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wnsrc/lua/vgui/dpanellist.lua

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Lua
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2024-08-04 22:55:00 +03:00
--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
local PANEL = {}
AccessorFunc( PANEL, "m_bSizeToContents", "AutoSize" )
AccessorFunc( PANEL, "m_bStretchHorizontally", "StretchHorizontally" )
AccessorFunc( PANEL, "m_bNoSizing", "NoSizing" )
AccessorFunc( PANEL, "m_bSortable", "Sortable" )
AccessorFunc( PANEL, "m_fAnimTime", "AnimTime" )
AccessorFunc( PANEL, "m_fAnimEase", "AnimEase" )
AccessorFunc( PANEL, "m_strDraggableName", "DraggableName" )
AccessorFunc( PANEL, "Spacing", "Spacing" )
AccessorFunc( PANEL, "Padding", "Padding" )
function PANEL:Init()
self:SetDraggableName( "GlobalDPanel" )
self.pnlCanvas = vgui.Create( "DPanel", self )
self.pnlCanvas:SetPaintBackground( false )
self.pnlCanvas.OnMousePressed = function( slf, code ) slf:GetParent():OnMousePressed( code ) end
self.pnlCanvas.OnChildRemoved = function() self:OnChildRemoved() end
self.pnlCanvas:SetMouseInputEnabled( true )
self.pnlCanvas.InvalidateLayout = function() self:InvalidateLayout() end
self.Items = {}
self.YOffset = 0
self.m_fAnimTime = 0
self.m_fAnimEase = -1 -- means ease in out
self.m_iBuilds = 0
self:SetSpacing( 0 )
self:SetPadding( 0 )
self:EnableHorizontal( false )
self:SetAutoSize( false )
self:SetPaintBackground( true )
self:SetNoSizing( false )
self:SetMouseInputEnabled( true )
-- This turns off the engine drawing
self:SetPaintBackgroundEnabled( false )
self:SetPaintBorderEnabled( false )
end
function PANEL:OnModified()
-- Override me
end
function PANEL:SizeToContents()
self:SetSize( self.pnlCanvas:GetSize() )
end
function PANEL:GetItems()
-- Should we return a copy of this to stop
-- people messing with it?
return self.Items
end
function PANEL:EnableHorizontal( bHoriz )
self.Horizontal = bHoriz
end
function PANEL:EnableVerticalScrollbar()
if ( self.VBar ) then return end
self.VBar = vgui.Create( "DVScrollBar", self )
end
function PANEL:GetCanvas()
return self.pnlCanvas
end
function PANEL:Clear( bDelete )
for k, panel in pairs( self.Items ) do
if ( !IsValid( panel ) ) then continue end
panel:SetVisible( false )
if ( bDelete ) then
panel:Remove()
end
end
self.Items = {}
end
function PANEL:AddItem( item, strLineState )
if ( !IsValid( item ) ) then return end
item:SetVisible( true )
item:SetParent( self:GetCanvas() )
item.m_strLineState = strLineState || item.m_strLineState
table.insert( self.Items, item )
--[[if ( self.m_bSortable ) then
local DragSlot = item:MakeDraggable( self:GetDraggableName(), self )
DragSlot.OnDrop = self.DropAction
end]]
item:SetSelectable( self.m_bSelectionCanvas )
self:InvalidateLayout()
end
function PANEL:InsertBefore( before, insert, strLineState )
table.RemoveByValue( self.Items, insert )
self:AddItem( insert, strLineState )
local key = table.KeyFromValue( self.Items, before )
if ( key ) then
table.RemoveByValue( self.Items, insert )
table.insert( self.Items, key, insert )
end
end
function PANEL:InsertAfter( before, insert, strLineState )
table.RemoveByValue( self.Items, insert )
self:AddItem( insert, strLineState )
local key = table.KeyFromValue( self.Items, before )
if ( key ) then
table.RemoveByValue( self.Items, insert )
table.insert( self.Items, key + 1, insert )
end
end
function PANEL:InsertAtTop( insert, strLineState )
table.RemoveByValue( self.Items, insert )
self:AddItem( insert, strLineState )
local key = 1
if ( key ) then
table.RemoveByValue( self.Items, insert )
table.insert( self.Items, key, insert )
end
end
function PANEL.DropAction( Slot, RcvSlot )
local PanelToMove = Slot.Panel
if ( dragndrop.m_MenuData == "copy" ) then
if ( PanelToMove.Copy ) then
PanelToMove = Slot.Panel:Copy()
PanelToMove.m_strLineState = Slot.Panel.m_strLineState
else
return
end
end
