Counter Strike : Global Offensive Source Code
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#include "stdafx.h"
#include "hammer.h"
#include "hammervgui.h"
#include <vgui/IVGui.h>
#include <vgui/ISurface.h>
#include <vgui/ISystem.h>
#include "vgui/IInput.h"
#include "vgui_controls/EditablePanel.h"
#include <VGuiMatSurface/IMatSystemSurface.h>
#include <matsys_controls/matsyscontrols.h>
#include "material.h"
#include "vgui_controls/AnimationController.h"
#include "inputsystem/iinputsystem.h"
#include "VGuiWnd.h"
#include "toolutils/enginetools_int.h"
#include "toolframework/ienginetool.h"
#include "inputsystem/iinputstacksystem.h"
//-----------------------------------------------------------------------------
// Purpose: singleton accessor
//-----------------------------------------------------------------------------
// This window doesn't do anything other than tell CMatSystemSurface::CalculateMouseVisible to deem the mouse visible.
class CDummyPopupPanel : public vgui::Panel
{
public:
virtual void PaintBackground() {}
virtual void Paint() {}
};
static CHammerVGui s_HammerVGui;
CHammerVGui *HammerVGui()
{
return &s_HammerVGui;
}
CHammerVGui::CHammerVGui(void)
{
m_pActiveWindow = NULL;
m_hMainWindow = NULL;
m_pDummyPopup = NULL;
m_bCurrentDialogIsModal = false;
m_hHammerScheme = NULL;
m_hVguiInputContext = INPUT_CONTEXT_HANDLE_INVALID;
}
//-----------------------------------------------------------------------------
// Setup the base vgui panels
//-----------------------------------------------------------------------------
bool CHammerVGui::Init( HWND hWindow )
{
m_hMainWindow = hWindow;
if ( !APP()->IsFoundryMode() ) // We don't need to init most stuff in Foundry mode because the engine has already done it.
{
// initialize vgui_control interfaces
if (!vgui::VGui_InitInterfacesList( "HAMMER", &g_Factory, 1 ))
return false;
if ( !vgui::VGui_InitMatSysInterfacesList( "HAMMER", &g_Factory, 1 ) )
return false;
if ( !g_pMatSystemSurface )
return false;
// configuration settings
vgui::system()->SetUserConfigFile("hammer.vdf", "EXECUTABLE_PATH");
// Are we trapping input?
g_pMatSystemSurface->EnableWindowsMessages( true );
}
m_hVguiInputContext = g_pInputStackSystem->PushInputContext();
g_pMatSystemSurface->SetInputContext( m_hVguiInputContext );
// Need to be able to play sounds through vgui
// g_pMatSystemSurface->InstallPlaySoundFunc( VGui_PlaySound );
// load scheme
m_hHammerScheme = vgui::scheme()->LoadSchemeFromFile("//PLATFORM/Resource/SourceScheme.res", "Hammer");
if ( !m_hHammerScheme )
{
return false;
}
if ( !APP()->IsFoundryMode() ) // We don't need to init most stuff in Foundry mode because the engine has already done it.
{
// Start the App running
vgui::ivgui()->Start();
vgui::ivgui()->SetSleep(false);
// Create a popup window. This window doesn't do anything other than tell CMatSystemSurface::CalculateMouseVisible to deem the mouse visible.
m_pDummyPopup = new CDummyPopupPanel;
m_pDummyPopup->MakePopup( false, true );
m_pDummyPopup->SetVisible( true );
}
return true;
}
void CHammerVGui::SetFocus( CVGuiWnd *pVGuiWnd )
{
if ( pVGuiWnd == m_pActiveWindow )
return;
g_pInputSystem->PollInputState();
vgui::ivgui()->RunFrame();
g_pMatSystemSurface->SetAppDrivesInput( true );
g_pInputSystem->DetachFromWindow( );
// Disable mouse input on the previous panel so it doesn't get input the engine should get.
if ( m_pActiveWindow && m_pActiveWindow->GetMainPanel() )
{
m_pActiveWindow->GetMainPanel()->SetMouseInputEnabled( false );
}
if ( pVGuiWnd )
{
m_pActiveWindow = pVGuiWnd;
m_bCurrentDialogIsModal = m_pActiveWindow->IsModal();
Assert( pVGuiWnd->GetMainPanel() != NULL );
if ( pVGuiWnd->GetMainPanel() )
pVGuiWnd->GetMainPanel()->SetMouseInputEnabled( true );
g_pInputSystem->AttachToWindow( pVGuiWnd->GetParentWnd()->GetSafeHwnd() );
g_pMatSystemSurface->SetAppDrivesInput( !m_bCurrentDialogIsModal );
vgui::ivgui()->ActivateContext( pVGuiWnd->GetVGuiContext() );
// If this is a modal VGuiWnd (like the model browser), don't let the engine's message loop get called at all
// or else it'll screw up stuff - it'll give focus to other CVGuiWnds and the engine might drive
// some vgui stuff instead of the VGuiWnd message loop (in CVGuiWnd::WindowProcVGui).
if ( pVGuiWnd->IsModal() && enginetools )
::EnableWindow( (HWND)enginetools->GetEngineHwnd(), false );
}
else
{
if ( enginetools )
{
// We can't call m_pActiveWindow->IsModal here because it might be in its destructor (as with the model browser)
// and it's a virtual function.
if ( m_bCurrentDialogIsModal )
::EnableWindow( (HWND)enginetools->GetEngineHwnd(), true );
g_pInputSystem->AttachToWindow( enginetools->GetEngineHwnd() );
g_pMatSystemSurface->SetAppDrivesInput( true );
}
m_pActiveWindow = NULL;
vgui::ivgui()->ActivateContext( vgui::DEFAULT_VGUI_CONTEXT );
}
}
bool CHammerVGui::HasFocus( CVGuiWnd *pWnd )
{
return m_pActiveWindow == pWnd;
}
void CHammerVGui::Simulate()
{
// VPROF( "CHammerVGui::Simulate" );
if ( !IsInitialized() )
return;
g_pInputSystem->PollInputState();
vgui::ivgui()->RunFrame();
// run vgui animations
vgui::GetAnimationController()->UpdateAnimations( vgui::system()->GetCurrentTime() );
}
void CHammerVGui::Shutdown()
{
// Give panels a chance to settle so things
// Marked for deletion will actually get deleted
if ( !IsInitialized() )
return;
if ( m_pDummyPopup )
{
delete m_pDummyPopup;
m_pDummyPopup = NULL;
}
if ( m_hVguiInputContext != INPUT_CONTEXT_HANDLE_INVALID )
{
g_pMatSystemSurface->SetInputContext( NULL );
g_pInputStackSystem->PopInputContext();
m_hVguiInputContext = INPUT_CONTEXT_HANDLE_INVALID;
}
g_pInputSystem->PollInputState();
vgui::ivgui()->RunFrame();
// stop the App running
vgui::ivgui()->Stop();
}
CHammerVGui::~CHammerVGui(void)
{
}