Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include <vgui_controls/CheckButtonList.h>
#include <vgui_controls/CheckButton.h>
#include <vgui_controls/ScrollBar.h>
#include <keyvalues.h>
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CheckButtonList::CheckButtonList(Panel *parent, const char *name) : BaseClass(parent, name)
{
m_pScrollBar = new ScrollBar(this, NULL, true);
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CheckButtonList::~CheckButtonList()
{
RemoveAll();
}
//-----------------------------------------------------------------------------
// Purpose: adds a check button to the list
//-----------------------------------------------------------------------------
int CheckButtonList::AddItem(const char *itemText, bool startsSelected, KeyValues *userData)
{
CheckItem_t newItem;
newItem.checkButton = new vgui::CheckButton(this, NULL, itemText);
newItem.checkButton->SetSilentMode( true );
newItem.checkButton->SetSelected(startsSelected);
newItem.checkButton->SetSilentMode( false );
newItem.checkButton->AddActionSignalTarget(this);
newItem.userData = userData;
InvalidateLayout();
return m_CheckItems.AddToTail(newItem);
}
//-----------------------------------------------------------------------------
// Purpose: clears the list
//-----------------------------------------------------------------------------
void CheckButtonList::RemoveAll()
{
for (int i = 0; i < m_CheckItems.Count(); i++)
{
m_CheckItems[i].checkButton->MarkForDeletion();
if (m_CheckItems[i].userData)
{
m_CheckItems[i].userData->deleteThis();
}
}
m_CheckItems.RemoveAll();
}
//-----------------------------------------------------------------------------
// Purpose: returns the number of items in list that are checked
//-----------------------------------------------------------------------------
int CheckButtonList::GetCheckedItemCount()
{
int count = 0;
for (int i = 0; i < m_CheckItems.Count(); i++)
{
if (m_CheckItems[i].checkButton->IsSelected())
{
count++;
}
}
return count;
}
//-----------------------------------------------------------------------------
// Purpose: lays out buttons
//-----------------------------------------------------------------------------
void CheckButtonList::PerformLayout()
{
BaseClass::PerformLayout();
// get sizes
int x = 4, y = 4, wide = GetWide() - ((x * 2) + m_pScrollBar->GetWide()), tall = 22;
// set scrollbar
int totalHeight = y + (m_CheckItems.Count() * tall);
if (totalHeight > GetTall())
{
m_pScrollBar->SetRange(0, totalHeight + 1);
m_pScrollBar->SetRangeWindow(GetTall());
m_pScrollBar->SetVisible(true);
m_pScrollBar->SetBounds(GetWide() - 21, 0, 19, GetTall() - 2);
SetPaintBorderEnabled(true);
y -= m_pScrollBar->GetValue();
}
else
{
m_pScrollBar->SetVisible(false);
SetPaintBorderEnabled(false);
}
// position the items
for (int i = 0; i < m_CheckItems.Count(); i++)
{
CheckButton *btn = m_CheckItems[i].checkButton;
btn->SetBounds(x, y, wide, tall);
y += tall;
}
}
//-----------------------------------------------------------------------------
// Purpose: Sets the border on the window
//-----------------------------------------------------------------------------
void CheckButtonList::ApplySchemeSettings(IScheme *pScheme)
{
BaseClass::ApplySchemeSettings(pScheme);
SetBorder(pScheme->GetBorder("ButtonDepressedBorder"));
}
//-----------------------------------------------------------------------------
// Purpose: iteration
//-----------------------------------------------------------------------------
bool CheckButtonList::IsItemIDValid(int itemID)
{
return m_CheckItems.IsValidIndex(itemID);
}
//-----------------------------------------------------------------------------
// Purpose: iteration
//-----------------------------------------------------------------------------
int CheckButtonList::GetHighestItemID()
{
return m_CheckItems.Count() - 1;
}
//-----------------------------------------------------------------------------
// Purpose: iteration
//-----------------------------------------------------------------------------
KeyValues *CheckButtonList::GetItemData(int itemID)
{
return m_CheckItems[itemID].userData;
}
//-----------------------------------------------------------------------------
// Purpose: data accessor
//-----------------------------------------------------------------------------
int CheckButtonList::GetItemCount()
{
return m_CheckItems.Count();
}
//-----------------------------------------------------------------------------
// Purpose: data accessor
//-----------------------------------------------------------------------------
bool CheckButtonList::IsItemChecked(int itemID)
{
return m_CheckItems[itemID].checkButton->IsSelected();
}
//-----------------------------------------------------------------------------
// Purpose: Sets the state of the check button
//-----------------------------------------------------------------------------
void CheckButtonList::SetItemCheckable(int itemID, bool state)
{
m_CheckItems[itemID].checkButton->SetCheckButtonCheckable(state);
}
//-----------------------------------------------------------------------------
// Purpose: Forwards up check button selected message
//-----------------------------------------------------------------------------
void CheckButtonList::OnCheckButtonChecked( KeyValues *pParams )
{
vgui::Panel *pPanel = (vgui::Panel *)pParams->GetPtr( "panel" );
int c = m_CheckItems.Count();
for ( int i = 0; i < c; ++i )
{
if ( pPanel == m_CheckItems[i].checkButton )
{
KeyValues *kv = new KeyValues( "CheckButtonChecked", "itemid", i );
kv->SetInt( "state", pParams->GetInt( "state" ) );
PostActionSignal( kv );
break;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: updates from scrollbar movement
//-----------------------------------------------------------------------------
void CheckButtonList::OnScrollBarSliderMoved()
{
InvalidateLayout();
Repaint();
}
//-----------------------------------------------------------------------------
// Purpose: Mouse wheeled
//-----------------------------------------------------------------------------
void CheckButtonList::OnMouseWheeled(int delta)
{
int val = m_pScrollBar->GetValue();
val -= (delta * 15);
m_pScrollBar->SetValue(val);
}