Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include <vgui/IScheme.h>
#include <vgui/IVGui.h>
#include "vgui/ISurface.h"
#include <KeyValues.h>
#include <vgui_controls/Controls.h>
#include <vgui_controls/Menu.h>
#include <vgui_controls/MenuItem.h>
#include <vgui_controls/TextImage.h>
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Check box image
//-----------------------------------------------------------------------------
class MenuItemCheckImage : public TextImage
{
public:
MenuItemCheckImage(MenuItem *item) : TextImage( "g" )
{
_menuItem = item;
SetSize(20, 13);
}
virtual void Paint()
{
DrawSetTextFont(GetFont());
// draw background
DrawSetTextColor(_menuItem->GetBgColor());
DrawPrintChar(0, 0, 'g');
// draw check
if (_menuItem->IsChecked())
{
if (_menuItem->IsEnabled())
{
DrawSetTextColor(_menuItem->GetButtonFgColor());
DrawPrintChar(0, 2, 'a');
}
else if (!_menuItem->IsEnabled())
{
// draw disabled version, with embossed look
// offset image
DrawSetTextColor(_menuItem->GetDisabledFgColor1());
DrawPrintChar(1, 3, 'a');
// overlayed image
DrawSetTextColor(_menuItem->GetDisabledFgColor2());
DrawPrintChar(0, 2, 'a');
}
}
}
private:
MenuItem *_menuItem;
};
DECLARE_BUILD_FACTORY_DEFAULT_TEXT( MenuItem, MenuItem );
//-----------------------------------------------------------------------------
// Purpose: Constructor
// Input: parent - the parent of this menu item, usually a menu
// text - the name of the menu item as it appears in the menu
// cascadeMenu - if this item triggers the opening of a cascading menu
// provide a pointer to it.
// MenuItems cannot be both checkable and trigger a cascade menu.
//-----------------------------------------------------------------------------
MenuItem::MenuItem(Menu *parent, const char *panelName, const char *text, Menu *cascadeMenu, bool checkable) : Button(parent, panelName, text)
{
m_pCascadeMenu = cascadeMenu;
m_bCheckable = checkable;
SetButtonActivationType(ACTIVATE_ONRELEASED);
m_pUserData = NULL;
m_pCurrentKeyBinding = NULL;
// only one arg should be passed in.
Assert (!(cascadeMenu && checkable));
Init();
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
// Input: parent - the parent of this menu item, usually a menu
// text - the name of the menu item as it appears in the menu
// cascadeMenu - if this item triggers the opening of a cascading menu
// provide a pointer to it.
// MenuItems cannot be both checkable and trigger a cascade menu.
//-----------------------------------------------------------------------------
MenuItem::MenuItem(Menu *parent, const char *panelName, const wchar_t *wszText, Menu *cascadeMenu, bool checkable) : Button(parent, panelName, wszText)
{
m_pCascadeMenu = cascadeMenu;
m_bCheckable = checkable;
SetButtonActivationType(ACTIVATE_ONRELEASED);
m_pUserData = NULL;
m_pCurrentKeyBinding = NULL;
// only one arg should be passed in.
Assert (!(cascadeMenu && checkable));
Init();
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
MenuItem::~MenuItem()
{
delete m_pCascadeMenu;
delete m_pCascadeArrow;
delete m_pCheck;
if (m_pUserData)
{
m_pUserData->deleteThis();
}
delete m_pCurrentKeyBinding;
}
//-----------------------------------------------------------------------------
// Purpose: Basic initializer
//-----------------------------------------------------------------------------
void MenuItem::Init( void )
{
m_pCascadeArrow = NULL;
m_pCheck = NULL;
if (m_pCascadeMenu)
{
m_pCascadeMenu->SetParent(this);
m_pCascadeArrow = new TextImage("4"); // this makes a right pointing arrow.
m_pCascadeMenu->AddActionSignalTarget(this);
}
else if (m_bCheckable)
{
// move the text image over so we have room for the check
SetTextImageIndex(1);
m_pCheck = new MenuItemCheckImage(this);
SetImageAtIndex(0, m_pCheck, CHECK_INSET);
SetChecked(false);
}
SetButtonBorderEnabled( false );
SetUseCaptureMouse( false );
SetContentAlignment( Label::a_west );
// note menus handle all the sizing of menuItem panels
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Menu *MenuItem::GetParentMenu()
{
return (Menu *)GetParent();
}
//-----------------------------------------------------------------------------
// Purpose: Layout the Textimage and the Arrow part of the menuItem
//-----------------------------------------------------------------------------
void MenuItem::PerformLayout()
{
Button::PerformLayout();
// make the arrow image match the button layout.
