Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "BasePanel.h"
#include "OptionsDialog.h"
#include "vgui_controls/Button.h"
#include "vgui_controls/CheckButton.h"
#include "vgui_controls/PropertySheet.h"
#include "vgui_controls/Label.h"
#include "vgui_controls/QueryBox.h"
#include "vgui/ILocalize.h"
#include "vgui/ISurface.h"
#include "vgui/ISystem.h"
#include "vgui/IVGui.h"
#include "KeyValues.h"
#include "OptionsSubKeyboard.h"
#include "OptionsSubMouse.h"
#include "OptionsSubAudio.h"
#include "OptionsSubVideo.h"
#include "OptionsSubVoice.h"
#include "OptionsSubMultiplayer.h"
#include "OptionsSubDifficulty.h"
#include "OptionsSubPortal.h"
#ifdef WIN32
// NVNT haptic configuration dialog
#include "OptionsSubHaptics.h"
#endif
#include "ModInfo.h"
using namespace vgui;
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
//-----------------------------------------------------------------------------
// Purpose: Basic help dialog
//-----------------------------------------------------------------------------
COptionsDialog::COptionsDialog(vgui::Panel *parent) : PropertyDialog(parent, "OptionsDialog")
{
SetDeleteSelfOnClose(true);
SetBounds(0, 0, 512, 406);
SetSizeable( false );
SetTitle("#GameUI_Options", true);
// debug timing code, this function takes too long
// double s4 = system()->GetCurrentTime();
#if defined( WIN32 ) && !defined( _X360 )
// NVNT START see if the user has a haptic device via convar. if so create haptics dialog.
ConVarRef checkHap("hap_HasDevice");
checkHap.Init("hap_HasDevice",true);
if(checkHap.GetBool())
{
AddPage(new COptionsSubHaptics(this), "#GameUI_Haptics_TabTitle");
}
// NVNT END
#endif
if (ModInfo().IsSinglePlayerOnly() && !ModInfo().NoDifficulty())
{
AddPage(new COptionsSubDifficulty(this), "#GameUI_Difficulty");
}
if (ModInfo().HasPortals())
{
AddPage(new COptionsSubPortal(this), "#GameUI_Portal");
}
AddPage(new COptionsSubKeyboard(this), "#GameUI_Keyboard");
AddPage(new COptionsSubMouse(this), "#GameUI_Mouse");
m_pOptionsSubAudio = new COptionsSubAudio(this);
AddPage(m_pOptionsSubAudio, "#GameUI_Audio");
m_pOptionsSubVideo = new COptionsSubVideo(this);
AddPage(m_pOptionsSubVideo, "#GameUI_Video");
if ( !ModInfo().IsSinglePlayerOnly() )
{
AddPage(new COptionsSubVoice(this), "#GameUI_Voice");
}
// add the multiplay page last, if we're combo single/multi or just multi
if ( (ModInfo().IsMultiplayerOnly() && !ModInfo().IsSinglePlayerOnly()) ||
(!ModInfo().IsMultiplayerOnly() && !ModInfo().IsSinglePlayerOnly()) )
{
m_pOptionsSubMultiplayer = new COptionsSubMultiplayer(this);
AddPage(m_pOptionsSubMultiplayer, "#GameUI_Multiplayer");
}
// double s5 = system()->GetCurrentTime();
// Msg("COptionsDialog::COptionsDialog(): %.3fms\n", (float)(s5 - s4) * 1000.0f);
SetApplyButtonVisible(true);
GetPropertySheet()->SetTabWidth(84);
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
COptionsDialog::~COptionsDialog()
{
}
//-----------------------------------------------------------------------------
// Purpose: Brings the dialog to the fore
//-----------------------------------------------------------------------------
void COptionsDialog::Activate()
{
BaseClass::Activate();
EnableApplyButton(false);
}
void COptionsDialog::OnKeyCodePressed( KeyCode code )
{
switch ( GetBaseButtonCode( code ) )
{
case KEY_XBUTTON_B:
OnCommand( "Cancel" );
return;
}
BaseClass::OnKeyCodePressed( code );
}
//-----------------------------------------------------------------------------
// Purpose: Opens the dialog
//-----------------------------------------------------------------------------
void COptionsDialog::Run()
{
SetTitle("#GameUI_Options", true);
Activate();
}
//-----------------------------------------------------------------------------
// Purpose: Called when the GameUI is hidden
//-----------------------------------------------------------------------------
void COptionsDialog::OnGameUIHidden()
{
// tell our children about it
for ( int i = 0 ; i < GetChildCount() ; i++ )
{
Panel *pChild = GetChild( i );
if ( pChild )
{
PostMessage( pChild, new KeyValues( "GameUIHidden" ) );
}
}
}