//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #include "CvarNegateCheckButton.h" #include "EngineInterface.h" #include #include "IGameUIFuncs.h" #include "tier1/KeyValues.h" #include "tier1/convar.h" // memdbgon must be the last include file in a .cpp file!!! #include 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")); } }