// this will make it brighten and dim like the menu buttons.
if (m_pCascadeArrow)
{
m_pCascadeArrow->SetColor(GetButtonFgColor());
}
}
//-----------------------------------------------------------------------------
// Purpose: Close the cascading menu if we have one.
//-----------------------------------------------------------------------------
void MenuItem::CloseCascadeMenu()
{
if (m_pCascadeMenu)
{
if (m_pCascadeMenu->IsVisible())
{
m_pCascadeMenu->SetVisible(false);
}
// disarm even if menu wasn't visible!
SetArmed(false);
}
}
//-----------------------------------------------------------------------------
// Purpose: Handle cursor moving in a menuItem.
//-----------------------------------------------------------------------------
void MenuItem::OnCursorMoved(int x, int y)
{
// if menu is in keymode and we moved the mouse
// highlight this item
if (GetParentMenu()->GetMenuMode() == Menu::KEYBOARD)
{
OnCursorEntered();
}
// chain up to parent
CallParentFunction(new KeyValues("OnCursorMoved", "x", x, "y", y));
}
//-----------------------------------------------------------------------------
// Purpose: Handle mouse cursor entering a menuItem.
//-----------------------------------------------------------------------------
void MenuItem::OnCursorEntered()
{
// post a message to the parent menu.
// forward the message on to the parent of this menu.
KeyValues *msg = new KeyValues ("CursorEnteredMenuItem");
// tell the parent this menuitem is the one that was entered so it can highlight it
msg->SetInt("VPanel", GetVPanel());
ivgui()->PostMessage(GetVParent(), msg, NULL);
}
//-----------------------------------------------------------------------------
// Purpose: Handle mouse cursor exiting a menuItem.
//-----------------------------------------------------------------------------
void MenuItem::OnCursorExited()
{
// post a message to the parent menu.
// forward the message on to the parent of this menu.
KeyValues *msg = new KeyValues ("CursorExitedMenuItem");
// tell the parent this menuitem is the one that was entered so it can unhighlight it
msg->SetInt("VPanel", GetVPanel());
ivgui()->PostMessage(GetVParent(), msg, NULL);
}
//-----------------------------------------------------------------------------
// Purpose: Handle mouse cursor exiting a menuItem.
//-----------------------------------------------------------------------------
void MenuItem::OnKeyCodeReleased(KeyCode code)
{
if (GetParentMenu()->GetMenuMode() == Menu::KEYBOARD && m_pCascadeMenu)
{
return;
}
// only disarm if we are not opening a cascading menu using keys.
Button::OnKeyCodeReleased(code);
}
//-----------------------------------------------------------------------------
// Purpose: Highlight a menu item
// Menu item buttons highlight if disabled, but won't activate.
//-----------------------------------------------------------------------------
void MenuItem::ArmItem()
{
// close all other menus
GetParentMenu()->CloseOtherMenus(this);
// arm the menuItem.
Button::SetArmed(true);
// When you have a submenu with no scroll bar the menu
// border will not be drawn correctly. This fixes it.
Menu *parent = GetParentMenu();
if ( parent )
{
parent->ForceCalculateWidth();
}
Repaint();
}
//-----------------------------------------------------------------------------
// Purpose: Unhighlight a menu item
//-----------------------------------------------------------------------------
void MenuItem::DisarmItem()
{
// normal behaviour is that the button becomes unarmed
// do not unarm if there is a cascading menu. CloseCascadeMenu handles this.
// and the menu handles it since we close at different times depending
// on whether menu is handling mouse or key events.
if (!m_pCascadeMenu)
{
Button::OnCursorExited();
}
// When you have a submenu with no scroll bar the menu
// border will not be drawn correctly. This fixes it.
Menu *parent = GetParentMenu();
if ( parent )
{
parent->ForceCalculateWidth();
}
Repaint();
}
bool MenuItem::IsItemArmed()
{
return Button::IsArmed();
}
//-----------------------------------------------------------------------------
// Purpose: Pass kill focus events up to parent, This will tell all panels
// in the hierarchy to hide themselves, and enables cascading menus to
// all disappear on selecting an item at the end of the tree.
