mirror of
https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-22 09:57:21 +01:00
ba2cab60df
* Get VGUI back (optionally) * Add some missing VGUI invocations * Update CMakeLists.txt to build with vgui for Windows * Move windows.h inclusions only to those places where it's really needed * Try fix mingw build * Update hud_spectator * Merge nekonomicon's vgui branch * Don't include vgui panel and app in cdll_int.cpp if vgui is real * Deduplicate scoreboard global variables * Add options to prefer non-vgui motd and scoreboard when vgui is enabled * Add vgui-dev as a submodule. Add building vith vgui to CI * Fix artifact uploading * Don't use global variable when not necessary * char* to const char* in CMenuHandler_StringCommand constructor * Fix 'format string is not a literal string' warnings * Fix 'always evaluate to true' warnings * Team Fortress classes to const char* * CreateCommandMenu accepts const char* * Fix printf formats. Turn some unsigned longs into unsigned ints since they use only 32 bits anyway * Explicit assignment result as condition * Prevent memory leak on menu reading * Localize button text * Create FileInputStream on stack avoiding the leak * Remove Servers Browser code * Arrow file names to const char* * Fix assignment to the wrong variable
128 lines
2.4 KiB
C++
128 lines
2.4 KiB
C++
//========= Copyright (c) 1996-2002, Valve LLC, 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 "vgui_int.h"
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#include <VGUI_Label.h>
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#include <VGUI_BorderLayout.h>
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#include <VGUI_LineBorder.h>
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#include <VGUI_SurfaceBase.h>
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#include <VGUI_TextEntry.h>
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#include <VGUI_ActionSignal.h>
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#include <string.h>
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#include "hud.h"
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#include "cl_util.h"
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#include "camera.h"
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#include "kbutton.h"
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#include "cvardef.h"
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#include "usercmd.h"
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#include "const.h"
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#include "camera.h"
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#include "in_defs.h"
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#include "vgui_TeamFortressViewport.h"
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#include "vgui_ControlConfigPanel.h"
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namespace
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{
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class TexturePanel : public Panel, public ActionSignal
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{
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private:
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int _bindIndex;
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TextEntry *_textEntry;
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public:
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TexturePanel() : Panel( 0, 0, 256, 276 )
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{
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_bindIndex = 2700;
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_textEntry = new TextEntry( "2700", 0, 0, 128, 20 );
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_textEntry->setParent( this );
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_textEntry->addActionSignal( this );
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}
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virtual bool isWithin( int x, int y )
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{
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return _textEntry->isWithin( x, y );
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}
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virtual void actionPerformed( Panel *panel )
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{
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char buf[256];
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_textEntry->getText( 0, buf, 256 );
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sscanf( buf, "%d", &_bindIndex);
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}
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protected:
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virtual void paintBackground()
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{
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Panel::paintBackground();
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int wide, tall;
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getPaintSize( wide, tall );
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drawSetColor( 0, 0, 255, 0 );
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drawSetTexture( _bindIndex );
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drawTexturedRect( 0, 19, 257, 257 );
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}
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};
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}
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using namespace vgui;
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void VGui_ViewportPaintBackground( int extents[4] )
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{
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gEngfuncs.VGui_ViewportPaintBackground( extents );
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}
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void* VGui_GetPanel()
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{
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return (Panel*)gEngfuncs.VGui_GetPanel();
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}
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void VGui_Startup()
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{
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Panel *root = (Panel*)VGui_GetPanel();
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root->setBgColor( 128, 128, 0, 0 );
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// root->setNonPainted( false );
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// root->setBorder( new LineBorder() );
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root->setLayout( new BorderLayout( 0 ) );
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// root->getSurfaceBase()->setEmulatedCursorVisible( true );
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if( gViewPort != NULL )
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{
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// root->removeChild( gViewPort );
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// free the memory
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// delete gViewPort;
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// gViewPort = NULL;
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gViewPort->Initialize();
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}
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else
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{
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gViewPort = new TeamFortressViewport( 0, 0, root->getWide(), root->getTall() );
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gViewPort->setParent( root );
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}
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/*
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TexturePanel *texturePanel = new TexturePanel();
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texturePanel->setParent( gViewPort );
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*/
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}
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void VGui_Shutdown()
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{
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delete gViewPort;
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gViewPort = NULL;
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}
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