Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include <stdio.h>
#include "DialogCvarChange.h"
#include <vgui/IInput.h>
#include <vgui/ISurface.h>
#include <KeyValues.h>
#include <vgui_controls/Button.h>
#include <vgui_controls/Panel.h>
#include <vgui_controls/Label.h>
#include <vgui_controls/TextEntry.h>
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CDialogCvarChange::CDialogCvarChange(vgui::Panel *parent) : Frame(parent, "DialogCvarChange")
{
SetSize(320, 200);
m_bAddCvarText = true;
m_pInfoLabel = new Label(this, "InfoLabel", "");
m_pCvarLabel = new Label(this, "CvarLabel", "");
m_pCvarEntry = new TextEntry(this, "CvarEntry");
m_pOkayButton = new Button(this, "OkayButton", "#Okay_Button");
LoadControlSettings("Admin/DialogCvarChange.res", "PLATFORM");
SetTitle("#Cvar_Title", true);
SetSizeable(false);
// set our initial position in the middle of the workspace
MoveToCenterOfScreen();
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CDialogCvarChange::~CDialogCvarChange()
{
}
//-----------------------------------------------------------------------------
// Purpose: Hides value text
//-----------------------------------------------------------------------------
void CDialogCvarChange::MakePassword()
{
m_pCvarEntry->SetTextHidden(true);
m_bAddCvarText = false; // this isn't asking about a cvar
}
//-----------------------------------------------------------------------------
// Purpose: initializes the dialog and brings it to the foreground
//-----------------------------------------------------------------------------
void CDialogCvarChange::Activate(const char *cvarName, const char *curValue, const char *type, const char *question)
{
m_pCvarLabel->SetText(cvarName);
if (!m_bAddCvarText)
{
m_pCvarLabel->SetVisible(false); // hide this
}
m_pInfoLabel->SetText(question);
m_cType=type;
m_pOkayButton->SetAsDefaultButton(true);
MakePopup();
MoveToFront();
m_pCvarEntry->SetText(curValue);
m_pCvarEntry->RequestFocus();
RequestFocus();
// make it modal
input()->SetAppModalSurface(GetVPanel());
SetVisible(true);
BaseClass::Activate();
}
//-----------------------------------------------------------------------------
// Purpose: Sets the text of a labell by name
//-----------------------------------------------------------------------------
void CDialogCvarChange::SetLabelText(const char *textEntryName, const char *text)
{
Label *entry = dynamic_cast<Label *>(FindChildByName(textEntryName));
if (entry)
{
entry->SetText(text);
}
}
//-----------------------------------------------------------------------------
// Purpose: Handles button presses
//-----------------------------------------------------------------------------
void CDialogCvarChange::OnCommand(const char *command)
{
bool bClose = false;
if (!stricmp(command, "Okay"))
{
KeyValues *msg = new KeyValues("CvarChangeValue");
char buf[64];
m_pCvarLabel->GetText(buf,64);
msg->SetString("player", buf );
m_pCvarEntry->GetText(buf, sizeof(buf)-1);
msg->SetString("value", buf);
msg->SetString("type",m_cType);
PostActionSignal(msg);
bClose = true;
}
else if (!stricmp(command, "Close"))
{
bClose = true;
}
else
{
BaseClass::OnCommand(command);
}
if (bClose)
{
Close();
}
}
//-----------------------------------------------------------------------------
// Purpose: deletes the dialog on close
//-----------------------------------------------------------------------------
void CDialogCvarChange::OnClose()
{
BaseClass::OnClose();
MarkForDeletion();
}