Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Defines an autoselection combo box that color codes the text
// based on whether the current selection represents a single entity,
// multiple entities, or an unresolved entity targetname.
//
// The fonts are as follows:
//
// Single entity black, normal weight
// Multiple entities black, bold
// Unresolved red, normal weight
//
// $NoKeywords: $
//=============================================================================//
#ifndef TARGETNAMECOMBO_H
#define TARGETNAMECOMBO_H
#ifdef _WIN32
#pragma once
#endif
#include <afxtempl.h>
#include "FilteredComboBox.h"
#include "utldict.h"
class CTargetNameComboBox : public CFilteredComboBox, protected CFilteredComboBox::ICallbacks
{
typedef CFilteredComboBox BaseClass;
public:
CTargetNameComboBox( CFilteredComboBox::ICallbacks *pCallbacks );
~CTargetNameComboBox(void);
// For dynamic creation.
static CTargetNameComboBox* Create( CFilteredComboBox::ICallbacks *pCallbacks, DWORD dwStyle, RECT rect, CWnd *pParentWnd, UINT nID );
// Initialize the control with the entity list you want it to represent.
void SetEntityList(const CMapEntityList *pEntityList);
// Gets the list of entities with this name. The data is valid until the next SetEntityList call.
CMapEntityList* GetSubEntityList( const char *pName );
protected:
// CFilteredComboBox::ICallbacks
virtual void OnTextChanged( const char *pText );
void FreeSubLists(void);
void CreateFonts();
protected:
CUtlDict<CMapEntityList*,int> m_EntityLists;
const CMapEntityList *m_pEntityList;
CTypedPtrList<CPtrList, CMapEntityList *> m_SubLists;
CFilteredComboBox::ICallbacks *m_pPassThru;
CFont m_BoldFont; // Bold font used when there are multiple matches.
DECLARE_MESSAGE_MAP()
};
#endif // TARGETNAMECOMBO_H