//-----------------------------------------------------------------------------
void MenuItem::OnKillFocus()
{
GetParentMenu()->OnKillFocus();
}
//-----------------------------------------------------------------------------
// Purpose: fire the menu item as if it has been selected and
// Tell the owner that it is closing
//-----------------------------------------------------------------------------
void MenuItem::FireActionSignal()
{
// cascading menus items don't trigger the parent menu to disappear
// (they trigger the cascading menu to open/close when cursor is moved over/off them)
if (!m_pCascadeMenu)
{
KeyValues *kv = new KeyValues("MenuItemSelected");
kv->SetPtr("panel", this);
ivgui()->PostMessage(GetVParent(), kv, GetVPanel());
// ivgui()->PostMessage(GetVParent(), new KeyValues("MenuItemSelected"), GetVPanel());
Button::FireActionSignal();
// toggle the check next to the item if it is checkable
if (m_bCheckable)
{
SetChecked( !m_bChecked );
}
}
else
{
// if we are in keyboard mode, open the child menu.
if (GetParentMenu()->GetMenuMode() == Menu::KEYBOARD)
{
OpenCascadeMenu();
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Opens the cascading menu.
//-----------------------------------------------------------------------------
void MenuItem::OpenCascadeMenu()
{
if (m_pCascadeMenu)
{
// perform layout on menu, this way it will open in the right spot
// if the window's been moved
m_pCascadeMenu->PerformLayout();
m_pCascadeMenu->SetVisible(true);
m_pCascadeMenu->MoveToFront();
}
}
//-----------------------------------------------------------------------------
// Purpse: Return true if this item triggers a cascading menu
//-----------------------------------------------------------------------------
bool MenuItem::HasMenu()
{
return (m_pCascadeMenu != NULL);
}
//-----------------------------------------------------------------------------
// Purpose: Apply the resource scheme to the menu.
//-----------------------------------------------------------------------------
void MenuItem::ApplySchemeSettings(IScheme *pScheme)
{
// chain back first
Button::ApplySchemeSettings(pScheme);
// get color settings
SetDefaultColor(GetSchemeColor("Menu.TextColor", GetFgColor(), pScheme), GetSchemeColor("Menu.BgColor", GetBgColor(), pScheme));
SetArmedColor(GetSchemeColor("Menu.ArmedTextColor", GetFgColor(), pScheme), GetSchemeColor("Menu.ArmedBgColor", GetBgColor(), pScheme));
SetDepressedColor(GetSchemeColor("Menu.ArmedTextColor", GetFgColor(), pScheme), GetSchemeColor("Menu.ArmedBgColor", GetBgColor(), pScheme));
SetTextInset(atoi(pScheme->GetResourceString("Menu.TextInset")), 0);
// reload images since applyschemesettings in label wipes them out.
if ( m_pCascadeArrow )
{
m_pCascadeArrow->SetFont(pScheme->GetFont("Marlett", IsProportional() ));
m_pCascadeArrow->ResizeImageToContent();
AddImage(m_pCascadeArrow, 0);
}
else if (m_bCheckable)
{
( static_cast<MenuItemCheckImage *>(m_pCheck) )->SetFont( pScheme->GetFont("Marlett", IsProportional()));
SetImageAtIndex(0, m_pCheck, CHECK_INSET);
( static_cast<MenuItemCheckImage *>(m_pCheck) )->ResizeImageToContent();
}
if ( m_pCurrentKeyBinding )
{
m_pCurrentKeyBinding->SetFont(pScheme->GetFont("Default", IsProportional() ));
m_pCurrentKeyBinding->ResizeImageToContent();
}
// Have the menu redo the layout
// Get the parent to resize
Menu * parent = GetParentMenu();
if ( parent )
{
parent->ForceCalculateWidth();
}
}
//-----------------------------------------------------------------------------
// Purpose: Return the size of the text portion of the label.
// for normal menu items this is the same as the label size, but for
// cascading menus it gives you the size of the text portion only, without
// the arrow.
//-----------------------------------------------------------------------------
void MenuItem::GetTextImageSize(int &wide, int &tall)
{
GetTextImage()->GetSize(wide, tall);
}
//-----------------------------------------------------------------------------
// Purpose: Set the size of the text portion of the label.
// For normal menu items this is the same as the label size, but for
// cascading menus it sizes textImage portion only, without
// the arrow.
//-----------------------------------------------------------------------------
void MenuItem::SetTextImageSize(int wide, int tall)
{
GetTextImage()->SetSize(wide, tall);
}
//-----------------------------------------------------------------------------
// Purpose: Return the size of the arrow portion of the label.
// If the menuItem is not a cascading menu, 0 is returned.
//-----------------------------------------------------------------------------
void MenuItem::GetArrowImageSize(int &wide, int &tall)
{
wide = 0, tall = 0;
if (m_pCascadeArrow)
{
m_pCascadeArrow->GetSize(wide, tall);
return;
}
}
//-----------------------------------------------------------------------------
// Purpose: Return the size of the check portion of the label.
