Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#if defined(WIN32) && !defined( _X360 )
#include <windows.h>
#endif
#undef PropertySheet
#include "matsys_controls/gamefiletreeview.h"
#include "filesystem.h"
#include "tier1/KeyValues.h"
#include "vgui/ISurface.h"
#include "vgui/Cursor.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// list of all tree view icons
//-----------------------------------------------------------------------------
enum
{
IMAGE_FOLDER = 1,
IMAGE_OPENFOLDER,
IMAGE_FILE,
};
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CGameFileTreeView::CGameFileTreeView( Panel *parent, const char *name, const char *pRootFolderName, const char *pRootDir, const char *pExtension ) : BaseClass(parent, name), m_Images( false )
{
m_RootDir = pRootDir;
m_Ext = pExtension;
m_bUseExt = ( pExtension != NULL );
m_RootFolderName = pRootFolderName;
// build our list of images
m_Images.AddImage( scheme()->GetImage( "resource/icon_folder", false ) );
m_Images.AddImage( scheme()->GetImage( "resource/icon_folder_selected", false ) );
m_Images.AddImage( scheme()->GetImage( "resource/icon_file", false ) );
SetImageList( &m_Images, false );
}
//-----------------------------------------------------------------------------
// Purpose: Refreshes the active file list
//-----------------------------------------------------------------------------
void CGameFileTreeView::RefreshFileList()
{
RemoveAll();
SetFgColor(Color(216, 222, 211, 255));
// add the base node
KeyValues *pkv = new KeyValues( "root" );
pkv->SetString( "text", m_RootFolderName );
pkv->SetInt( "root", 1 );
pkv->SetInt( "expand", 1 );
int iRoot = AddItem( pkv, GetRootItemIndex() );
pkv->deleteThis();
ExpandItem( iRoot, true );
}
//-----------------------------------------------------------------------------
// Selects the root folder
//-----------------------------------------------------------------------------
void CGameFileTreeView::SelectRoot()
{
AddSelectedItem( GetRootItemIndex(), true );
}
//-----------------------------------------------------------------------------
// Gets the number of root directories
//-----------------------------------------------------------------------------
int CGameFileTreeView::GetRootDirectoryCount()
{
return GetNumChildren( GetRootItemIndex() );
}
//-----------------------------------------------------------------------------
// Gets the ith root directory
//-----------------------------------------------------------------------------
const char *CGameFileTreeView::GetRootDirectory( int nIndex )
{
int nItemIndex = GetChild( GetRootItemIndex(), nIndex );
KeyValues *kv = GetItemData( nItemIndex );
if ( !kv )
return NULL;
return kv->GetString( "path", NULL );
}
//-----------------------------------------------------------------------------
// Populate the root node (necessary since tree view can't have multiple roots)
//-----------------------------------------------------------------------------
void CGameFileTreeView::PopulateRootNode( int itemIndex )
{
AddDirectoriesOfNode( itemIndex, m_RootDir );
if ( m_bUseExt )
{
AddFilesOfNode( itemIndex, m_RootDir, m_Ext );
}
}
//-----------------------------------------------------------------------------
// Populate the root node with directories
//-----------------------------------------------------------------------------
bool CGameFileTreeView::DoesDirectoryHaveSubdirectories( const char *pFilePath )
{
char pSearchString[MAX_PATH];
Q_snprintf( pSearchString, MAX_PATH, "%s\\*", pFilePath );
// get the list of files
FileFindHandle_t findHandle;
// generate children
// add all the items
const char *pszFileName = g_pFullFileSystem->FindFirstEx( pSearchString, "GAME", &findHandle );
while ( pszFileName )
{
bool bIsDirectory = g_pFullFileSystem->FindIsDirectory( findHandle );
if ( bIsDirectory && Q_strnicmp( pszFileName, ".", 2 ) && Q_strnicmp( pszFileName, "..", 3 ) )
return true;
pszFileName = g_pFullFileSystem->FindNext( findHandle );
}
g_pFullFileSystem->FindClose( findHandle );
return false;
}
//-----------------------------------------------------------------------------
// Populate the root node with directories
//-----------------------------------------------------------------------------
