added VS2019 support

debug build requires a little bit of work
This commit is contained in:
EnderZip
2021-09-24 14:52:32 +07:00
parent d248074290
commit 07f0467707
269 changed files with 150556 additions and 30263 deletions

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@@ -1,292 +1,292 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <vgui_controls/CircularProgressBar.h>
#include <vgui_controls/Controls.h>
#include <vgui/ILocalize.h>
#include <vgui/IScheme.h>
#include <vgui/ISurface.h>
#include <KeyValues.h>
#include "mathlib/mathlib.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
using namespace vgui;
DECLARE_BUILD_FACTORY( CircularProgressBar );
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CircularProgressBar::CircularProgressBar(Panel *parent, const char *panelName) : ProgressBar(parent, panelName)
{
m_iProgressDirection = CircularProgressBar::PROGRESS_CCW;
for ( int i = 0; i < NUM_PROGRESS_TEXTURES; i++ )
{
m_nTextureId[i] = -1;
m_pszImageName[i] = NULL;
m_lenImageName[i] = 0;
}
m_iStartSegment = 0;
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CircularProgressBar::~CircularProgressBar()
{
for ( int i = 0; i < NUM_PROGRESS_TEXTURES; i++ )
{
if ( vgui::surface() && m_nTextureId[i] )
{
vgui::surface()->DestroyTextureID( m_nTextureId[i] );
m_nTextureId[i] = -1;
}
delete [] m_pszImageName[i];
m_lenImageName[i] = 0;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CircularProgressBar::ApplySettings(KeyValues *inResourceData)
{
for ( int i = 0; i < NUM_PROGRESS_TEXTURES; i++ )
{
delete [] m_pszImageName[i];
m_pszImageName[i] = NULL;
m_lenImageName[i] = 0;
}
const char *imageName = inResourceData->GetString("fg_image", "");
if (*imageName)
{
SetFgImage( imageName );
}
imageName = inResourceData->GetString("bg_image", "");
if (*imageName)
{
SetBgImage( imageName );
}
BaseClass::ApplySettings( inResourceData );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CircularProgressBar::ApplySchemeSettings(IScheme *pScheme)
{
BaseClass::ApplySchemeSettings(pScheme);
SetFgColor(GetSchemeColor("CircularProgressBar.FgColor", pScheme));
SetBgColor(GetSchemeColor("CircularProgressBar.BgColor", pScheme));
SetBorder(NULL);
for ( int i = 0; i < NUM_PROGRESS_TEXTURES; i++ )
{
if ( m_pszImageName[i] && strlen( m_pszImageName[i] ) > 0 )
{
if ( m_nTextureId[i] == -1 )
{
m_nTextureId[i] = surface()->CreateNewTextureID();
}
surface()->DrawSetTextureFile( m_nTextureId[i], m_pszImageName[i], true, false);
}
}
}
//-----------------------------------------------------------------------------
// Purpose: sets an image by file name
//-----------------------------------------------------------------------------
void CircularProgressBar::SetImage(const char *imageName, progress_textures_t iPos)
{
const char *pszDir = "vgui/";
int len = Q_strlen(imageName) + 1;
len += strlen(pszDir);
if ( m_pszImageName[iPos] && ( m_lenImageName[iPos] < len ) )
{
// If we already have a buffer, but it is too short, then free the buffer
delete [] m_pszImageName[iPos];
m_pszImageName[iPos] = NULL;
m_lenImageName[iPos] = 0;
}
if ( !m_pszImageName[iPos] )
{
m_pszImageName[iPos] = new char[ len ];
m_lenImageName[iPos] = len;
}
Q_snprintf( m_pszImageName[iPos], len, "%s%s", pszDir, imageName );
InvalidateLayout(false, true); // force applyschemesettings to run
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CircularProgressBar::PaintBackground()
{
// If we don't have a Bg image, use the foreground
int iTextureID = m_nTextureId[PROGRESS_TEXTURE_BG] != -1 ? m_nTextureId[PROGRESS_TEXTURE_BG] : m_nTextureId[PROGRESS_TEXTURE_FG];
vgui::surface()->DrawSetTexture( iTextureID );
vgui::surface()->DrawSetColor( GetBgColor() );
int wide, tall;
GetSize(wide, tall);
vgui::surface()->DrawTexturedRect( 0, 0, wide, tall );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CircularProgressBar::Paint()
{
float flProgress = GetProgress();
float flEndAngle;
if ( m_iProgressDirection == PROGRESS_CW )
{
flEndAngle = flProgress;
}
else
{
flEndAngle = ( 1.0 - flProgress );
}
DrawCircleSegment( GetFgColor(), flEndAngle, ( m_iProgressDirection == PROGRESS_CW ) );
}
typedef struct
{
float minProgressRadians;
float vert1x;
float vert1y;
float vert2x;
float vert2y;
int swipe_dir_x;
int swipe_dir_y;
} circular_progress_segment_t;
namespace vgui
{
// This defines the properties of the 8 circle segments
// in the circular progress bar.
