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/AttributeStringChoicePanel.h"
#include "tier1/KeyValues.h"
#include "vgui_controls/ComboBox.h"
#include "datamodel/dmelement.h"
#include "datamodel/dmelementfactoryhelper.h"
#include "dme_controls/inotifyui.h"
#include "dme_controls/dmecontrols.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// Expose DmeEditorAttributeInfo to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeEditorStringChoicesInfo, CDmeEditorStringChoicesInfo );
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
void CDmeEditorStringChoicesInfo::OnConstruction()
{
}
void CDmeEditorStringChoicesInfo::OnDestruction()
{
}
//-----------------------------------------------------------------------------
// Add a choice
//-----------------------------------------------------------------------------
CDmElement *CDmeEditorStringChoicesInfo::AddChoice( const char *pValueString, const char *pChoiceString )
{
CDmElement *pChoice = CreateChoice( pChoiceString );
pChoice->SetValue<CUtlString>( "value", pValueString );
return pChoice;
}
//-----------------------------------------------------------------------------
// Gets the choices
//-----------------------------------------------------------------------------
const char *CDmeEditorStringChoicesInfo::GetChoiceValue( int nIndex ) const
{
Assert( ( nIndex < GetChoiceCount() ) && ( nIndex >= 0 ) );
CDmElement *pChoice = m_Choices[nIndex];
if ( !pChoice )
return 0;
return pChoice->GetValue<CUtlString>( "value" );
}
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CAttributeStringChoicePanel::CAttributeStringChoicePanel( vgui::Panel *parent, const AttributeWidgetInfo_t &info ) :
BaseClass( parent, info )
{
}
//-----------------------------------------------------------------------------
// Derived classes can re-implement this to fill the combo box however they like
//-----------------------------------------------------------------------------
void CAttributeStringChoicePanel::PopulateComboBox( vgui::ComboBox *pComboBox )
{
pComboBox->DeleteAllItems();
CDmeEditorStringChoicesInfo *pInfo = CastElement<CDmeEditorStringChoicesInfo>( GetEditorInfo() );
if ( !pInfo )
return;
// Fill in the standard choices first
int c = pInfo->GetChoiceCount();
for ( int i = 0; i < c; ++i )
{
KeyValues *kv = new KeyValues( "entry" );
kv->SetString( "value", pInfo->GetChoiceValue( i ) );
pComboBox->AddItem( pInfo->GetChoiceString( i ) , kv );
}
// Add the dynamic choices next
if ( pInfo->HasChoiceType() )
{
StringChoiceList_t choices;
if ( ElementPropertiesChoices()->GetStringChoiceList( pInfo->GetChoiceType(), GetPanelElement(), GetAttributeName(), IsArrayEntry(), choices ) )
{
c = choices.Count();
for ( int i = 0; i < c; ++i )
{
KeyValues *kv = new KeyValues( "entry" );
kv->SetString( "value", choices[i].m_pValue );
pComboBox->AddItem( choices[i].m_pChoiceString, kv );
}
}
}
}
//-----------------------------------------------------------------------------
// Sets the attribute based on the combo box
//-----------------------------------------------------------------------------
void CAttributeStringChoicePanel::SetAttributeFromComboBox( vgui::ComboBox *pComboBox, KeyValues *pKeyValues )
{
const char *pOldString = GetAttributeValue<CUtlString>();
const char *pNewString = pKeyValues->GetString( "value", "" );
if ( pOldString == pNewString )
return;
CElementTreeUndoScopeGuard guard( NOTIFY_SETDIRTYFLAG, GetNotify(), "Set Attribute Value", "Set Attribute Value" );
SetAttributeValue( pNewString );
}
//-----------------------------------------------------------------------------
// Sets the combo box from the attribute
//-----------------------------------------------------------------------------
void CAttributeStringChoicePanel::SetComboBoxFromAttribute( vgui::ComboBox *pComboBox )
{
CDmeEditorStringChoicesInfo *pInfo = CastElement<CDmeEditorStringChoicesInfo>( GetEditorInfo() );
if ( !pInfo )
return;
const char *pValue = GetAttributeValue<CUtlString>();
int c = pInfo->GetChoiceCount();
for ( int i = 0; i < c; ++i )
{
if ( !Q_stricmp( pValue, pInfo->GetChoiceValue( i ) ) )
{
pComboBox->SetText( pInfo->GetChoiceString( i ) );
return;
}
}
// Check the dynamic choices next
if ( pInfo->HasChoiceType() )
{
StringChoiceList_t choices;
if ( ElementPropertiesChoices()->GetStringChoiceList( pInfo->GetChoiceType(), GetPanelElement(), GetAttributeName(), IsArrayEntry(), choices ) )
{
c = choices.Count();
for ( int i = 0; i < c; ++i )
{
if ( !Q_stricmp( pValue, choices[i].m_pValue ) )
{
pComboBox->SetText( choices[i].m_pChoiceString );
return;
}
}
}
}
pComboBox->SetText( "Unknown value" );
}