Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef BASEASSETPICKER_H
#define BASEASSETPICKER_H
#ifdef _WIN32
#pragma once
#endif
#include "vgui_controls/EditablePanel.h"
#include "vgui_controls/Frame.h"
#include "tier1/utlstring.h"
#include "tier1/utllinkedlist.h"
#include "filesystem.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CAssetTreeView;
namespace vgui
{
class Panel;
}
FORWARD_DECLARE_HANDLE( AssetList_t );
typedef unsigned short DirHandle_t;
//-----------------------------------------------------------------------------
// Purpose: Base class for choosing raw assets
//-----------------------------------------------------------------------------
class CBaseAssetPicker : public vgui::EditablePanel
{
DECLARE_CLASS_SIMPLE( CBaseAssetPicker, vgui::EditablePanel );
public:
CBaseAssetPicker( vgui::Panel *pParent, const char *pAssetType,
const char *pExt, const char *pSubDir, const char *pTextType );
~CBaseAssetPicker();
// overridden frame functions
virtual void OnTick();
virtual bool HasUserConfigSettings();
virtual void ApplyUserConfigSettings( KeyValues *pUserConfig );
virtual void GetUserConfigSettings( KeyValues *pUserConfig );
virtual void OnCommand( const char *pCommand );
// Purpose:
virtual void OnKeyCodePressed( vgui::KeyCode code );
// Returns the selected asset name
int GetSelectedAssetCount();
const char *GetSelectedAsset( int nAssetIndex = -1 );
// Is multiselect enabled?
bool IsMultiselectEnabled() const;
// Sets the initial selected asset
void SetInitialSelection( const char *pAssetName );
// Set/get the filter
void SetFilter( const char *pFilter );
const char *GetFilter();
// Purpose: refreshes the file tree
void RefreshFileTree();
virtual void Activate();
protected:
// Creates standard controls. Allows the derived class to
// add these controls to various splitter windows
void CreateStandardControls( vgui::Panel *pParent, bool bAllowMultiselect = false );
// Allows the picker to browse multiple asset types
void AddExtension( const char *pExtension );
// Derived classes have this called when the previewed asset changes
virtual void OnSelectedAssetPicked( const char *pAssetName ) {}
// Derived classes have this called when the next selected asset is selected by default
virtual void OnNextSelectionIsDefault() {}
// Request focus of the filter box
void RequestFilterFocus();
// Rescan assets
void RescanAssets();
const char *GetModPath( int nModIndex );
MESSAGE_FUNC_PARAMS( OnTextChanged, "TextChanged", kv );
MESSAGE_FUNC_PARAMS( OnItemSelected, "ItemSelected", kv );
MESSAGE_FUNC_PARAMS( OnCheckButtonChecked, "CheckButtonChecked", kv );
MESSAGE_FUNC( OnFileSelected, "TreeViewItemSelected" );
protected:
struct AssetInfo_t
{
int m_nAssetIndex;
int m_nItemId;
};
void BuildAssetNameList();
void RefreshAssetList( );
int GetSelectedAssetModIndex( );
// Is a particular asset visible?
bool IsAssetVisible( int nAssetIndex );
// Recursively add all files matching the wildcard under this directory
void AddAssetToList( int nAssetIndex );
// Update column headers
void UpdateAssetColumnHeader( );
vgui::Splitter *m_pAssetSplitter;
CAssetTreeView* m_pFileTree;
vgui::CheckButton* m_pSubDirCheck;
vgui::TextEntry *m_pFilter;
vgui::ListPanel *m_pAssetBrowser;
vgui::TextEntry *m_pFullPath;
vgui::ComboBox *m_pModSelector;
vgui::Button *m_pRescanButton;
AssetList_t m_hAssetList;
CUtlString m_FolderFilter;
CUtlString m_Filter;
CUtlString m_SelectedAsset;
CUtlVector< AssetInfo_t > m_AssetList;
const char *m_pAssetType;
const char *m_pAssetTextType;
const char *m_pAssetExt;
const char *m_pAssetSubDir;
CUtlVector< const char * > m_ExtraAssetExt;
bool m_bBuiltAssetList : 1;
bool m_bFirstAssetScan : 1;
bool m_bFinishedAssetListScan : 1;
int m_nCurrentModFilter;
int m_nMatchingAssets;
bool m_bSubDirCheck;
friend class CBaseAssetPickerFrame;
};
//-----------------------------------------------------------------------------
// Purpose: Modal dialog for asset picker
//-----------------------------------------------------------------------------
class CBaseAssetPickerFrame : public vgui::Frame
{
DECLARE_CLASS_SIMPLE( CBaseAssetPickerFrame, vgui::Frame );
public:
CBaseAssetPickerFrame( vgui::Panel *pParent );
~CBaseAssetPickerFrame();
// Inherited from Frame
virtual void OnCommand( const char *pCommand );
// Purpose: Activate the dialog
// The message "AssetSelected" will be sent if an asset is picked
// Pass in optional keyvalues to add to the message
void DoModal( KeyValues *pContextKeyValues = NULL );
// Sets the initial selected asset
void SetInitialSelection( const char *pAssetName );
// Set/get the filter
void SetFilter( const char *pFilter );
const char *GetFilter();
protected:
// Allows the derived class to create the picker
void SetAssetPicker( CBaseAssetPicker* pPicker );
CBaseAssetPicker* GetAssetPicker() { return m_pPicker; }
// Posts a message (passing the key values)
void PostMessageAndClose( KeyValues *pKeyValues );
private:
void CleanUpMessage();
CBaseAssetPicker *m_pPicker;
vgui::Button *m_pOpenButton;
vgui::Button *m_pCancelButton;
KeyValues *m_pContextKeyValues;
};
#endif // BASEASSETPICKER_H