circular_progress_segment_t Segments[8] =
{
{ 0.0, 0.5, 0.0, 1.0, 0.0, 1, 0 },
{ M_PI * 0.25, 1.0, 0.0, 1.0, 0.5, 0, 1 },
{ M_PI * 0.5, 1.0, 0.5, 1.0, 1.0, 0, 1 },
{ M_PI * 0.75, 1.0, 1.0, 0.5, 1.0, -1, 0 },
{ M_PI, 0.5, 1.0, 0.0, 1.0, -1, 0 },
{ M_PI * 1.25, 0.0, 1.0, 0.0, 0.5, 0, -1 },
{ M_PI * 1.5, 0.0, 0.5, 0.0, 0.0, 0, -1 },
{ M_PI * 1.75, 0.0, 0.0, 0.5, 0.0, 1, 0 },
};
};
#define SEGMENT_ANGLE ( M_PI / 4 )
// function to draw from A to B degrees, with a direction
// we draw starting from the top ( 0 progress )
void CircularProgressBar::DrawCircleSegment( Color c, float flEndProgress, bool bClockwise )
{
if ( m_nTextureId[PROGRESS_TEXTURE_FG] == -1 )
return;
int wide, tall;
GetSize(wide, tall);
float flWide = (float)wide;
float flTall = (float)tall;
float flHalfWide = (float)wide / 2;
float flHalfTall = (float)tall / 2;
vgui::surface()->DrawSetTexture( m_nTextureId[PROGRESS_TEXTURE_FG] );
vgui::surface()->DrawSetColor( c );
// TODO - if we want to progress CCW, reverse a few things
float flEndProgressRadians = flEndProgress * M_PI * 2;
int cur_wedge = m_iStartSegment;
for ( int i=0;i<8;i++ )
{
if ( flEndProgressRadians > Segments[cur_wedge].minProgressRadians)
{
vgui::Vertex_t v[3];
// vert 0 is ( 0.5, 0.5 )
v[0].m_Position.Init( flHalfWide, flHalfTall );
v[0].m_TexCoord.Init( 0.5f, 0.5f );
float flInternalProgress = flEndProgressRadians - Segments[cur_wedge].minProgressRadians;
if ( flInternalProgress < SEGMENT_ANGLE )
{
// Calc how much of this slice we should be drawing
if ( i % 2 == 1 )
{
flInternalProgress = SEGMENT_ANGLE - flInternalProgress;
}
float flTan = tan(flInternalProgress);
float flDeltaX, flDeltaY;
if ( i % 2 == 1 )
{
flDeltaX = ( flHalfWide - flHalfTall * flTan ) * Segments[i].swipe_dir_x;
flDeltaY = ( flHalfTall - flHalfWide * flTan ) * Segments[i].swipe_dir_y;
}
else
{
flDeltaX = flHalfTall * flTan * Segments[i].swipe_dir_x;
flDeltaY = flHalfWide * flTan * Segments[i].swipe_dir_y;
}
v[2].m_Position.Init( Segments[i].vert1x * flWide + flDeltaX, Segments[i].vert1y * flTall + flDeltaY );
v[2].m_TexCoord.Init( Segments[i].vert1x + ( flDeltaX / flHalfWide ) * 0.5, Segments[i].vert1y + ( flDeltaY / flHalfTall ) * 0.5 );
}
else
{
// full segment, easy calculation
v[2].m_Position.Init( flHalfWide + flWide * ( Segments[i].vert2x - 0.5 ), flHalfTall + flTall * ( Segments[i].vert2y - 0.5 ) );
v[2].m_TexCoord.Init( Segments[i].vert2x, Segments[i].vert2y );
}
// vert 2 is ( Segments[i].vert1x, Segments[i].vert1y )
v[1].m_Position.Init( flHalfWide + flWide * ( Segments[i].vert1x - 0.5 ), flHalfTall + flTall * ( Segments[i].vert1y - 0.5 ) );
v[1].m_TexCoord.Init( Segments[i].vert1x, Segments[i].vert1y );
vgui::surface()->DrawTexturedPolygon( 3, v );
}
cur_wedge++;
if ( cur_wedge >= 8)
cur_wedge = 0;
}
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <vgui_controls/CircularProgressBar.h>
#include <vgui_controls/Controls.h>
//#include <vgui/ILocalize.h>
#include <vgui/IScheme.h>
#include <vgui/ISurface.h>
#include <KeyValues.h>
//#include "mathlib/mathlib.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
using namespace vgui;
DECLARE_BUILD_FACTORY( CircularProgressBar );
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CircularProgressBar::CircularProgressBar(Panel *parent, const char *panelName) : ProgressBar(parent, panelName)
{
m_iProgressDirection = CircularProgressBar::PROGRESS_CCW;
for ( int i = 0; i < NUM_PROGRESS_TEXTURES; i++ )
{
