Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include <vgui/KeyCode.h>
#include <KeyValues.h>
#include <vgui_controls/Button.h>
#include <vgui_controls/PropertyDialog.h>
#include <vgui_controls/PropertySheet.h>
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
PropertyDialog::PropertyDialog(Panel *parent, const char *panelName) : Frame(parent, panelName)
{
// create the property sheet
_propertySheet = new PropertySheet(this, "Sheet");
_propertySheet->AddActionSignalTarget(this);
_propertySheet->SetTabPosition(1);
// add the buttons
_okButton = new Button(this, "OKButton", "#PropertyDialog_OK");
_okButton->AddActionSignalTarget(this);
_okButton->SetTabPosition(2);
_okButton->SetCommand("OK");
GetFocusNavGroup().SetDefaultButton(_okButton);
_cancelButton = new Button(this, "CancelButton", "#PropertyDialog_Cancel");
_cancelButton->AddActionSignalTarget(this);
_cancelButton->SetTabPosition(3);
_cancelButton->SetCommand("Cancel");
_applyButton = new Button(this, "ApplyButton", "#PropertyDialog_Apply");
_applyButton->AddActionSignalTarget(this);
_applyButton->SetTabPosition(4);
_applyButton->SetVisible(false); // default to not visible
_applyButton->SetEnabled(false); // default to not enabled
_applyButton->SetCommand("Apply");
SetSizeable(false);
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
PropertyDialog::~PropertyDialog()
{
}
//-----------------------------------------------------------------------------
// Purpose: Returns a pointer to the PropertySheet this dialog encapsulates
// Output : PropertySheet *
//-----------------------------------------------------------------------------
PropertySheet *PropertyDialog::GetPropertySheet()
{
return _propertySheet;
}
//-----------------------------------------------------------------------------
// Purpose: Gets a pointer to the currently active page.
// Output : Panel
//-----------------------------------------------------------------------------
Panel *PropertyDialog::GetActivePage()
{
return _propertySheet->GetActivePage();
}
//-----------------------------------------------------------------------------
// Purpose: Wrapped function
//-----------------------------------------------------------------------------
void PropertyDialog::AddPage(Panel *page, const char *title)
{
_propertySheet->AddPage(page, title);
}
//-----------------------------------------------------------------------------
// Purpose: reloads the data in all the property page
//-----------------------------------------------------------------------------
void PropertyDialog::ResetAllData()
{
_propertySheet->ResetAllData();
}
//-----------------------------------------------------------------------------
// Purpose: Applies any changes
//-----------------------------------------------------------------------------
void PropertyDialog::ApplyChanges()
{
OnCommand("Apply");
}
//-----------------------------------------------------------------------------
// Purpose: Sets up the sheet
//-----------------------------------------------------------------------------
void PropertyDialog::PerformLayout()
{
BaseClass::PerformLayout();
int iBottom = m_iSheetInsetBottom;
if ( IsProportional() )
{
iBottom = scheme()->GetProportionalScaledValueEx( GetScheme(), iBottom );
}
int x, y, wide, tall;
GetClientArea(x, y, wide, tall);
_propertySheet->SetBounds(x, y, wide, tall - iBottom);
// move the buttons to the bottom-right corner
int xpos = x + wide - 80;
int ypos = tall + y - 28;
if (_applyButton->IsVisible())
{
_applyButton->SetBounds(xpos, ypos, 72, 24);
xpos -= 80;
}
if (_cancelButton->IsVisible())
{
_cancelButton->SetBounds(xpos, ypos, 72, 24);
xpos -= 80;
}
_okButton->SetBounds(xpos, ypos, 72, 24);
_propertySheet->InvalidateLayout(); // tell the propertysheet to redraw!
