Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "CvarToggleCheckButton.h"
#include "EngineInterface.h"
#include <vgui/IVGui.h>
#include "tier1/KeyValues.h"
#include "tier1/convar.h"
#include "IGameUIFuncs.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
using namespace vgui;
vgui::Panel *CvarToggleCheckButton_Factory()
{
return new CCvarToggleCheckButton( NULL, NULL, "CvarToggleCheckButton", NULL );
}
DECLARE_BUILD_FACTORY_CUSTOM( CCvarToggleCheckButton, CvarToggleCheckButton_Factory );
CCvarToggleCheckButton::CCvarToggleCheckButton( Panel *parent, const char *panelName, const char *text,
char const *cvarname )
: CheckButton( parent, panelName, text )
{
m_pszCvarName = cvarname ? strdup( cvarname ) : NULL;
if (m_pszCvarName)
{
Reset();
}
AddActionSignalTarget( this );
}
CCvarToggleCheckButton::~CCvarToggleCheckButton()
{
if ( m_pszCvarName )
{
free( m_pszCvarName );
}
}
void CCvarToggleCheckButton::Paint()
{
if ( !m_pszCvarName || !m_pszCvarName[ 0 ] )
{
BaseClass::Paint();
return;
}
// Look up current value
// bool value = engine->pfnGetCvarFloat( m_pszCvarName ) > 0.0f ? true : false;
ConVarRef var( m_pszCvarName, true );
if ( !var.IsValid() )
return;
bool value = var.GetBool();
if ( value != m_bStartValue )
//if ( value != IsSelected() )
{
SetSelected( value );
m_bStartValue = value;
}
BaseClass::Paint();
}
void CCvarToggleCheckButton::ApplyChanges()
{
if ( !m_pszCvarName || !m_pszCvarName[ 0 ] )
return;
m_bStartValue = IsSelected();
// engine->Cvar_SetValue( m_pszCvarName, m_bStartValue ? 1.0f : 0.0f );
ConVarRef var( m_pszCvarName, true );
if ( !var.IsValid() )
return;
var.SetValue( m_bStartValue );
}
void CCvarToggleCheckButton::Reset()
{
// m_bStartValue = engine->pfnGetCvarFloat( m_pszCvarName ) > 0.0f ? true : false;
if ( !m_pszCvarName || !m_pszCvarName[ 0 ] )
return;
ConVarRef var( m_pszCvarName, true );
if ( !var.IsValid() )
return;
m_bStartValue = var.GetBool();
SetSelected(m_bStartValue);
}
bool CCvarToggleCheckButton::HasBeenModified()
{
return IsSelected() != m_bStartValue;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *panel -
//-----------------------------------------------------------------------------
void CCvarToggleCheckButton::SetSelected( bool state )
{
BaseClass::SetSelected( state );
if ( !m_pszCvarName || !m_pszCvarName[ 0 ] )
return;
/*
// Look up current value
bool value = state;
engine->Cvar_SetValue( m_pszCvarName, value ? 1.0f : 0.0f );*/
}
//-----------------------------------------------------------------------------
void CCvarToggleCheckButton::OnButtonChecked()
{
if (HasBeenModified())
{
PostActionSignal(new KeyValues("ControlModified"));
}
}
//-----------------------------------------------------------------------------
void CCvarToggleCheckButton::ApplySettings( KeyValues *inResourceData )
{
BaseClass::ApplySettings( inResourceData );
const char *cvarName = inResourceData->GetString("cvar_name", "");
const char *cvarValue = inResourceData->GetString("cvar_value", "");
if( Q_stricmp( cvarName, "") == 0 )
return;// Doesn't have cvar set up in res file, must have been constructed with it.
if( m_pszCvarName )
free( m_pszCvarName );// got a "", not a NULL from the create-control call
m_pszCvarName = cvarName ? strdup( cvarName ) : NULL;
if( Q_stricmp( cvarValue, "1") == 0 )
m_bStartValue = true;
else
m_bStartValue = false;
const ConVar *var = cvar->FindVar( m_pszCvarName );
if ( var )
{
if( var->GetBool() )
SetSelected( true );
else
SetSelected( false );
}
}