Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "dodtextwindow.h"
#include <cdll_client_int.h>
#include <vgui/IScheme.h>
#include <vgui/ILocalize.h>
#include <vgui/ISurface.h>
#include <filesystem.h>
#include <KeyValues.h>
#include <convar.h>
#include <vgui_controls/ImageList.h>
#include <vgui_controls/TextEntry.h>
#include <vgui_controls/Button.h>
#include <vgui_controls/BuildGroup.h>
#include "dodbutton.h"
#include "IGameUIFuncs.h" // for key bindings
#include <igameresources.h>
extern IGameUIFuncs *gameuifuncs; // for key binding details
#include <game/client/iviewport.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CDODTextWindow::CDODTextWindow(IViewPort *pViewPort) : CTextWindow( pViewPort ) { SetProportional( true );
m_iScoreBoardKey = BUTTON_CODE_INVALID;
m_pBackground = SETUP_PANEL( new CDODMenuBackground( this ) );
// Do this again ( base class already does it )
// If we don't, custom controls that we catch in our CreateControlByName
// will not go to the CDODTextWindow version as we haven't instantiated
// ourselves as a CDODTextWindow yet.
LoadControlSettings("Resource/UI/TextWindow.res"); }
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CDODTextWindow::~CDODTextWindow() { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDODTextWindow::Update() { BaseClass::Update();
Panel *ok = FindChildByName("okbutton"); if (ok) { ok->RequestFocus(); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDODTextWindow::SetVisible(bool state) { BaseClass::SetVisible(state);
if ( state ) { Panel *ok = FindChildByName("okbutton"); if (ok) { ok->RequestFocus(); } } }
//-----------------------------------------------------------------------------
// Purpose: shows the text window
//-----------------------------------------------------------------------------
void CDODTextWindow::ShowPanel(bool bShow) { if ( bShow ) { // get key binding if shown
if ( m_iScoreBoardKey == BUTTON_CODE_INVALID ) // you need to lookup the jump key AFTER the engine has loaded
{ m_iScoreBoardKey = gameuifuncs->GetButtonCodeForBind( "showscores" ); } }
BaseClass::ShowPanel( bShow ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDODTextWindow::OnKeyCodePressed(KeyCode code) { if ( m_iScoreBoardKey != BUTTON_CODE_INVALID && m_iScoreBoardKey == code ) { gViewPortInterface->ShowPanel( PANEL_SCOREBOARD, true ); gViewPortInterface->PostMessageToPanel( PANEL_SCOREBOARD, new KeyValues( "PollHideCode", "code", code ) ); } else { BaseClass::OnKeyCodePressed( code ); } }
//-----------------------------------------------------------------------------
// Purpose: The background is painted elsewhere, so we should do nothing
//-----------------------------------------------------------------------------
void CDODTextWindow::PaintBackground() { }
//-----------------------------------------------------------------------------
// Purpose: Scale / center the window
//-----------------------------------------------------------------------------
void CDODTextWindow::PerformLayout() { BaseClass::PerformLayout(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDODTextWindow::ApplySchemeSettings( vgui::IScheme *pScheme ) { BaseClass::ApplySchemeSettings( pScheme ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Panel *CDODTextWindow::CreateControlByName( const char *controlName ) { if( !Q_stricmp( "DODButton", controlName ) ) { return new CDODButton(this); } else { return BaseClass::CreateControlByName( controlName ); } }
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