Repaint();
}
//-----------------------------------------------------------------------------
// Purpose: Handles command text from the buttons
//-----------------------------------------------------------------------------
void PropertyDialog::OnCommand(const char *command)
{
if (!stricmp(command, "OK"))
{
if ( OnOK(false) )
{
OnCommand("Close");
}
_applyButton->SetEnabled(false);
}
else if (!stricmp(command, "Cancel"))
{
OnCancel();
Close();
}
else if (!stricmp(command, "Apply"))
{
OnOK(true);
_applyButton->SetEnabled(false);
InvalidateLayout();
}
else
{
BaseClass::OnCommand(command);
}
}
//-----------------------------------------------------------------------------
// Purpose: called when the Cancel button is pressed
//-----------------------------------------------------------------------------
void PropertyDialog::OnCancel()
{
// designed to be overridden
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : code -
//-----------------------------------------------------------------------------
void PropertyDialog::OnKeyCodeTyped(KeyCode code)
{
// this has been removed, since it conflicts with how we use the escape key in the game
// if (code == KEY_ESCAPE)
// {
// OnCommand("Cancel");
// }
// else
{
BaseClass::OnKeyCodeTyped(code);
}
}
//-----------------------------------------------------------------------------
// Purpose: Command handler
//-----------------------------------------------------------------------------
bool PropertyDialog::OnOK(bool applyOnly)
{
// the sheet should have the pages apply changes before we tell the world
_propertySheet->ApplyChanges();
// this should tell anybody who's watching us that we're done
PostActionSignal(new KeyValues("ApplyChanges"));
// default to closing
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Overrides build mode so it edits the sub panel
//-----------------------------------------------------------------------------
void PropertyDialog::ActivateBuildMode()
{
// no subpanel, no build mode
EditablePanel *panel = dynamic_cast<EditablePanel *>(GetActivePage());
if (!panel)
return;
panel->ActivateBuildMode();
}
//-----------------------------------------------------------------------------
// Purpose: sets the text on the OK/Cancel buttons, overriding the default
//-----------------------------------------------------------------------------
void PropertyDialog::SetOKButtonText(const char *text)
{
_okButton->SetText(text);
}
//-----------------------------------------------------------------------------
// Purpose: sets the text on the OK/Cancel buttons, overriding the default
//-----------------------------------------------------------------------------
void PropertyDialog::SetCancelButtonText(const char *text)
{
_cancelButton->SetText(text);
}
//-----------------------------------------------------------------------------
// Purpose: sets the text on the apply buttons, overriding the default
//-----------------------------------------------------------------------------
void PropertyDialog::SetApplyButtonText(const char *text)
{
_applyButton->SetText(text);
}
//-----------------------------------------------------------------------------
// Purpose: changes the visibility of the buttons
//-----------------------------------------------------------------------------
void PropertyDialog::SetOKButtonVisible(bool state)
{
_okButton->SetVisible(state);
InvalidateLayout();
}
//-----------------------------------------------------------------------------
// Purpose: changes the visibility of the buttons
//-----------------------------------------------------------------------------
void PropertyDialog::SetCancelButtonVisible(bool state)
{
_cancelButton->SetVisible(state);
InvalidateLayout();
}
//-----------------------------------------------------------------------------
// Purpose: changes the visibility of the buttons
//-----------------------------------------------------------------------------
void PropertyDialog::SetApplyButtonVisible(bool state)
{
_applyButton->SetVisible(state);
InvalidateLayout();
}
//-----------------------------------------------------------------------------
// Purpose: when a sheet changes, enable the apply button
//-----------------------------------------------------------------------------
void PropertyDialog::OnApplyButtonEnable()
{
if (_applyButton->IsEnabled())
return;
EnableApplyButton(true);
}
//-----------------------------------------------------------------------------
// Purpose: enable/disable the apply button
//-----------------------------------------------------------------------------
void PropertyDialog::EnableApplyButton(bool bEnable)
{
_applyButton->SetEnabled(bEnable);
InvalidateLayout();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void PropertyDialog::RequestFocus(int direction)
{
_propertySheet->RequestFocus(direction);
}