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: $
//=============================================================================
#ifndef COMMANDMENU_H
#define COMMANDMENU_H
#include <vgui_controls/Menu.h>
#include <game/client/iviewport.h>
#include <filesystem.h>
#include "utlstack.h"
#include "utlvector.h"
#include <KeyValues.h>
using namespace vgui;
class CommandMenu : public Menu
{
private:
DECLARE_CLASS_SIMPLE( CommandMenu, Menu );
typedef struct
{
Menu * menu;
int itemnr;
} CommandMenuItem;
public:
CommandMenu( Panel *parent, const char *panelName, IViewPort * viewport );
~CommandMenu();
bool LoadFromFile(const char * fileName); // load menu from file (via KeyValues)
void UpdateMenu(); // call to update all menu items, check buttons etc
void RebuildMenu(); // rebuilds menu respecting changed game state (map, team etc)
void ClearMenu(); // destroy menu
public:
// overwrite these in your derived class
// virtual CommandMenu * CommandMenu::Factory(Panel *parent, const char *panelName, IViewPort * viewport = NULL, IFileSystem * pFileSytem = NULL); // overwrite
virtual int AddCustomItem(KeyValues * params, Menu * menu) {return 0;} // return MenuItem nr
virtual void UpdateCustomItem(KeyValues * params, MenuItem * item ) {}; // maybe change your item
virtual void OnCustomItem(KeyValues * params) {}; // a custom item was pressed
virtual bool CheckRules(const char *rule, const char *ruledata); // check a menu item rule
virtual void SetVisible(bool state);
// DON'T touch anything below !
protected:
void OnMessage(const KeyValues *params, VPANEL fromPanel);
void StartNewSubMenu(KeyValues * params);
void FinishSubMenu();
void AddMenuCommandItem(KeyValues * params);
void AddMenuCustomItem(KeyValues * params);
void AddMenuToggleItem(KeyValues * params);
bool LoadFromKeyValuesInternal(KeyValues * key, int depth);
bool LoadFromKeyValues( KeyValues * key); //
KeyValues * GetKeyValues(); // returns keyValues for current menu or NULL
IViewPort * m_ViewPort; // viewport interface
Menu * m_CurrentMenu; // Current menu while building CommandComoboBox
char m_CurrentTeam[4];
char m_CurrentMap[256];
KeyValues* m_MenuKeys;
CUtlStack<vgui::Menu*>m_pMenuStack;
CUtlVector<CommandMenuItem>m_MenuItems;
};
#endif // COMMANDMENU_H