Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef TREEVIEWLISTCONTROL_H
#define TREEVIEWLISTCONTROL_H
#ifdef _WIN32
#pragma once
#endif
#include <utllinkedlist.h>
#include <utlvector.h>
#include <vgui/VGUI.h>
#include <vgui_controls/Panel.h>
#include "utlsymbol.h"
namespace vgui
{
// --------------------------------------------------------------------------------- //
// CTreeViewListControl
//
// This control has N columns, with a tree view in the leftmost column.
// --------------------------------------------------------------------------------- //
class CTreeViewListControl : public vgui::Panel
{
DECLARE_CLASS_SIMPLE( CTreeViewListControl, Panel );
public:
CTreeViewListControl( vgui::Panel *pParent, const char *pName );
// Set the tree view to be displayed on the left. If this isn't set, then nothing displays in here.
virtual void SetTreeView( vgui::TreeView *pTree );
// Set the height of the title bar.
virtual void SetTitleBarInfo( vgui::HFont hFont, int titleBarHeight );
// Set the color to draw the border lines in.
virtual void SetBorderColor( Color clr );
// Initialize the column headers.. This info includes the tree view on the left, so this
virtual void SetNumColumns( int nColumns );
virtual int GetNumColumns() const;
// ciFlags is a combination of CI_ flags.
virtual void SetColumnInfo( int iColumn, const char *pTitle, int width, int ciFlags=0 );
// Use this to render your stuff. Iterate over the rows in the tree view and
virtual int GetNumRows();
virtual int GetTreeItemAtRow( int iRow ); // You can use m_pTree->GetItemData to get at the data for the row.
// Use this to find out the client area to render in for each grid element.
// The returned box is inclusive.
// The rule is that the the top and left pixels in each grid element are reserved for lines.
virtual void GetGridElementBounds( int iColumn, int iRow, int &left, int &top, int &right, int &bottom );
virtual vgui::TreeView *GetTree();
virtual int GetTitleBarHeight();
virtual int GetScrollBarSize();
// Overrides.
public:
// This is where it recalculates the row infos.
virtual void PerformLayout();
// Usually, you'll want to override paint. After calling the base, use GetNumRows() to
// iterate over the data in the tree control and fill in the other columns.
virtual void Paint();
virtual void PostChildPaint();
// You can override this to change the way the title bars are drawn.
virtual void DrawTitleBars();
public:
enum
{
// By default, column header text is centered.
CI_HEADER_LEFTALIGN =0x0001
};
protected:
void RecalculateRows();
void RecalculateRows_R( int index );
void RecalculateColumns();
private:
vgui::TreeView *m_pTree;
class CColumnInfo
{
public:
CColumnInfo()
{
m_Width = m_Left = m_Right = m_ciFlags = 0;
}
CUtlSymbol m_Title;
int m_Width;
int m_Left;
int m_Right;
int m_ciFlags; // Combination of CI_ flags.
};
CUtlVector<CColumnInfo> m_Columns;
vgui::HFont m_TitleBarFont;
int m_TitleBarHeight;
// These are indices into the tree view.
CUtlVector<int> m_Rows;
Color m_BorderColor;
};
} // namespace
#endif // TREEVIEWLISTCONTROL_H