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vgui2/dme_controls/attributeshaderpickerpanel.cpp
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77
vgui2/dme_controls/attributeshaderpickerpanel.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#include "dme_controls/AttributeShaderPickerPanel.h"
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#include "dme_controls/AttributeTextEntry.h"
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#include "matsys_controls/Picker.h"
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#include "tier1/KeyValues.h"
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#include "matsys_controls/matsyscontrols.h"
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#include "materialsystem/imaterialsystem.h"
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#include "materialsystem/IShader.h"
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using namespace vgui;
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CAttributeShaderPickerPanel::CAttributeShaderPickerPanel( vgui::Panel *parent, const AttributeWidgetInfo_t &info ) :
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BaseClass( parent, info )
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{
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}
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CAttributeShaderPickerPanel::~CAttributeShaderPickerPanel()
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{
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}
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//-----------------------------------------------------------------------------
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// Called when it's time to show the picker
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//-----------------------------------------------------------------------------
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void CAttributeShaderPickerPanel::ShowPickerDialog()
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{
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CPickerFrame *pShaderPickerDialog = new CPickerFrame( this, "Select Shader", "Shader", "shaderName" );
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int nCount = vgui::MaterialSystem()->ShaderCount();
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IShader** ppShaderList = (IShader**)_alloca( nCount * sizeof(IShader) );
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vgui::MaterialSystem()->GetShaders( 0, nCount, ppShaderList );
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PickerList_t shaderList( 0, nCount );
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for ( int i = 0; i < nCount; ++i )
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{
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if ( ( ppShaderList[i]->GetFlags() & SHADER_NOT_EDITABLE ) == 0 )
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{
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int j = shaderList.AddToTail( );
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shaderList[j].m_pChoiceString = ppShaderList[i]->GetName();
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shaderList[j].m_pChoiceValue = ppShaderList[i]->GetName();
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}
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}
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pShaderPickerDialog->AddActionSignalTarget( this );
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pShaderPickerDialog->DoModal( shaderList );
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}
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//-----------------------------------------------------------------------------
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// Called by the picker dialog if a asset was selected
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//-----------------------------------------------------------------------------
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void CAttributeShaderPickerPanel::OnPicked( KeyValues *pKeyValues )
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{
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// Get the asset name back
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const char *pShaderName = pKeyValues->GetString( "choice", NULL );
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if ( !pShaderName || !pShaderName[ 0 ] )
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return;
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// Apply to text panel
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m_pData->SetText( pShaderName );
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SetDirty(true);
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if ( IsAutoApply() )
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{
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Apply();
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}
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}
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