Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "CvarNegateCheckButton.h"
#include "EngineInterface.h"
#include <vgui/IVGui.h>
#include "IGameUIFuncs.h"
#include "tier1/KeyValues.h"
#include "tier1/convar.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
using namespace vgui;
CCvarNegateCheckButton::CCvarNegateCheckButton( Panel *parent, const char *panelName, const char *text,
const char *cvarname )
: CheckButton( parent, panelName, text )
{
m_pszCvarName = cvarname ? strdup( cvarname ) : NULL;
Reset();
AddActionSignalTarget( this );
}
CCvarNegateCheckButton::~CCvarNegateCheckButton()
{
free( m_pszCvarName );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCvarNegateCheckButton::Paint()
{
if ( !m_pszCvarName )
{
BaseClass::Paint();
return;
}
// Look up current value
// float value = engine->pfnGetCvarFloat( m_pszCvarName );
ConVarRef var( m_pszCvarName );
if ( !var.IsValid() )
return;
float value = var.GetFloat();
if ( value < 0 )
{
if ( !m_bStartState )
{
SetSelected( true );
m_bStartState = true;
}
}
else
{
if ( m_bStartState )
{
SetSelected( false );
m_bStartState = false;
}
}
BaseClass::Paint();
}
void CCvarNegateCheckButton::Reset()
{
// Look up current value
// float value = engine->pfnGetCvarFloat( m_pszCvarName );
ConVarRef var( m_pszCvarName );
if ( !var.IsValid() )
return;
float value = var.GetFloat();
if ( value < 0 )
{
m_bStartState = true;
}
else
{
m_bStartState = false;
}
SetSelected(m_bStartState);
}
bool CCvarNegateCheckButton::HasBeenModified()
{
return IsSelected() != m_bStartState;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *panel -
//-----------------------------------------------------------------------------
void CCvarNegateCheckButton::SetSelected( bool state )
{
BaseClass::SetSelected( state );
}
void CCvarNegateCheckButton::ApplyChanges()
{
if ( !m_pszCvarName || !m_pszCvarName[ 0 ] )
return;
ConVarRef var( m_pszCvarName );
float value = var.GetFloat();
value = (float)fabs( value );
if (value < 0.00001)
{
// correct the value if it's not set
value = 0.022f;
}
m_bStartState = IsSelected();
value = -value;
float ans = m_bStartState ? value : -value;
var.SetValue( ans );
}
void CCvarNegateCheckButton::OnButtonChecked()
{
if (HasBeenModified())
{
PostActionSignal(new KeyValues("ControlModified"));
}
}