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155
gameui/OptionsDialog.cpp
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155
gameui/OptionsDialog.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "BasePanel.h"
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#include "OptionsDialog.h"
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#include "vgui_controls/Button.h"
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#include "vgui_controls/CheckButton.h"
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#include "vgui_controls/PropertySheet.h"
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#include "vgui_controls/Label.h"
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#include "vgui_controls/QueryBox.h"
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#include "vgui/ILocalize.h"
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#include "vgui/ISurface.h"
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#include "vgui/ISystem.h"
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#include "vgui/IVGui.h"
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#include "KeyValues.h"
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#include "OptionsSubKeyboard.h"
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#include "OptionsSubMouse.h"
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#include "OptionsSubAudio.h"
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#include "OptionsSubVideo.h"
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#include "OptionsSubVoice.h"
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#include "OptionsSubMultiplayer.h"
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#include "OptionsSubDifficulty.h"
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#include "OptionsSubPortal.h"
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#ifdef WIN32
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// NVNT haptic configuration dialog
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#include "OptionsSubHaptics.h"
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#endif
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#include "ModInfo.h"
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using namespace vgui;
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// memdbgon must be the last include file in a .cpp file!!!
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#include <tier0/memdbgon.h>
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//-----------------------------------------------------------------------------
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// Purpose: Basic help dialog
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//-----------------------------------------------------------------------------
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COptionsDialog::COptionsDialog(vgui::Panel *parent) : PropertyDialog(parent, "OptionsDialog")
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{
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SetDeleteSelfOnClose(true);
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SetBounds(0, 0, 512, 406);
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SetSizeable( false );
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SetTitle("#GameUI_Options", true);
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// debug timing code, this function takes too long
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// double s4 = system()->GetCurrentTime();
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#if defined( WIN32 ) && !defined( _X360 )
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// NVNT START see if the user has a haptic device via convar. if so create haptics dialog.
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ConVarRef checkHap("hap_HasDevice");
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checkHap.Init("hap_HasDevice",true);
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if(checkHap.GetBool())
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{
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AddPage(new COptionsSubHaptics(this), "#GameUI_Haptics_TabTitle");
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}
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// NVNT END
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#endif
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if (ModInfo().IsSinglePlayerOnly() && !ModInfo().NoDifficulty())
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{
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AddPage(new COptionsSubDifficulty(this), "#GameUI_Difficulty");
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}
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if (ModInfo().HasPortals())
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{
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AddPage(new COptionsSubPortal(this), "#GameUI_Portal");
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}
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AddPage(new COptionsSubKeyboard(this), "#GameUI_Keyboard");
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AddPage(new COptionsSubMouse(this), "#GameUI_Mouse");
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m_pOptionsSubAudio = new COptionsSubAudio(this);
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AddPage(m_pOptionsSubAudio, "#GameUI_Audio");
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m_pOptionsSubVideo = new COptionsSubVideo(this);
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AddPage(m_pOptionsSubVideo, "#GameUI_Video");
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if ( !ModInfo().IsSinglePlayerOnly() )
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{
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AddPage(new COptionsSubVoice(this), "#GameUI_Voice");
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}
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// add the multiplay page last, if we're combo single/multi or just multi
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if ( (ModInfo().IsMultiplayerOnly() && !ModInfo().IsSinglePlayerOnly()) ||
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(!ModInfo().IsMultiplayerOnly() && !ModInfo().IsSinglePlayerOnly()) )
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{
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m_pOptionsSubMultiplayer = new COptionsSubMultiplayer(this);
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AddPage(m_pOptionsSubMultiplayer, "#GameUI_Multiplayer");
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}
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// double s5 = system()->GetCurrentTime();
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// Msg("COptionsDialog::COptionsDialog(): %.3fms\n", (float)(s5 - s4) * 1000.0f);
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SetApplyButtonVisible(true);
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GetPropertySheet()->SetTabWidth(84);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor
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//-----------------------------------------------------------------------------
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COptionsDialog::~COptionsDialog()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Brings the dialog to the fore
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//-----------------------------------------------------------------------------
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void COptionsDialog::Activate()
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{
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BaseClass::Activate();
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EnableApplyButton(false);
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}
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void COptionsDialog::OnKeyCodePressed( KeyCode code )
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{
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switch ( GetBaseButtonCode( code ) )
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{
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case KEY_XBUTTON_B:
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OnCommand( "Cancel" );
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return;
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}
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BaseClass::OnKeyCodePressed( code );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Opens the dialog
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//-----------------------------------------------------------------------------
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void COptionsDialog::Run()
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{
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SetTitle("#GameUI_Options", true);
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Activate();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called when the GameUI is hidden
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//-----------------------------------------------------------------------------
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void COptionsDialog::OnGameUIHidden()
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{
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// tell our children about it
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for ( int i = 0 ; i < GetChildCount() ; i++ )
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{
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Panel *pChild = GetChild( i );
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if ( pChild )
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{
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PostMessage( pChild, new KeyValues( "GameUIHidden" ) );
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}
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}
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}
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