m_nTextureId[i] = -1;
m_pszImageName[i] = NULL;
m_lenImageName[i] = 0;
}
m_iStartSegment = 0;
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CircularProgressBar::~CircularProgressBar()
{
for ( int i = 0; i < NUM_PROGRESS_TEXTURES; i++ )
{
if ( vgui::surface() && m_nTextureId[i] )
{
vgui::surface()->DestroyTextureID( m_nTextureId[i] );
m_nTextureId[i] = -1;
}
delete [] m_pszImageName[i];
m_lenImageName[i] = 0;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CircularProgressBar::ApplySettings(KeyValues *inResourceData)
{
for ( int i = 0; i < NUM_PROGRESS_TEXTURES; i++ )
{
delete [] m_pszImageName[i];
m_pszImageName[i] = NULL;
m_lenImageName[i] = 0;
}
const char *imageName = inResourceData->GetString("fg_image", "");
if (*imageName)
{
SetFgImage( imageName );
}
imageName = inResourceData->GetString("bg_image", "");
if (*imageName)
{
SetBgImage( imageName );
}
BaseClass::ApplySettings( inResourceData );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CircularProgressBar::ApplySchemeSettings(IScheme *pScheme)
{
BaseClass::ApplySchemeSettings(pScheme);
SetFgColor(GetSchemeColor("CircularProgressBar.FgColor", pScheme));
SetBgColor(GetSchemeColor("CircularProgressBar.BgColor", pScheme));
SetBorder(NULL);
for ( int i = 0; i < NUM_PROGRESS_TEXTURES; i++ )
{
if ( m_pszImageName[i] && strlen( m_pszImageName[i] ) > 0 )
{
if ( m_nTextureId[i] == -1 )
{
m_nTextureId[i] = surface()->CreateNewTextureID();
}
surface()->DrawSetTextureFile( m_nTextureId[i], m_pszImageName[i], true, false);
}
}
}
//-----------------------------------------------------------------------------
// Purpose: sets an image by file name
//-----------------------------------------------------------------------------
void CircularProgressBar::SetImage(const char *imageName, progress_textures_t iPos)
{
const char *pszDir = "vgui/";
int len = Q_strlen(imageName) + 1;
len += strlen(pszDir);
if ( m_pszImageName[iPos] && ( m_lenImageName[iPos] < len ) )
{
// If we already have a buffer, but it is too short, then free the buffer
delete [] m_pszImageName[iPos];
m_pszImageName[iPos] = NULL;
m_lenImageName[iPos] = 0;
}
if ( !m_pszImageName[iPos] )
{
m_pszImageName[iPos] = new char[ len ];
m_lenImageName[iPos] = len;
}
Q_snprintf( m_pszImageName[iPos], len, "%s%s", pszDir, imageName );
InvalidateLayout(false, true); // force applyschemesettings to run
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CircularProgressBar::PaintBackground()
{
// If we don't have a Bg image, use the foreground
int iTextureID = m_nTextureId[PROGRESS_TEXTURE_BG] != -1 ? m_nTextureId[PROGRESS_TEXTURE_BG] : m_nTextureId[PROGRESS_TEXTURE_FG];
vgui::surface()->DrawSetTexture( iTextureID );
vgui::surface()->DrawSetColor( GetBgColor() );
int wide, tall;
GetSize(wide, tall);
vgui::surface()->DrawTexturedRect( 0, 0, wide, tall );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CircularProgressBar::Paint()
{
float flProgress = GetProgress();
float flEndAngle;
if ( m_iProgressDirection == PROGRESS_CW )
{
flEndAngle = flProgress;
}
else
{
flEndAngle = ( 1.0 - flProgress );
}
DrawCircleSegment( GetFgColor(), flEndAngle, ( m_iProgressDirection == PROGRESS_CW ) );
}
typedef struct
{
float minProgressRadians;
float vert1x;
float vert1y;
float vert2x;
float vert2y;
int swipe_dir_x;
int swipe_dir_y;
} circular_progress_segment_t;
namespace vgui
{
// This defines the properties of the 8 circle segments
// in the circular progress bar.
