Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "dme_controls/AttributeAssetPickerPanel.h"
#include "dme_controls/AttributeTextEntry.h"
#include "matsys_controls/AssetPicker.h"
#include "matsys_controls/VtfPicker.h"
#include "matsys_controls/VMTPicker.h"
#include "tier1/KeyValues.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// Assets
//-----------------------------------------------------------------------------
IMPLEMENT_ATTRIBUTE_ASSET_PICKER( CAttributeBspPickerPanel, "Select .BSP file", "BSP Files", "bsp", "maps", "bspName" ); IMPLEMENT_ATTRIBUTE_ASSET_PREVIEW_PICKER( CAttributeVmtPickerPanel, CVMTPickerFrame, "Select .VMT file" ); IMPLEMENT_ATTRIBUTE_ASSET_PREVIEW_PICKER( CAttributeVtfPickerPanel, CVTFPickerFrame, "Select .VTF file" );
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CAttributeAssetPickerPanel::CAttributeAssetPickerPanel( vgui::Panel *parent, const AttributeWidgetInfo_t &info ) : BaseClass( parent, info ) { }
CAttributeAssetPickerPanel::~CAttributeAssetPickerPanel() { }
//-----------------------------------------------------------------------------
// Called when it's time to show the BSP picker
//-----------------------------------------------------------------------------
void CAttributeAssetPickerPanel::ShowPickerDialog() { CBaseAssetPickerFrame *pAssetPickerDialog = CreateAssetPickerFrame( ); pAssetPickerDialog->AddActionSignalTarget( this ); pAssetPickerDialog->DoModal( ); }
//-----------------------------------------------------------------------------
// Called by the asset picker dialog if a asset was selected
//-----------------------------------------------------------------------------
void CAttributeAssetPickerPanel::OnAssetSelected( KeyValues *pKeyValues ) { // Get the asset name back
const char *pAssetName = pKeyValues->GetString( "asset", NULL ); if ( !pAssetName || !pAssetName[ 0 ] ) return;
// Apply to text panel
m_pData->SetText( pAssetName ); SetDirty(true); if ( IsAutoApply() ) { Apply(); } }
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