196 lines
5.4 KiB
C++
196 lines
5.4 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef BASEASSETPICKER_H
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#define BASEASSETPICKER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "vgui_controls/EditablePanel.h"
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#include "vgui_controls/Frame.h"
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#include "tier1/utlstring.h"
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#include "tier1/utllinkedlist.h"
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#include "filesystem.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class CAssetTreeView;
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namespace vgui
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{
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class Panel;
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}
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FORWARD_DECLARE_HANDLE( AssetList_t );
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typedef unsigned short DirHandle_t;
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//-----------------------------------------------------------------------------
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// Purpose: Base class for choosing raw assets
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//-----------------------------------------------------------------------------
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class CBaseAssetPicker : public vgui::EditablePanel
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{
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DECLARE_CLASS_SIMPLE( CBaseAssetPicker, vgui::EditablePanel );
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public:
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CBaseAssetPicker( vgui::Panel *pParent, const char *pAssetType,
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const char *pExt, const char *pSubDir, const char *pTextType );
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~CBaseAssetPicker();
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// overridden frame functions
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virtual void OnTick();
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virtual bool HasUserConfigSettings();
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virtual void ApplyUserConfigSettings( KeyValues *pUserConfig );
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virtual void GetUserConfigSettings( KeyValues *pUserConfig );
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virtual void OnCommand( const char *pCommand );
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// Purpose:
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virtual void OnKeyCodePressed( vgui::KeyCode code );
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// Returns the selected asset name
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int GetSelectedAssetCount();
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const char *GetSelectedAsset( int nAssetIndex = -1 );
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// Is multiselect enabled?
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bool IsMultiselectEnabled() const;
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// Sets the initial selected asset
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void SetInitialSelection( const char *pAssetName );
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// Set/get the filter
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void SetFilter( const char *pFilter );
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const char *GetFilter();
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// Purpose: refreshes the file tree
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void RefreshFileTree();
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virtual void Activate();
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protected:
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// Creates standard controls. Allows the derived class to
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// add these controls to various splitter windows
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void CreateStandardControls( vgui::Panel *pParent, bool bAllowMultiselect = false );
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// Allows the picker to browse multiple asset types
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void AddExtension( const char *pExtension );
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// Derived classes have this called when the previewed asset changes
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virtual void OnSelectedAssetPicked( const char *pAssetName ) {}
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// Derived classes have this called when the next selected asset is selected by default
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virtual void OnNextSelectionIsDefault() {}
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// Request focus of the filter box
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void RequestFilterFocus();
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// Rescan assets
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void RescanAssets();
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const char *GetModPath( int nModIndex );
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MESSAGE_FUNC_PARAMS( OnTextChanged, "TextChanged", kv );
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MESSAGE_FUNC_PARAMS( OnItemSelected, "ItemSelected", kv );
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MESSAGE_FUNC_PARAMS( OnCheckButtonChecked, "CheckButtonChecked", kv );
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MESSAGE_FUNC( OnFileSelected, "TreeViewItemSelected" );
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protected:
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struct AssetInfo_t
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{
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int m_nAssetIndex;
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int m_nItemId;
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};
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void BuildAssetNameList();
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void RefreshAssetList( );
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int GetSelectedAssetModIndex( );
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// Is a particular asset visible?
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bool IsAssetVisible( int nAssetIndex );
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// Recursively add all files matching the wildcard under this directory
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void AddAssetToList( int nAssetIndex );
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// Update column headers
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void UpdateAssetColumnHeader( );
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vgui::Splitter *m_pAssetSplitter;
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CAssetTreeView* m_pFileTree;
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vgui::CheckButton* m_pSubDirCheck;
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vgui::TextEntry *m_pFilter;
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vgui::ListPanel *m_pAssetBrowser;
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vgui::TextEntry *m_pFullPath;
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vgui::ComboBox *m_pModSelector;
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vgui::Button *m_pRescanButton;
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AssetList_t m_hAssetList;
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CUtlString m_FolderFilter;
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CUtlString m_Filter;
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CUtlString m_SelectedAsset;
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CUtlVector< AssetInfo_t > m_AssetList;
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const char *m_pAssetType;
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const char *m_pAssetTextType;
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const char *m_pAssetExt;
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const char *m_pAssetSubDir;
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CUtlVector< const char * > m_ExtraAssetExt;
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bool m_bBuiltAssetList : 1;
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bool m_bFirstAssetScan : 1;
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bool m_bFinishedAssetListScan : 1;
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int m_nCurrentModFilter;
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int m_nMatchingAssets;
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bool m_bSubDirCheck;
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friend class CBaseAssetPickerFrame;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Modal dialog for asset picker
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//-----------------------------------------------------------------------------
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class CBaseAssetPickerFrame : public vgui::Frame
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{
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DECLARE_CLASS_SIMPLE( CBaseAssetPickerFrame, vgui::Frame );
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public:
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CBaseAssetPickerFrame( vgui::Panel *pParent );
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~CBaseAssetPickerFrame();
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// Inherited from Frame
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virtual void OnCommand( const char *pCommand );
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// Purpose: Activate the dialog
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// The message "AssetSelected" will be sent if an asset is picked
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// Pass in optional keyvalues to add to the message
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void DoModal( KeyValues *pContextKeyValues = NULL );
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// Sets the initial selected asset
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void SetInitialSelection( const char *pAssetName );
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// Set/get the filter
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void SetFilter( const char *pFilter );
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const char *GetFilter();
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protected:
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// Allows the derived class to create the picker
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void SetAssetPicker( CBaseAssetPicker* pPicker );
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CBaseAssetPicker* GetAssetPicker() { return m_pPicker; }
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// Posts a message (passing the key values)
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void PostMessageAndClose( KeyValues *pKeyValues );
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private:
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void CleanUpMessage();
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CBaseAssetPicker *m_pPicker;
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vgui::Button *m_pOpenButton;
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vgui::Button *m_pCancelButton;
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KeyValues *m_pContextKeyValues;
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};
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#endif // BASEASSETPICKER_H
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