Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "dme_controls/AttributeShaderPickerPanel.h"
#include "dme_controls/AttributeTextEntry.h"
#include "matsys_controls/Picker.h"
#include "tier1/KeyValues.h"
#include "matsys_controls/matsyscontrols.h"
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/IShader.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CAttributeShaderPickerPanel::CAttributeShaderPickerPanel( vgui::Panel *parent, const AttributeWidgetInfo_t &info ) :
BaseClass( parent, info )
{
}
CAttributeShaderPickerPanel::~CAttributeShaderPickerPanel()
{
}
//-----------------------------------------------------------------------------
// Called when it's time to show the picker
//-----------------------------------------------------------------------------
void CAttributeShaderPickerPanel::ShowPickerDialog()
{
CPickerFrame *pShaderPickerDialog = new CPickerFrame( this, "Select Shader", "Shader", "shaderName" );
int nCount = vgui::MaterialSystem()->ShaderCount();
IShader** ppShaderList = (IShader**)_alloca( nCount * sizeof(IShader) );
vgui::MaterialSystem()->GetShaders( 0, nCount, ppShaderList );
PickerList_t shaderList( 0, nCount );
for ( int i = 0; i < nCount; ++i )
{
if ( ( ppShaderList[i]->GetFlags() & SHADER_NOT_EDITABLE ) == 0 )
{
int j = shaderList.AddToTail( );
shaderList[j].m_pChoiceString = ppShaderList[i]->GetName();
shaderList[j].m_pChoiceValue = ppShaderList[i]->GetName();
}
}
pShaderPickerDialog->AddActionSignalTarget( this );
pShaderPickerDialog->DoModal( shaderList );
}
//-----------------------------------------------------------------------------
// Called by the picker dialog if a asset was selected
//-----------------------------------------------------------------------------
void CAttributeShaderPickerPanel::OnPicked( KeyValues *pKeyValues )
{
// Get the asset name back
const char *pShaderName = pKeyValues->GetString( "choice", NULL );
if ( !pShaderName || !pShaderName[ 0 ] )
return;
// Apply to text panel
m_pData->SetText( pShaderName );
SetDirty(true);
if ( IsAutoApply() )
{
Apply();
}
}