circular_progress_segment_t Segments[8] =
{
{ 0.0, 0.5, 0.0, 1.0, 0.0, 1, 0 },
{ M_PI * 0.25, 1.0, 0.0, 1.0, 0.5, 0, 1 },
{ M_PI * 0.5, 1.0, 0.5, 1.0, 1.0, 0, 1 },
{ M_PI * 0.75, 1.0, 1.0, 0.5, 1.0, -1, 0 },
{ M_PI, 0.5, 1.0, 0.0, 1.0, -1, 0 },
{ M_PI * 1.25, 0.0, 1.0, 0.0, 0.5, 0, -1 },
{ M_PI * 1.5, 0.0, 0.5, 0.0, 0.0, 0, -1 },
{ M_PI * 1.75, 0.0, 0.0, 0.5, 0.0, 1, 0 },
};
};
#define SEGMENT_ANGLE ( M_PI / 4 )
// function to draw from A to B degrees, with a direction
// we draw starting from the top ( 0 progress )
void CircularProgressBar::DrawCircleSegment( Color c, float flEndProgress, bool bClockwise )
{
if ( m_nTextureId[PROGRESS_TEXTURE_FG] == -1 )
return;
int wide, tall;
GetSize(wide, tall);
float flWide = (float)wide;
float flTall = (float)tall;
float flHalfWide = (float)wide / 2;
float flHalfTall = (float)tall / 2;
vgui::surface()->DrawSetTexture( m_nTextureId[PROGRESS_TEXTURE_FG] );
vgui::surface()->DrawSetColor( c );
// TODO - if we want to progress CCW, reverse a few things
float flEndProgressRadians = flEndProgress * M_PI * 2;
int cur_wedge = m_iStartSegment;
for ( int i=0;i<8;i++ )
{
if ( flEndProgressRadians > Segments[cur_wedge].minProgressRadians)
{
vgui::Vertex_t v[3];
// vert 0 is ( 0.5, 0.5 )
v[0].m_Position.Init( flHalfWide, flHalfTall );
v[0].m_TexCoord.Init( 0.5f, 0.5f );
float flInternalProgress = flEndProgressRadians - Segments[cur_wedge].minProgressRadians;
if ( flInternalProgress < SEGMENT_ANGLE )
{
// Calc how much of this slice we should be drawing
if ( i % 2 == 1 )
{
flInternalProgress = SEGMENT_ANGLE - flInternalProgress;
}
float flTan = tan(flInternalProgress);
float flDeltaX, flDeltaY;
if ( i % 2 == 1 )
{
flDeltaX = ( flHalfWide - flHalfTall * flTan ) * Segments[i].swipe_dir_x;
flDeltaY = ( flHalfTall - flHalfWide * flTan ) * Segments[i].swipe_dir_y;
}
else
{
flDeltaX = flHalfTall * flTan * Segments[i].swipe_dir_x;
flDeltaY = flHalfWide * flTan * Segments[i].swipe_dir_y;
}
v[2].m_Position.Init( Segments[i].vert1x * flWide + flDeltaX, Segments[i].vert1y * flTall + flDeltaY );
v[2].m_TexCoord.Init( Segments[i].vert1x + ( flDeltaX / flHalfWide ) * 0.5, Segments[i].vert1y + ( flDeltaY / flHalfTall ) * 0.5 );
}
else
{
// full segment, easy calculation
v[2].m_Position.Init( flHalfWide + flWide * ( Segments[i].vert2x - 0.5 ), flHalfTall + flTall * ( Segments[i].vert2y - 0.5 ) );
v[2].m_TexCoord.Init( Segments[i].vert2x, Segments[i].vert2y );
}
// vert 2 is ( Segments[i].vert1x, Segments[i].vert1y )
v[1].m_Position.Init( flHalfWide + flWide * ( Segments[i].vert1x - 0.5 ), flHalfTall + flTall * ( Segments[i].vert1y - 0.5 ) );
v[1].m_TexCoord.Init( Segments[i].vert1x, Segments[i].vert1y );
vgui::surface()->DrawTexturedPolygon( 3, v );
}
cur_wedge++;
if ( cur_wedge >= 8)
cur_wedge = 0;
}
}

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
// This class is a message box that has two buttons, ok and cancel instead of
// just the ok button of a message box. We use a message box class for the ok button
// and implement another button here.
//=============================================================================//
#include <math.h>
#define PROTECTED_THINGS_DISABLE
#include <vgui/IInput.h>
#include <vgui/ISystem.h>
#include <vgui/ISurface.h>
#include <vgui/IScheme.h>
#include <vgui/IVGui.h>
#include <vgui/IPanel.h>
#include <vgui_controls/Tooltip.h>
#include <vgui_controls/TextEntry.h>
#include <vgui_controls/Controls.h>
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
using namespace vgui;
//------------------------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------------------------
static vgui::DHANDLE< TextEntry > s_TooltipWindow;
static int s_iTooltipWindowCount = 0;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
BaseTooltip::BaseTooltip(Panel *parent, const char *text)
{
SetText(text);
_displayOnOneLine = false;
_makeVisible = false;
_isDirty = false;
_enabled = true;
_tooltipDelay = 500; // default delay for opening tooltips
_delay = 0;
}
//-----------------------------------------------------------------------------
// Purpose: Reset the tooltip delay timer
//-----------------------------------------------------------------------------
void BaseTooltip::ResetDelay()
{
_isDirty = true;
_delay = system()->GetTimeMillis() + _tooltipDelay;
}
//-----------------------------------------------------------------------------
// Purpose: Set the tooltip delay before a tooltip comes up.
//-----------------------------------------------------------------------------
void BaseTooltip::SetTooltipDelay( int tooltipDelay )
{
_tooltipDelay = tooltipDelay;
}
//-----------------------------------------------------------------------------
// Purpose: Get the tooltip delay before a tooltip comes up.
//-----------------------------------------------------------------------------
int BaseTooltip::GetTooltipDelay()
{
return _tooltipDelay;
}
//-----------------------------------------------------------------------------
// Purpose: Set the tool tip to display on one line only
// Default is multiple lines.