void CGameFileTreeView::AddDirectoriesOfNode( int itemIndex, const char *pFilePath )
{
char pSearchString[MAX_PATH];
Q_snprintf( pSearchString, MAX_PATH, "%s\\*", pFilePath );
// get the list of files
FileFindHandle_t findHandle;
// generate children
// add all the items
const char *pszFileName = g_pFullFileSystem->FindFirstEx( pSearchString, "GAME", &findHandle );
while ( pszFileName )
{
bool bIsDirectory = g_pFullFileSystem->FindIsDirectory( findHandle );
if ( bIsDirectory && Q_strnicmp( pszFileName, ".", 2 ) && Q_strnicmp( pszFileName, "..", 3 ) )
{
KeyValues *kv = new KeyValues( "node", "text", pszFileName );
char pFullPath[MAX_PATH];
Q_snprintf( pFullPath, sizeof(pFullPath), "%s/%s", pFilePath, pszFileName );
Q_FixSlashes( pFullPath );
Q_strlower( pFullPath );
bool bHasSubdirectories = DoesDirectoryHaveSubdirectories( pFullPath );
kv->SetString( "path", pFullPath );
kv->SetInt( "expand", bHasSubdirectories );
kv->SetInt( "dir", 1 );
kv->SetInt( "image", IMAGE_FOLDER );
int itemID = AddItem(kv, itemIndex);
kv->deleteThis();
// mark directories in orange
SetItemColorForDirectories( itemID );
}
pszFileName = g_pFullFileSystem->FindNext( findHandle );
}
g_pFullFileSystem->FindClose( findHandle );
}
//-----------------------------------------------------------------------------
// Populate the root node with files
//-----------------------------------------------------------------------------
void CGameFileTreeView::AddFilesOfNode( int itemIndex, const char *pFilePath, const char *pExt )
{
char pSearchString[MAX_PATH];
Q_snprintf( pSearchString, MAX_PATH, "%s\\*.%s", pFilePath, pExt );
// get the list of files
FileFindHandle_t findHandle;
// generate children
// add all the items
const char *pszFileName = g_pFullFileSystem->FindFirst( pSearchString, &findHandle );
while ( pszFileName )
{
if ( !g_pFullFileSystem->FindIsDirectory( findHandle ) )
{
KeyValues *kv = new KeyValues( "node", "text", pszFileName );
char pFullPath[MAX_PATH];
Q_snprintf( pFullPath, MAX_PATH, "%s\\%s", pFilePath, pszFileName );
kv->SetString( "path", pFullPath );
kv->SetInt( "image", IMAGE_FILE );
AddItem(kv, itemIndex);
kv->deleteThis();
}
pszFileName = g_pFullFileSystem->FindNext( findHandle );
}
g_pFullFileSystem->FindClose( findHandle );
}
//-----------------------------------------------------------------------------
// override to incremental request and show p4 directories
//-----------------------------------------------------------------------------
void CGameFileTreeView::GenerateChildrenOfNode(int itemIndex)
{
KeyValues *pkv = GetItemData(itemIndex);
if ( pkv->GetInt("root") )
{
PopulateRootNode( itemIndex );
return;
}
if (!pkv->GetInt("dir"))
return;
const char *pFilePath = pkv->GetString("path", "");
if (!pFilePath[0])
return;
surface()->SetCursor(dc_waitarrow);
AddDirectoriesOfNode( itemIndex, pFilePath );
if ( m_bUseExt )
{
AddFilesOfNode( itemIndex, pFilePath, m_Ext );
}
}
//-----------------------------------------------------------------------------
// setup a context menu whenever a directory is clicked on
//-----------------------------------------------------------------------------
void CGameFileTreeView::GenerateContextMenu( int itemIndex, int x, int y )
{
return;
/*
KeyValues *pkv = GetItemData(itemIndex);
const char *pFilePath = pkv->GetString("path", "");
if (!pFilePath[0])
return;
Menu *pContext = new Menu(this, "FileContext");
pContext->AddMenuItem("Cloak folder", new KeyValues("CloakFolder", "item", itemIndex), GetParent(), NULL);
// show the context menu
pContext->SetPos(x, y);
pContext->SetVisible(true);
*/
}
//-----------------------------------------------------------------------------
// Sets an item to be colored as if its a menu
//-----------------------------------------------------------------------------
void CGameFileTreeView::SetItemColorForDirectories( int itemID )
{
// mark directories in orange
SetItemFgColor( itemID, Color(224, 192, 0, 255) );
}
//-----------------------------------------------------------------------------
// setup a smaller font
//-----------------------------------------------------------------------------
void CGameFileTreeView::ApplySchemeSettings(IScheme *pScheme)
{
BaseClass::ApplySchemeSettings(pScheme);
SetFont( pScheme->GetFont("DefaultSmall") );
}