//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #ifndef BASEASSETPICKER_H #define BASEASSETPICKER_H #ifdef _WIN32 #pragma once #endif #include "vgui_controls/EditablePanel.h" #include "vgui_controls/Frame.h" #include "tier1/utlstring.h" #include "tier1/utllinkedlist.h" #include "filesystem.h" //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- class CAssetTreeView; namespace vgui { class Panel; } FORWARD_DECLARE_HANDLE( AssetList_t ); typedef unsigned short DirHandle_t; //----------------------------------------------------------------------------- // Purpose: Base class for choosing raw assets //----------------------------------------------------------------------------- class CBaseAssetPicker : public vgui::EditablePanel { DECLARE_CLASS_SIMPLE( CBaseAssetPicker, vgui::EditablePanel ); public: CBaseAssetPicker( vgui::Panel *pParent, const char *pAssetType, const char *pExt, const char *pSubDir, const char *pTextType ); ~CBaseAssetPicker(); // overridden frame functions virtual void OnTick(); virtual bool HasUserConfigSettings(); virtual void ApplyUserConfigSettings( KeyValues *pUserConfig ); virtual void GetUserConfigSettings( KeyValues *pUserConfig ); virtual void OnCommand( const char *pCommand ); // Purpose: virtual void OnKeyCodePressed( vgui::KeyCode code ); // Returns the selected asset name int GetSelectedAssetCount(); const char *GetSelectedAsset( int nAssetIndex = -1 ); // Is multiselect enabled? bool IsMultiselectEnabled() const; // Sets the initial selected asset void SetInitialSelection( const char *pAssetName ); // Set/get the filter void SetFilter( const char *pFilter ); const char *GetFilter(); // Purpose: refreshes the file tree void RefreshFileTree(); virtual void Activate(); protected: // Creates standard controls. Allows the derived class to // add these controls to various splitter windows void CreateStandardControls( vgui::Panel *pParent, bool bAllowMultiselect = false ); // Allows the picker to browse multiple asset types void AddExtension( const char *pExtension ); // Derived classes have this called when the previewed asset changes virtual void OnSelectedAssetPicked( const char *pAssetName ) {} // Derived classes have this called when the next selected asset is selected by default virtual void OnNextSelectionIsDefault() {} // Request focus of the filter box void RequestFilterFocus(); // Rescan assets void RescanAssets(); const char *GetModPath( int nModIndex ); MESSAGE_FUNC_PARAMS( OnTextChanged, "TextChanged", kv ); MESSAGE_FUNC_PARAMS( OnItemSelected, "ItemSelected", kv ); MESSAGE_FUNC_PARAMS( OnCheckButtonChecked, "CheckButtonChecked", kv ); MESSAGE_FUNC( OnFileSelected, "TreeViewItemSelected" ); protected: struct AssetInfo_t { int m_nAssetIndex; int m_nItemId; }; void BuildAssetNameList(); void RefreshAssetList( ); int GetSelectedAssetModIndex( ); // Is a particular asset visible? bool IsAssetVisible( int nAssetIndex ); // Recursively add all files matching the wildcard under this directory void AddAssetToList( int nAssetIndex ); // Update column headers void UpdateAssetColumnHeader( ); vgui::Splitter *m_pAssetSplitter; CAssetTreeView* m_pFileTree; vgui::CheckButton* m_pSubDirCheck; vgui::TextEntry *m_pFilter; vgui::ListPanel *m_pAssetBrowser; vgui::TextEntry *m_pFullPath; vgui::ComboBox *m_pModSelector; vgui::Button *m_pRescanButton; AssetList_t m_hAssetList; CUtlString m_FolderFilter; CUtlString m_Filter; CUtlString m_SelectedAsset; CUtlVector< AssetInfo_t > m_AssetList; const char *m_pAssetType; const char *m_pAssetTextType; const char *m_pAssetExt; const char *m_pAssetSubDir; CUtlVector< const char * > m_ExtraAssetExt; bool m_bBuiltAssetList : 1; bool m_bFirstAssetScan : 1; bool m_bFinishedAssetListScan : 1; int m_nCurrentModFilter; int m_nMatchingAssets; bool m_bSubDirCheck; friend class CBaseAssetPickerFrame; }; //----------------------------------------------------------------------------- // Purpose: Modal dialog for asset picker //----------------------------------------------------------------------------- class CBaseAssetPickerFrame : public vgui::Frame { DECLARE_CLASS_SIMPLE( CBaseAssetPickerFrame, vgui::Frame ); public: CBaseAssetPickerFrame( vgui::Panel *pParent ); ~CBaseAssetPickerFrame(); // Inherited from Frame virtual void OnCommand( const char *pCommand ); // Purpose: Activate the dialog // The message "AssetSelected" will be sent if an asset is picked // Pass in optional keyvalues to add to the message void DoModal( KeyValues *pContextKeyValues = NULL ); // Sets the initial selected asset void SetInitialSelection( const char *pAssetName ); // Set/get the filter void SetFilter( const char *pFilter ); const char *GetFilter(); protected: // Allows the derived class to create the picker void SetAssetPicker( CBaseAssetPicker* pPicker ); CBaseAssetPicker* GetAssetPicker() { return m_pPicker; } // Posts a message (passing the key values) void PostMessageAndClose( KeyValues *pKeyValues ); private: void CleanUpMessage(); CBaseAssetPicker *m_pPicker; vgui::Button *m_pOpenButton; vgui::Button *m_pCancelButton; KeyValues *m_pContextKeyValues; }; #endif // BASEASSETPICKER_H