//-----------------------------------------------------------------------------
void BaseTooltip::SetTooltipFormatToSingleLine()
{
_displayOnOneLine = true;
_isDirty = true;
}
//-----------------------------------------------------------------------------
// Purpose: Set the tool tip to display on multiple lines.
//-----------------------------------------------------------------------------
void BaseTooltip::SetTooltipFormatToMultiLine()
{
_displayOnOneLine = false;
_isDirty = true;
}
//-----------------------------------------------------------------------------
// Purpose: Display the tooltip
//-----------------------------------------------------------------------------
void BaseTooltip::ShowTooltip(Panel *currentPanel)
{
_makeVisible = true;
PerformLayout();
}
void BaseTooltip::SetEnabled( bool bState )
{
_enabled = bState;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool BaseTooltip::ShouldLayout( void )
{
if (!_makeVisible)
return false;
if (_delay > system()->GetTimeMillis())
return false;
// We only need to layout when we first become visible
if ( !_isDirty )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Display the tooltip
//-----------------------------------------------------------------------------
void BaseTooltip::HideTooltip()
{
_makeVisible = false;
_isDirty = true;
}
//-----------------------------------------------------------------------------
// Purpose: Set the tooltip text
//-----------------------------------------------------------------------------
void BaseTooltip::SetText(const char *text)
{
_isDirty = true;
if (!text)
{
text = "";
}
if (m_Text.Size() > 0)
{
m_Text.RemoveAll();
}
for (unsigned int i = 0; i < strlen(text); i++)
{
m_Text.AddToTail(text[i]);
}
m_Text.AddToTail('\0');
if (s_TooltipWindow.Get() && m_pParent == s_TooltipWindow.Get()->GetParent())
{
s_TooltipWindow->SetText(m_Text.Base());
}
}
//-----------------------------------------------------------------------------
// Purpose: Get the tooltip text
//-----------------------------------------------------------------------------
const char *BaseTooltip::GetText()
{
return m_Text.Base();
}
//-----------------------------------------------------------------------------
// Purpose: Position the tool tip
//-----------------------------------------------------------------------------
void BaseTooltip::PositionWindow( Panel *pTipPanel )
{
int iTipW, iTipH;
pTipPanel->GetSize( iTipW, iTipH );
int cursorX, cursorY;
input()->GetCursorPos(cursorX, cursorY);
int wide, tall;
surface()->GetScreenSize(wide, tall);
if (wide - iTipW > cursorX)
{
cursorY += 20;
// menu hanging right
if (tall - iTipH > cursorY)
{
// menu hanging down
pTipPanel->SetPos(cursorX, cursorY);
}
else
{
// menu hanging up
pTipPanel->SetPos(cursorX, cursorY - iTipH - 20);
}
}
else
{
// menu hanging left
if (tall - iTipH > cursorY)
{
// menu hanging down
pTipPanel->SetPos(cursorX - iTipW, cursorY);
}
else
{
// menu hanging up
pTipPanel->SetPos(cursorX - iTipW, cursorY - iTipH - 20 );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
TextTooltip::TextTooltip(Panel *parent, const char *text) : BaseTooltip( parent, text )
{
if (!s_TooltipWindow.Get())
{
s_TooltipWindow = new TextEntry(NULL, "tooltip");
s_TooltipWindow->InvalidateLayout(false, true);
// this bit of hackery is necessary because tooltips don't get ApplySchemeSettings called from their parents
IScheme *pScheme = scheme()->GetIScheme( s_TooltipWindow->GetScheme() );
s_TooltipWindow->SetBgColor(s_TooltipWindow->GetSchemeColor("Tooltip.BgColor", s_TooltipWindow->GetBgColor(), pScheme));
s_TooltipWindow->SetFgColor(s_TooltipWindow->GetSchemeColor("Tooltip.TextColor", s_TooltipWindow->GetFgColor(), pScheme));
s_TooltipWindow->SetBorder(pScheme->GetBorder("ToolTipBorder"));
s_TooltipWindow->SetFont( pScheme->GetFont("DefaultSmall", s_TooltipWindow->IsProportional()));
}
s_iTooltipWindowCount++;
// this line prevents the main window from losing focus
// when a tooltip pops up
s_TooltipWindow->MakePopup(false, true);
s_TooltipWindow->SetKeyBoardInputEnabled( false );
s_TooltipWindow->SetMouseInputEnabled( false );
SetText(text);
s_TooltipWindow->SetText(m_Text.Base());
s_TooltipWindow->SetEditable(false);
s_TooltipWindow->SetMultiline(true);
s_TooltipWindow->SetVisible(false);
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
TextTooltip::~TextTooltip()
{
if (--s_iTooltipWindowCount < 1)
{
if ( s_TooltipWindow.Get() )
{
s_TooltipWindow->MarkForDeletion();
}
s_TooltipWindow = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose: Set the tooltip text
//-----------------------------------------------------------------------------
void TextTooltip::SetText(const char *text)
{
BaseTooltip::SetText( text );
if (s_TooltipWindow.Get())
{
s_TooltipWindow->SetText(m_Text.Base());
}
}
//-----------------------------------------------------------------------------
// Purpose: gets the font from the scheme
