102 lines
2.9 KiB
C++
102 lines
2.9 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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// $NoKeywords: $
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//===========================================================================//
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#include "GameConsoleDialog.h"
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#include "GameUI_Interface.h"
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#include "vgui/IInput.h"
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#include "vgui/ISurface.h"
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#include "vgui/KeyCode.h"
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#include "LoadingDialog.h"
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#include "IGameUIFuncs.h"
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#include "tier0/icommandline.h"
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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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using namespace vgui;
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CGameConsoleDialog::CGameConsoleDialog() : BaseClass( NULL, "GameConsole", false )
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{
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if( NeedProportional() ) SetProportional(true);
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AddActionSignalTarget( this );
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}
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//-----------------------------------------------------------------------------
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// Purpose: generic vgui command handler
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//-----------------------------------------------------------------------------
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void CGameConsoleDialog::OnCommand(const char *command)
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{
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if ( !Q_stricmp( command, "Close" ) )
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{
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if ( GameUI().IsInBackgroundLevel() )
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{
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// Tell the engine we've hid the console, so that it unpauses the game
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// even though we're still sitting at the menu.
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engine->ClientCmd_Unrestricted( "unpause" );
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}
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}
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BaseClass::OnCommand(command);
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}
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//-----------------------------------------------------------------------------
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// HACK: Allow F key bindings to operate even when typing in the text entry field
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//-----------------------------------------------------------------------------
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void CGameConsoleDialog::OnKeyCodeTyped(KeyCode code)
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{
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BaseClass::OnKeyCodeTyped(code);
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// check for processing
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if ( m_pConsolePanel->TextEntryHasFocus() )
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{
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// HACK: Allow F key bindings to operate even here
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if ( code >= KEY_F1 && code <= KEY_F12 )
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{
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// See if there is a binding for the FKey
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const char *binding = gameuifuncs->GetBindingForButtonCode( code );
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if ( binding && binding[0] )
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{
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// submit the entry as a console commmand
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char szCommand[256];
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Q_strncpy( szCommand, binding, sizeof( szCommand ) );
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engine->ClientCmd_Unrestricted( szCommand );
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Submits a command
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//-----------------------------------------------------------------------------
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void CGameConsoleDialog::OnCommandSubmitted( const char *pCommand )
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{
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engine->ClientCmd_Unrestricted( pCommand );
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}
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//-----------------------------------------------------------------------------
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// Submits a command
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//-----------------------------------------------------------------------------
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void CGameConsoleDialog::OnClosedByHittingTilde()
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{
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if ( !LoadingDialog() )
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{
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GameUI().HideGameUI();
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}
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else
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{
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vgui::surface()->RestrictPaintToSinglePanel( LoadingDialog()->GetVPanel() );
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}
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}
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