//-----------------------------------------------------------------------------
void MenuItem::GetCheckImageSize(int &wide, int &tall)
{
wide = 0, tall = 0;
if (m_pCheck)
{
// resize the image to the contents size
( static_cast<MenuItemCheckImage *>(m_pCheck) )->ResizeImageToContent();
m_pCheck->GetSize(wide, tall);
// include the inset for the check, since nobody but us know about the inset
wide += CHECK_INSET;
return;
}
}
//-----------------------------------------------------------------------------
// Purpose: Return a the menu that this menuItem contains
// This is useful when the parent menu's commands must be
// sent through all menus that are open as well (like hotkeys)
//-----------------------------------------------------------------------------
Menu *MenuItem::GetMenu()
{
return m_pCascadeMenu;
}
//-----------------------------------------------------------------------------
// Purpose: Get the border style for the button. Menu items have no border so
// return null.
//-----------------------------------------------------------------------------
IBorder *MenuItem::GetBorder(bool depressed, bool armed, bool selected, bool keyfocus)
{
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Set the menu to key mode if a child menu goes into keymode
//-----------------------------------------------------------------------------
void MenuItem::OnKeyModeSet()
{
// send the message to this parent in case this is a cascading menu
ivgui()->PostMessage(GetVParent(), new KeyValues("KeyModeSet"), GetVPanel());
}
//-----------------------------------------------------------------------------
// Purpose: Return if this menuitem is checkable or not
// This is used by menus to perform the layout properly.
//-----------------------------------------------------------------------------
bool MenuItem::IsCheckable()
{
return m_bCheckable;
}
//-----------------------------------------------------------------------------
// Purpose: Return if this menuitem is checked or not
//-----------------------------------------------------------------------------
bool MenuItem::IsChecked()
{
return m_bChecked;
}
//-----------------------------------------------------------------------------
// Purpose: Set the checked state of a checkable menuitem
// Does nothing if item is not checkable
//-----------------------------------------------------------------------------
void MenuItem::SetChecked(bool state)
{
if (m_bCheckable)
{
m_bChecked = state;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool MenuItem::CanBeDefaultButton(void)
{
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
KeyValues *MenuItem::GetUserData()
{
if ( HasMenu() )
{
return m_pCascadeMenu->GetItemUserData( m_pCascadeMenu->GetActiveItem() );
}
else
{
return m_pUserData;
}
}
//-----------------------------------------------------------------------------
// Purpose: sets the user data
//-----------------------------------------------------------------------------
void MenuItem::SetUserData(const KeyValues *kv)
{
if (m_pUserData)
{
m_pUserData->deleteThis();
m_pUserData = NULL;
}
if ( kv )
{
m_pUserData = kv->MakeCopy();
}
}
//-----------------------------------------------------------------------------
// Purpose: Passing in NULL removes this object
// Input : *keyName -
//-----------------------------------------------------------------------------
void MenuItem::SetCurrentKeyBinding( char const *keyName )
{
if ( !keyName )
{
delete m_pCurrentKeyBinding;
m_pCurrentKeyBinding = NULL;
return;
}
if ( !m_pCurrentKeyBinding )
{
m_pCurrentKeyBinding = new TextImage( keyName );
}
else
{
char curtext[ 256 ];
m_pCurrentKeyBinding->GetText( curtext, sizeof( curtext ) );
if ( !Q_strcmp( curtext, keyName ) )
return;
m_pCurrentKeyBinding->SetText( keyName );
}
InvalidateLayout( false, true );
}
#define KEYBINDING_INSET 5
void MenuItem::Paint()
{
BaseClass::Paint();
if ( !m_pCurrentKeyBinding )
return;
int w, h;
GetSize( w, h );
int iw, ih;
m_pCurrentKeyBinding->GetSize( iw, ih );
int x = w - iw - KEYBINDING_INSET;
int y = ( h - ih ) / 2;
if ( IsEnabled() )
{
m_pCurrentKeyBinding->SetPos( x, y );
m_pCurrentKeyBinding->SetColor( GetButtonFgColor() );
m_pCurrentKeyBinding->Paint();
}
else
{
m_pCurrentKeyBinding->SetPos( x + 1 , y + 1 );
m_pCurrentKeyBinding->SetColor( GetDisabledFgColor1() );
m_pCurrentKeyBinding->Paint();
surface()->DrawFlushText();
m_pCurrentKeyBinding->SetPos( x, y );
m_pCurrentKeyBinding->SetColor( GetDisabledFgColor2() );
m_pCurrentKeyBinding->Paint();
}
}
void MenuItem::GetContentSize( int& cw, int &ch )
{
BaseClass::GetContentSize( cw, ch );
if ( !m_pCurrentKeyBinding )
return;
int iw, ih;
m_pCurrentKeyBinding->GetSize( iw, ih );
cw += iw + KEYBINDING_INSET;
ch = max( ch, ih );
}