//-----------------------------------------------------------------------------
void TextTooltip::ApplySchemeSettings(IScheme *pScheme)
{
if ( s_TooltipWindow )
{
s_TooltipWindow->SetFont(pScheme->GetFont("DefaultSmall", s_TooltipWindow->IsProportional()));
}
}
//-----------------------------------------------------------------------------
// Purpose: Display the tooltip
//-----------------------------------------------------------------------------
void TextTooltip::ShowTooltip(Panel *currentPanel)
{
if ( s_TooltipWindow.Get() )
{
int nLen = s_TooltipWindow->GetTextLength();
if ( nLen <= 0 )
{
// Empty tool tip, no need to show it
_makeVisible = false;
return;
}
char *pBuf = (char*)_alloca( nLen+1 );
s_TooltipWindow->GetText( pBuf, nLen+1 );
Panel *pCurrentParent = s_TooltipWindow->GetParent();
_isDirty = _isDirty || ( pCurrentParent != currentPanel );
s_TooltipWindow->SetText( m_Text.Base() );
s_TooltipWindow->SetParent(currentPanel);
}
BaseTooltip::ShowTooltip( currentPanel );
}
//-----------------------------------------------------------------------------
// Purpose: Display the tooltip
//-----------------------------------------------------------------------------
void TextTooltip::PerformLayout()
{
if ( !ShouldLayout() )
return;
// we're ready, just make us visible
if ( !s_TooltipWindow.Get() )
return;
_isDirty = false;
s_TooltipWindow->SetVisible(true);
s_TooltipWindow->MakePopup( false, true );
s_TooltipWindow->SetKeyBoardInputEnabled( false );
s_TooltipWindow->SetMouseInputEnabled( false );
// relayout the textwindow immediately so that we know it's size
//m_pTextEntry->InvalidateLayout(true);
SizeTextWindow();
PositionWindow( s_TooltipWindow );
}
//-----------------------------------------------------------------------------
// Purpose: Size the text window so all the text fits inside it.
//-----------------------------------------------------------------------------
void TextTooltip::SizeTextWindow()
{
if ( !s_TooltipWindow.Get() )
return;
if (_displayOnOneLine)
{
// We want the tool tip to be one line
s_TooltipWindow->SetMultiline(false);
s_TooltipWindow->SetToFullWidth();
}
else
{
// We want the tool tip to be one line
s_TooltipWindow->SetMultiline(false);
s_TooltipWindow->SetToFullWidth();
int wide, tall;
s_TooltipWindow->GetSize( wide, tall );
double newWide = sqrt( (2.0/1) * wide * tall );
double newTall = (1/2) * newWide;
s_TooltipWindow->SetMultiline(true);
s_TooltipWindow->SetSize((int)newWide, (int)newTall );
s_TooltipWindow->SetToFullHeight();
s_TooltipWindow->GetSize( wide, tall );
if (( wide < 100 ) && ( s_TooltipWindow->GetNumLines() == 2) )
{
s_TooltipWindow->SetMultiline(false);
s_TooltipWindow->SetToFullWidth();
}
else
{
while ( (float)wide/(float)tall < 2 )
{
s_TooltipWindow->SetSize( wide + 1, tall );
s_TooltipWindow->SetToFullHeight();
s_TooltipWindow->GetSize( wide, tall );
}
}
s_TooltipWindow->GetSize( wide, tall );
// ivgui()->DPrintf("End Ratio: %f\n", (float)wide/(float)tall);
}
}
//-----------------------------------------------------------------------------
// Purpose: Display the tooltip
//-----------------------------------------------------------------------------
void TextTooltip::HideTooltip()
{
if ( s_TooltipWindow.Get() )
{
s_TooltipWindow->SetVisible(false);
}
BaseTooltip::HideTooltip();
}
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
// This class is a message box that has two buttons, ok and cancel instead of
// just the ok button of a message box. We use a message box class for the ok button
// and implement another button here.
//=============================================================================//
//#include <math.h>
//#define PROTECTED_THINGS_DISABLE
#include <vgui/IInput.h>
#include <vgui/ISystem.h>
#include <vgui/ISurface.h>
#include <vgui/IScheme.h>
#include <vgui/IVGui.h>
#include <vgui/IPanel.h>
#include <vgui_controls/Tooltip.h>
#include <vgui_controls/TextEntry.h>
#include <vgui_controls/Controls.h>
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
using namespace vgui;
//------------------------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------------------------
static vgui::DHANDLE< TextEntry > s_TooltipWindow;
static int s_iTooltipWindowCount = 0;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
BaseTooltip::BaseTooltip(Panel *parent, const char *text)
{
SetText(text);
_displayOnOneLine = false;
_makeVisible = false;
_isDirty = false;
_enabled = true;
_tooltipDelay = 500; // default delay for opening tooltips
_delay = 0;
}
//-----------------------------------------------------------------------------
// Purpose: Reset the tooltip delay timer
//-----------------------------------------------------------------------------
void BaseTooltip::ResetDelay()
{
_isDirty = true;
_delay = system()->GetTimeMillis() + _tooltipDelay;
}
//-----------------------------------------------------------------------------
// Purpose: Set the tooltip delay before a tooltip comes up.
