Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "MenuDemo.h"
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
MenuDemo::MenuDemo(Panel *parent, const char *name) : DemoPage(parent, name)
{
// It takes 3 parts to make a simple menu.
// 1. A MenuButton that triggers the menu to open.
// 2. A Menu that opens when the button is pressed.
// 3. MenuItems that are listed in the menu and execute commands when selected.
// First create a menu button.
m_pMenuButton = new MenuButton(this, "AMenuButton", "Press Me To Open Menu!");
// Size the Button to its label.
int wide, tall;
m_pMenuButton->GetContentSize(wide, tall);
m_pMenuButton->SetSize(wide + Label::Content, tall + Label::Content);
// Next create a menu, and link it to the menu button
m_pMenu = new Menu(m_pMenuButton, "AMenu");
// Now add menu items to the menu. These are the choices that will be seen.
// In adding an item the first arg is the name of the item as it will
// appear in the list, '&' chars are used to flag windows hotkeys that
// will also work to select the item. They will have a little underline
// underneath them.
// The second arg is a KeyValues structure, that in this case holds a string name
// of the command to be sent when the item is selected.
// The third arg is the target of the command, we are sending all commands
// back to this class.
m_pMenu->AddMenuItem("&Homer", new KeyValues ("Homer"), this);
m_pMenu->AddMenuItem("&Apu", new KeyValues ("Apu"), this);
m_pMenu->AddMenuItem("&Bart", new KeyValues ("Bart"), this);
// A Menu Item with no hotkey
m_pMenu->AddMenuItem("Lisa", new KeyValues ("Lisa"), this);
m_pMenu->AddMenuItem("&George", new KeyValues ("George"), this);
m_pMenu->AddMenuItem("&Marge", new KeyValues ("Marge"), this);
// The 'M' hotkey was already used in Marge, 'a' and 'g' are also taken.
// Use another letter not taken for the hotkey.
m_pMenu->AddMenuItem("Maggi&e", new KeyValues ("Maggie"), this);
// Hide the menu to start. The button will make it visible.
m_pMenu->SetVisible(false);
// Tell the menu button which menu it should open.
m_pMenuButton->SetMenu(m_pMenu);
// Position the menu button in the window.
int x, y, dwide, dtall;
GetBounds (x, y, dwide, dtall);
m_pMenuButton->SetPos(10, dtall/2);
// By default the menu's width will be that of the largest item it contains.
// You can also set a fixed width, which we will do so our menu doesn't look so
// scrawny.
// Get the size of the menu button
m_pMenuButton->GetSize(wide, tall);
// Set the width of the menu to be the same as the menu button.
// Comment this line out if you want to see the menu in its original scrawny size
m_pMenu->SetFixedWidth(wide);
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
MenuDemo::~MenuDemo()
{
}
//-----------------------------------------------------------------------------
// Purpose: This is the function that will be executed when the "Maggie"
// messsage is recieved. Selecting the "Maggie" menu item will trigger
// this message to be sent. This class has been selected as the target of the
// button, and our Message Map translates this string message to a function
// command.
//-----------------------------------------------------------------------------
void MenuDemo::OnMaggie()
{
// Put a breakpoint here and watch the code break
// when you select "Maggie"
ivgui()->DPrintf("Maggie selected.\n");
}
// explain message passing
MessageMapItem_t MenuDemo::m_MessageMap[] =
{
MAP_MESSAGE( MenuDemo, "Maggie", OnMaggie ), // from outermenu
};
IMPLEMENT_PANELMAP(MenuDemo, DemoPage);
Panel* MenuDemo_Create(Panel *parent)
{
return new MenuDemo(parent, "MenuDemo");
}