csgo-2018-source/public/vgui_controls/InputDialog.h

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2021-07-25 12:11:47 +08:00
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef INPUTDIALOG_H
#define INPUTDIALOG_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Controls.h>
#include <vgui_controls/Frame.h>
namespace vgui
{
class Label;
class Button;
class TextEntry;
//-----------------------------------------------------------------------------
// Purpose: Utility dialog base class - just has context kv and ok/cancel buttons
//-----------------------------------------------------------------------------
class BaseInputDialog : public Frame
{
DECLARE_CLASS_SIMPLE( BaseInputDialog, Frame );
public:
BaseInputDialog( vgui::Panel *parent, const char *title, bool bShowCancelButton = true );
~BaseInputDialog();
void DoModal( KeyValues *pContextKeyValues = NULL );
protected:
virtual void PerformLayout();
virtual void PerformLayout( int x, int y, int w, int h ) {}
// command buttons
virtual void OnCommand( const char *command );
virtual void WriteDataToKeyValues( KeyValues *pKV, bool bOk ) {}
void CleanUpContextKeyValues();
KeyValues *m_pContextKeyValues;
vgui::Button *m_pCancelButton;
vgui::Button *m_pOKButton;
};
//-----------------------------------------------------------------------------
// Purpose: Utility dialog, used to ask yes/no questions of the user
//-----------------------------------------------------------------------------
class InputMessageBox : public BaseInputDialog
{
DECLARE_CLASS_SIMPLE( InputMessageBox, BaseInputDialog );
public:
InputMessageBox( vgui::Panel *parent, const char *title, char const *prompt );
~InputMessageBox();
protected:
virtual void PerformLayout( int x, int y, int w, int h );
private:
vgui::Label *m_pPrompt;
};
//-----------------------------------------------------------------------------
// Purpose: Utility dialog, used to let user type in some text
//-----------------------------------------------------------------------------
class InputDialog : public BaseInputDialog
{
DECLARE_CLASS_SIMPLE( InputDialog, BaseInputDialog );
public:
InputDialog( vgui::Panel *parent, const char *title, char const *prompt, char const *defaultValue = "" );
~InputDialog();
void SetMultiline( bool state );
/* action signals
"InputCompleted"
"text" - the text entered
"InputCanceled"
*/
void AllowNumericInputOnly( bool bOnlyNumeric );
protected:
virtual void PerformLayout( int x, int y, int w, int h );
// command buttons
virtual void WriteDataToKeyValues( KeyValues *pKV, bool bOk );
private:
vgui::Label *m_pPrompt;
vgui::TextEntry *m_pInput;
};
//-----------------------------------------------------------------------------
// Purpose: Utility dialog, used to let user specify multiple bool/float/string values
//-----------------------------------------------------------------------------
class MultiInputDialog : public Frame
{
DECLARE_CLASS_SIMPLE( MultiInputDialog, Frame );
public:
MultiInputDialog( Panel *pParent, const char *pTitle, const char *pOKText = "#VGui_OK", const char *pCancelText = "#VGui_Cancel" );
~MultiInputDialog();
void SetOKCommand ( KeyValues *pOKCommand ); // defaults to "InputCompleted" to match InputDialog
void SetCancelCommand( KeyValues *pCancelCommand ); // defaults to "InputCanceled" to match InputDialog (yes, this is spelled incorrectly)
void AddText( const char *pText );
void AddEntry( const char *pName, const char *pPrompt, bool bDefaultValue );
void AddEntry( const char *pName, const char *pPrompt, float flDefaultValue );
void AddEntry( const char *pName, const char *pPrompt, const char *pDefaultValue );
virtual void DoModal();
virtual void PerformLayout();
virtual void OnCommand( const char *pCommand );
private:
void WriteDataToKeyValues( KeyValues *pKV );
void PerformLayout( int x, int y, int w, int h );
int GetLabelWidth();
int GetContentWidth();
Label *AddLabel( const char *pText );
TextEntry *AddTextEntry( const char *pName, const char *pDefaultValue );
enum EntryType_t { T_NONE, T_BOOL, T_FLOAT, T_STRING };
CUtlVector< Label* > m_prompts;
CUtlVector< Panel* > m_inputs; // TextEntry or CheckButton
CUtlVector< EntryType_t > m_entryTypes;
Button *m_pOKButton;
Button *m_pCancelButton;
KeyValues *m_pOKCommand;
KeyValues *m_pCancelCommand;
int m_nCurrentTabPosition;
};
} // namespace vgui
#endif // INPUTDIALOG_H