//-----------------------------------------------------------------------------
void BaseTooltip::SetTooltipDelay( int tooltipDelay )
{
_tooltipDelay = tooltipDelay;
}
//-----------------------------------------------------------------------------
// Purpose: Get the tooltip delay before a tooltip comes up.
//-----------------------------------------------------------------------------
int BaseTooltip::GetTooltipDelay()
{
return _tooltipDelay;
}
//-----------------------------------------------------------------------------
// Purpose: Set the tool tip to display on one line only
// Default is multiple lines.
//-----------------------------------------------------------------------------
void BaseTooltip::SetTooltipFormatToSingleLine()
{
_displayOnOneLine = true;
_isDirty = true;
}
//-----------------------------------------------------------------------------
// Purpose: Set the tool tip to display on multiple lines.
//-----------------------------------------------------------------------------
void BaseTooltip::SetTooltipFormatToMultiLine()
{
_displayOnOneLine = false;
_isDirty = true;
}
//-----------------------------------------------------------------------------
// Purpose: Display the tooltip
//-----------------------------------------------------------------------------
void BaseTooltip::ShowTooltip(Panel *currentPanel)
{
_makeVisible = true;
PerformLayout();
}
void BaseTooltip::SetEnabled( bool bState )
{
_enabled = bState;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool BaseTooltip::ShouldLayout( void )
{
if (!_makeVisible)
return false;
if (_delay > system()->GetTimeMillis())
return false;
// We only need to layout when we first become visible
if ( !_isDirty )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Display the tooltip
//-----------------------------------------------------------------------------
void BaseTooltip::HideTooltip()
{
_makeVisible = false;
_isDirty = true;
}
//-----------------------------------------------------------------------------
// Purpose: Set the tooltip text
//-----------------------------------------------------------------------------
void BaseTooltip::SetText(const char *text)
{
_isDirty = true;
if (!text)
{
text = "";
}
if (m_Text.Size() > 0)
{
m_Text.RemoveAll();
}
for (unsigned int i = 0; i < strlen(text); i++)
{
m_Text.AddToTail(text[i]);
}
m_Text.AddToTail('\0');
if (s_TooltipWindow.Get() && m_pParent == s_TooltipWindow.Get()->GetParent())
{
s_TooltipWindow->SetText(m_Text.Base());
}
}
//-----------------------------------------------------------------------------
// Purpose: Get the tooltip text
//-----------------------------------------------------------------------------
const char *BaseTooltip::GetText()
{
return m_Text.Base();
}
//-----------------------------------------------------------------------------
// Purpose: Position the tool tip
//-----------------------------------------------------------------------------
void BaseTooltip::PositionWindow( Panel *pTipPanel )
{
int iTipW, iTipH;
pTipPanel->GetSize( iTipW, iTipH );
int cursorX, cursorY;
input()->GetCursorPos(cursorX, cursorY);
int wide, tall;
surface()->GetScreenSize(wide, tall);
if (wide - iTipW > cursorX)
{
cursorY += 20;
// menu hanging right
if (tall - iTipH > cursorY)
{
// menu hanging down
pTipPanel->SetPos(cursorX, cursorY);
}
else
{
// menu hanging up
pTipPanel->SetPos(cursorX, cursorY - iTipH - 20);
}
}
else
{
// menu hanging left
if (tall - iTipH > cursorY)
{
// menu hanging down
pTipPanel->SetPos(cursorX - iTipW, cursorY);
}
else
{
// menu hanging up
pTipPanel->SetPos(cursorX - iTipW, cursorY - iTipH - 20 );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
TextTooltip::TextTooltip(Panel *parent, const char *text) : BaseTooltip( parent, text )
{
if (!s_TooltipWindow.Get())
{
s_TooltipWindow = new TextEntry(NULL, "tooltip");
s_TooltipWindow->InvalidateLayout(false, true);
// this bit of hackery is necessary because tooltips don't get ApplySchemeSettings called from their parents
IScheme *pScheme = scheme()->GetIScheme( s_TooltipWindow->GetScheme() );
s_TooltipWindow->SetBgColor(s_TooltipWindow->GetSchemeColor("Tooltip.BgColor", s_TooltipWindow->GetBgColor(), pScheme));
s_TooltipWindow->SetFgColor(s_TooltipWindow->GetSchemeColor("Tooltip.TextColor", s_TooltipWindow->GetFgColor(), pScheme));
s_TooltipWindow->SetBorder(pScheme->GetBorder("ToolTipBorder"));
s_TooltipWindow->SetFont( pScheme->GetFont("DefaultSmall", s_TooltipWindow->IsProportional()));
