Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include <vgui/IInput.h>
#include <vgui/IPanel.h>
#include <vgui/IScheme.h>
#include <vgui/IBorder.h>
#include <vgui/ISurface.h>
#include <vgui/KeyCode.h>
#include <KeyValues.h>
#include <vgui_controls/MenuBar.h>
#include <vgui_controls/MenuButton.h>
#include <vgui_controls/Label.h>
#include <vgui_controls/Controls.h>
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
using namespace vgui;
enum
{
MENUBARINDENT = 4, // indent from top and bottom of panel.
};
DECLARE_BUILD_FACTORY( MenuBar );
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
MenuBar::MenuBar(Panel *parent, const char *panelName) :
Panel(parent, panelName),
m_nRightEdge( 0 )
{
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
MenuBar::~MenuBar()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void MenuBar::AddButton(MenuButton *button)
{
button->SetParent(this);
button->AddActionSignalTarget(this);
m_pMenuButtons.AddToTail(button);
}
//-----------------------------------------------------------------------------
// This will add the menu to the menu bar
//-----------------------------------------------------------------------------
void MenuBar::AddMenu( const char *pButtonName, Menu *pMenu )
{
MenuButton *pMenuButton = new MenuButton(this, pButtonName, pButtonName);
pMenuButton->SetMenu(pMenu);
AddButton(pMenuButton);
}
//-----------------------------------------------------------------------------
// Purpose: Handle key presses, Activate shortcuts
//-----------------------------------------------------------------------------
void MenuBar::OnKeyCodeTyped(KeyCode code)
{
switch(code)
{
case KEY_RIGHT:
{
// iterate the menu items looking for one that is open
// if we find one open, open the one to the right
for (int i = 0; i < m_pMenuButtons.Count() - 1; i++)
{
MenuButton *panel = m_pMenuButtons[i];
if (panel->IsDepressed())
{
m_pMenuButtons[i]->DoClick();
m_pMenuButtons[i+1]->DoClick();
break;
}
}
break;
}
case KEY_LEFT:
{
// iterate the menu items looking for one that is open
// if we find one open, open the one to the left
for (int i = 1; i < m_pMenuButtons.Count(); i++)
{
MenuButton *panel = m_pMenuButtons[i];
if (panel->IsDepressed())
{
m_pMenuButtons[i]->DoClick();
m_pMenuButtons[i-1]->DoClick();
break;
}
}
break;
}
default:
{
break;
}
}
// don't chain back
}
//-----------------------------------------------------------------------------
// Purpose: Handle key presses, Activate shortcuts
// Input : code -
//-----------------------------------------------------------------------------
void MenuBar::OnKeyTyped(wchar_t unichar)
{
if (unichar)
{
// iterate the menu items looking for one with the matching hotkey
for (int i = 0; i < m_pMenuButtons.Count(); i++)
{
MenuButton *panel = m_pMenuButtons[i];
if (panel->IsVisible())
{
Panel *hot = panel->HasHotkey(unichar);
if (hot)
{
// post a message to the menuitem telling it it's hotkey was pressed
PostMessage(hot, new KeyValues("Hotkey"));
return;
}
}
}
}
// don't chain back
}
void MenuBar::Paint()
{
IScheme *pScheme = scheme()->GetIScheme( GetScheme() );
for ( int i = 0; i < m_pMenuButtons.Count(); i++)
{
if (!m_pMenuButtons[i]->IsArmed())
m_pMenuButtons[i]->SetDefaultBorder(NULL);
else
{
m_pMenuButtons[i]->SetDefaultBorder(pScheme->GetBorder( "ButtonBorder"));
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Message map
//-----------------------------------------------------------------------------
void MenuBar::ApplySchemeSettings(IScheme *pScheme)
{
BaseClass::ApplySchemeSettings(pScheme);
// get the borders we need
SetBorder(pScheme->GetBorder("ButtonBorder"));
// get the background color
SetBgColor(pScheme->GetColor( "MenuBar.BgColor", GetBgColor() ));
}
//-----------------------------------------------------------------------------
// Purpose: Reformat according to the new layout
//-----------------------------------------------------------------------------
void MenuBar::PerformLayout()
{
int nBarWidth, nBarHeight;
GetSize( nBarWidth, nBarHeight );
// Now position + resize all buttons
int x = MENUBARINDENT;
for ( int i = 0; i < m_pMenuButtons.Count(); ++i )
{
int nWide, nTall;
m_pMenuButtons[i]->GetContentSize(nWide, nTall);
m_pMenuButtons[i]->SetPos( x, MENUBARINDENT );
m_pMenuButtons[i]->SetSize( nWide + Label::Content, nBarHeight - 2 * MENUBARINDENT );
x += nWide + MENUBARINDENT;
}
m_nRightEdge = x;
}
//-----------------------------------------------------------------------------
// Purpose: Get the size of the menus in the bar (so other children can be added to menu bar)
// Input : w -
// int&h -
//-----------------------------------------------------------------------------
void MenuBar::GetContentSize( int& w, int&h )
{
w = m_nRightEdge + 2;
h = GetTall();
}
//-----------------------------------------------------------------------------
// Purpose: Message map
//-----------------------------------------------------------------------------
void MenuBar::OnMenuClose()
{
RequestFocus();
}
//-----------------------------------------------------------------------------
// Purpose: Message map
//-----------------------------------------------------------------------------
void MenuBar::OnCursorEnteredMenuButton(int VPanel)
{
VPANEL menuButton = (VPANEL)VPanel;
// see if we had a menu open
for ( int i = 0; i < m_pMenuButtons.Count(); i++)
{
// one of our buttons was pressed.
if (m_pMenuButtons[i]->IsDepressed())
{
int oldbutton = i;
// now see if menuButton is one of ours.
for ( int j = 0; j < m_pMenuButtons.Count(); j++)
{
MenuButton *button = static_cast<MenuButton *>(ipanel()->GetPanel(menuButton, GetModuleName()));
// it is one of ours.
if ( button == m_pMenuButtons[j])
{
// if its a different button than the one we already had open,
if (j != oldbutton)
{
// close this menu and open the one we just entered
m_pMenuButtons[oldbutton]->DoClick();
button->DoClick();
}
}
}
}
}
}