Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#ifndef GAMEEVENTEDITPANEL_H
#define GAMEEVENTEDITPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include "vgui_controls/editablepanel.h"
#include "tier1/utlstring.h"
#include "datamodel/dmehandle.h"
#include "igameevents.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CGameEventEditDoc;
namespace vgui
{
class ComboBox;
class Button;
class TextEntry;
class ListPanel;
class CheckButton;
class RadioButton;
}
#define MAX_GAME_EVENT_PARAMS 20
extern IGameEventManager2 *gameeventmanager;
//-----------------------------------------------------------------------------
// Panel that shows all entities in the level
//-----------------------------------------------------------------------------
class CGameEventEditPanel : public vgui::EditablePanel
{
DECLARE_CLASS_SIMPLE( CGameEventEditPanel, vgui::EditablePanel );
public:
CGameEventEditPanel( CGameEventEditDoc *pDoc, vgui::Panel* pParent ); // standard constructor
~CGameEventEditPanel();
// Inherited from Panel
virtual void OnCommand( const char *pCommand );
private:
// Text to attribute...
//void TextEntryToAttribute( vgui::TextEntry *pEntry, const char *pAttributeName );
//void TextEntriesToVector( vgui::TextEntry *pEntry[3], const char *pAttributeName );
// Messages handled
/*
MESSAGE_FUNC_PARAMS( OnTextChanged, "TextChanged", kv );
MESSAGE_FUNC_PARAMS( OnSoundSelected, "SoundSelected", kv );
MESSAGE_FUNC_PARAMS( OnPicked, "Picked", kv );
MESSAGE_FUNC_PARAMS( OnFileSelected, "FileSelected", kv );
MESSAGE_FUNC_PARAMS( OnSoundRecorded, "SoundRecorded", kv );*/
//MESSAGE_FUNC( OnEventSend, "SendEvent" );
MESSAGE_FUNC_PARAMS( OnTextChanged, "TextChanged", kv );
void LoadEventsFromFile( const char *filename );
CGameEventEditDoc *m_pDoc;
// drop down of available events
vgui::ComboBox *m_pEventCombo;
vgui::Label *m_pParamLabels[MAX_GAME_EVENT_PARAMS];
vgui::TextEntry *m_pParams[MAX_GAME_EVENT_PARAMS];
vgui::Button *m_pSendEventButton;
CUtlSymbolTable m_EventFiles; // list of all loaded event files
CUtlVector<CUtlSymbol> m_EventFileNames;
KeyValues *m_pEvents;
vgui::TextEntry *m_pFilterBox;
};
#endif // GAMEEVENTEDITPANEL_H