}
s_iTooltipWindowCount++;
// this line prevents the main window from losing focus
// when a tooltip pops up
s_TooltipWindow->MakePopup(false, true);
s_TooltipWindow->SetKeyBoardInputEnabled( false );
s_TooltipWindow->SetMouseInputEnabled( false );
SetText(text);
s_TooltipWindow->SetText(m_Text.Base());
s_TooltipWindow->SetEditable(false);
s_TooltipWindow->SetMultiline(true);
s_TooltipWindow->SetVisible(false);
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
TextTooltip::~TextTooltip()
{
if (--s_iTooltipWindowCount < 1)
{
if ( s_TooltipWindow.Get() )
{
s_TooltipWindow->MarkForDeletion();
}
s_TooltipWindow = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose: Set the tooltip text
//-----------------------------------------------------------------------------
void TextTooltip::SetText(const char *text)
{
BaseTooltip::SetText( text );
if (s_TooltipWindow.Get())
{
s_TooltipWindow->SetText(m_Text.Base());
}
}
//-----------------------------------------------------------------------------
// Purpose: gets the font from the scheme
//-----------------------------------------------------------------------------
void TextTooltip::ApplySchemeSettings(IScheme *pScheme)
{
if ( s_TooltipWindow )
{
s_TooltipWindow->SetFont(pScheme->GetFont("DefaultSmall", s_TooltipWindow->IsProportional()));
}
}
//-----------------------------------------------------------------------------
// Purpose: Display the tooltip
//-----------------------------------------------------------------------------
void TextTooltip::ShowTooltip(Panel *currentPanel)
{
if ( s_TooltipWindow.Get() )
{
int nLen = s_TooltipWindow->GetTextLength();
if ( nLen <= 0 )
{
// Empty tool tip, no need to show it
_makeVisible = false;
return;
}
char *pBuf = (char*)_alloca( nLen+1 );
s_TooltipWindow->GetText( pBuf, nLen+1 );
Panel *pCurrentParent = s_TooltipWindow->GetParent();
_isDirty = _isDirty || ( pCurrentParent != currentPanel );
s_TooltipWindow->SetText( m_Text.Base() );
s_TooltipWindow->SetParent(currentPanel);
}
BaseTooltip::ShowTooltip( currentPanel );
}
//-----------------------------------------------------------------------------
// Purpose: Display the tooltip
//-----------------------------------------------------------------------------
void TextTooltip::PerformLayout()
{
if ( !ShouldLayout() )
return;
// we're ready, just make us visible
if ( !s_TooltipWindow.Get() )
return;
_isDirty = false;
s_TooltipWindow->SetVisible(true);
s_TooltipWindow->MakePopup( false, true );
s_TooltipWindow->SetKeyBoardInputEnabled( false );
s_TooltipWindow->SetMouseInputEnabled( false );
// relayout the textwindow immediately so that we know it's size
//m_pTextEntry->InvalidateLayout(true);
SizeTextWindow();
PositionWindow( s_TooltipWindow );
}
//-----------------------------------------------------------------------------
// Purpose: Size the text window so all the text fits inside it.
//-----------------------------------------------------------------------------
void TextTooltip::SizeTextWindow()
{
if ( !s_TooltipWindow.Get() )
return;
if (_displayOnOneLine)
{
// We want the tool tip to be one line
s_TooltipWindow->SetMultiline(false);
s_TooltipWindow->SetToFullWidth();
}
else
{
// We want the tool tip to be one line
s_TooltipWindow->SetMultiline(false);
s_TooltipWindow->SetToFullWidth();
int wide, tall;
s_TooltipWindow->GetSize( wide, tall );
double newWide = sqrt( (2.0/1) * wide * tall );
double newTall = (1/2) * newWide;
s_TooltipWindow->SetMultiline(true);
s_TooltipWindow->SetSize((int)newWide, (int)newTall );
s_TooltipWindow->SetToFullHeight();
s_TooltipWindow->GetSize( wide, tall );
if (( wide < 100 ) && ( s_TooltipWindow->GetNumLines() == 2) )
{
s_TooltipWindow->SetMultiline(false);
s_TooltipWindow->SetToFullWidth();
}
else
{
while ( (float)wide/(float)tall < 2 )
{
s_TooltipWindow->SetSize( wide + 1, tall );
s_TooltipWindow->SetToFullHeight();
s_TooltipWindow->GetSize( wide, tall );
}
}
s_TooltipWindow->GetSize( wide, tall );
// ivgui()->DPrintf("End Ratio: %f\n", (float)wide/(float)tall);
}
}
//-----------------------------------------------------------------------------
// Purpose: Display the tooltip
//-----------------------------------------------------------------------------
void TextTooltip::HideTooltip()
{
if ( s_TooltipWindow.Get() )
{
s_TooltipWindow->SetVisible(false);
}
BaseTooltip::HideTooltip();
}

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