // menu hanging down
m_hActionMenu->SetPos(cursorX - menuWide, cursorY); } else { // menu hanging up
m_hActionMenu->SetPos(cursorX - menuWide, cursorY - menuTall); } } }
//-----------------------------------------------------------------------------
// Handles the clear recent files message
//-----------------------------------------------------------------------------
void CBaseToolSystem::OnClearRecent() { m_RecentFiles.Clear(); m_RecentFiles.SaveToRegistry( GetRegistryName() ); }
//-----------------------------------------------------------------------------
// Called by the file open state machine
//-----------------------------------------------------------------------------
void CBaseToolSystem::OnFileStateMachineFinished( KeyValues *pKeyValues ) { KeyValues *pContext = pKeyValues->GetFirstTrueSubKey(); bool bWroteFile = pKeyValues->GetInt( "wroteFile", 0 ) != 0; vgui::FileOpenStateMachine::CompletionState_t state = (vgui::FileOpenStateMachine::CompletionState_t)pKeyValues->GetInt( "completionState", vgui::FileOpenStateMachine::IN_PROGRESS ); const char *pFileType = pKeyValues->GetString( "fileType" ); OnFileOperationCompleted( pFileType, bWroteFile, state, pContext ); }
//-----------------------------------------------------------------------------
// Show the File browser dialog
//-----------------------------------------------------------------------------
void CBaseToolSystem::OpenFile( const char *pOpenFileType, const char *pSaveFileName, const char *pSaveFileType, int nFlags, KeyValues *pContextKeyValues ) { m_pFileOpenStateMachine->OpenFile( pOpenFileType, pContextKeyValues, pSaveFileName, pSaveFileType, nFlags ); }
void CBaseToolSystem::OpenFile( const char *pOpenFileName, const char *pOpenFileType, const char *pSaveFileName, const char *pSaveFileType, int nFlags, KeyValues *pContextKeyValues ) { m_pFileOpenStateMachine->OpenFile( pOpenFileName, pOpenFileType, pContextKeyValues, pSaveFileName, pSaveFileType, nFlags ); }
//-----------------------------------------------------------------------------
// Used to save a specified file, and deal with all the lovely dialogs
//-----------------------------------------------------------------------------
void CBaseToolSystem::SaveFile( const char *pFileName, const char *pFileType, int nFlags, KeyValues *pContextKeyValues ) { m_pFileOpenStateMachine->SaveFile( pContextKeyValues, pFileName, pFileType, nFlags ); }
//-----------------------------------------------------------------------------
// Paints the background
//-----------------------------------------------------------------------------
void CBaseToolSystem::PaintBackground() { int w, h; GetSize( w, h );
int x, y; GetPos( x, y ); LocalToScreen( x, y );
CMatRenderContextPtr pRenderContext( materials ); if ( m_pBackground ) { int texWide = m_pBackground->GetMappingWidth(); int texTall = m_pBackground->GetMappingHeight();
float maxu = (float)w / (float)texWide; float maxv = (float)h / (float)texTall;
RenderQuad( m_pBackground, x, y, w, h, surface()->GetZPos(), 0.0f, 0.0f, maxu, maxv, Color( 255, 255, 255, 255 ) ); }
bool hasDoc = HasDocument(); if ( m_pLogo ) { int texWide = m_pLogo->GetMappingWidth(); float logoAspectRatio = 0.442;
if ( hasDoc ) { int logoW = texWide / 2; int logoH = logoW * logoAspectRatio;
x = w - logoW - 15; y = h - logoH - 30;
w = logoW; h = logoH; } else { int logoW = texWide; int logoH = logoW * logoAspectRatio;
x = ( w - logoW ) / 2; y = ( h - logoH ) / 2;
w = logoW; h = logoH; }
int alpha = hasDoc ? 0 : 255;
RenderQuad( m_pLogo, x, y, w, h, surface()->GetZPos(), 0.0f, 0.0f, 1.0f, 1.0f, Color( 255, 255, 255, alpha ) ); } }
const char *CBaseToolSystem::GetBackgroundTextureName() { return "vgui/tools/ifm/ifm_background"; }
bool CBaseToolSystem::HasDocument() { return false; }
CMiniViewport *CBaseToolSystem::CreateMiniViewport( vgui::Panel *parent ) { int w, h; surface()->GetScreenSize( w, h );
CMiniViewport *vp = new CMiniViewport( parent, "MiniViewport" ); Assert( vp ); vp->SetVisible( true ); int menuBarHeight = 28; int titleBarHeight = 22; int offset = 4; vp->SetBounds( ( 2 * w / 3 ) - offset, menuBarHeight + offset, w / 3, h / 3 + titleBarHeight); return vp; }
void CBaseToolSystem::ComputeMenuBarTitle( char *buf, size_t buflen ) { Q_snprintf( buf, buflen, ": %s [ %s - Switch Mode ] [ %s - Full Screen ]", IsGameInputEnabled() ? "Game Mode" : "Tool Mode", TOGGLE_INPUT_KEY_NAME, TOGGLE_WINDOWED_KEY_NAME ); }
void CBaseToolSystem::OnUnhandledMouseClick( int code ) { if ( (MouseCode)code == MOUSE_LEFT ) { // If tool ui is visible and we're running game in a window
// and they click on the ifm it'll be unhandled, but in this case
// we'll switch back to the IFM mode
if ( !IsFullscreen() && IsGameInputEnabled() ) { SetMode( false, m_bFullscreenMode ); } } }
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