PanelToMove:SetPos( RcvSlot.Data.pnlCanvas:ScreenToLocal( gui.MouseX() - dragndrop.m_MouseLocalX, gui.MouseY() - dragndrop.m_MouseLocalY ) )
if ( dragndrop.DropPos == 4 || dragndrop.DropPos == 8 ) then
RcvSlot.Data:InsertBefore( RcvSlot.Panel, PanelToMove )
else
RcvSlot.Data:InsertAfter( RcvSlot.Panel, PanelToMove )
end
end
function PANEL:RemoveItem( item, bDontDelete )
for k, panel in pairs( self.Items ) do
if ( panel == item ) then
self.Items[ k ] = nil
if ( !bDontDelete ) then
panel:Remove()
end
self:InvalidateLayout()
end
end
end
function PANEL:CleanList()
for k, panel in pairs( self.Items ) do
if ( !IsValid( panel ) || panel:GetParent() != self.pnlCanvas ) then
self.Items[k] = nil
end
end
end
function PANEL:Rebuild()
local Offset = 0
self.m_iBuilds = self.m_iBuilds + 1
self:CleanList()
if ( self.Horizontal ) then
local x, y = self.Padding, self.Padding
for k, panel in pairs( self.Items ) do
if ( panel:IsVisible() ) then
local OwnLine = ( panel.m_strLineState && panel.m_strLineState == "ownline" )
local w = panel:GetWide()
local h = panel:GetTall()
if ( x > self.Padding && ( x + w > self:GetWide() || OwnLine ) ) then
x = self.Padding
y = y + h + self.Spacing
end
if ( self.m_fAnimTime > 0 && self.m_iBuilds > 1 ) then
panel:MoveTo( x, y, self.m_fAnimTime, 0, self.m_fAnimEase )
else
panel:SetPos( x, y )
end
x = x + w + self.Spacing
Offset = y + h + self.Spacing
if ( OwnLine ) then
x = self.Padding
y = y + h + self.Spacing
end
end
end
else
for k, panel in pairs( self.Items ) do
if ( panel:IsVisible() ) then
if ( self.m_bNoSizing ) then
panel:SizeToContents()
if ( self.m_fAnimTime > 0 && self.m_iBuilds > 1 ) then
panel:MoveTo( ( self:GetCanvas():GetWide() - panel:GetWide() ) * 0.5, self.Padding + Offset, self.m_fAnimTime, 0, self.m_fAnimEase )
else
panel:SetPos( ( self:GetCanvas():GetWide() - panel:GetWide() ) * 0.5, self.Padding + Offset )
end
else
panel:SetSize( self:GetCanvas():GetWide() - self.Padding * 2, panel:GetTall() )
if ( self.m_fAnimTime > 0 && self.m_iBuilds > 1 ) then
panel:MoveTo( self.Padding, self.Padding + Offset, self.m_fAnimTime, self.m_fAnimEase )
else
panel:SetPos( self.Padding, self.Padding + Offset )
end
end
-- Changing the width might ultimately change the height
-- So give the panel a chance to change its height now,
-- so when we call GetTall below the height will be correct.
-- True means layout now.
panel:InvalidateLayout( true )
Offset = Offset + panel:GetTall() + self.Spacing
end
end
Offset = Offset + self.Padding
end
self:GetCanvas():SetTall( Offset + self.Padding - self.Spacing )
-- Although this behaviour isn't exactly implied, center vertically too
if ( self.m_bNoSizing && self:GetCanvas():GetTall() < self:GetTall() ) then
self:GetCanvas():SetPos( 0, ( self:GetTall() - self:GetCanvas():GetTall() ) * 0.5 )
end
end
function PANEL:OnMouseWheeled( dlta )
if ( self.VBar ) then
return self.VBar:OnMouseWheeled( dlta )
end
end
function PANEL:Paint( w, h )
derma.SkinHook( "Paint", "PanelList", self, w, h )
return true
end
function PANEL:OnVScroll( iOffset )
self.pnlCanvas:SetPos( 0, iOffset )
end
function PANEL:PerformLayout()
local Wide = self:GetWide()
local Tall = self.pnlCanvas:GetTall()
local YPos = 0
if ( !self.Rebuild ) then
debug.Trace()
end
self:Rebuild()
if ( self.VBar ) then
self.VBar:SetPos( self:GetWide() - 13, 0 )
self.VBar:SetSize( 13, self:GetTall() )
self.VBar:SetUp( self:GetTall(), self.pnlCanvas:GetTall() ) -- Disables scrollbar if nothing to scroll
YPos = self.VBar:GetOffset()
if ( self.VBar.Enabled ) then Wide = Wide - 13 end
end
self.pnlCanvas:SetPos( 0, YPos )
self.pnlCanvas:SetWide( Wide )
self:Rebuild()
if ( self:GetAutoSize() ) then
self:SetTall( self.pnlCanvas:GetTall() )
self.pnlCanvas:SetPos( 0, 0 )
end
if ( self.VBar && !self:GetAutoSize() && Tall != self.pnlCanvas:GetTall() ) then
self.VBar:SetScroll( self.VBar:GetScroll() ) -- Make sure we are not too far down!
end
end
function PANEL:OnChildRemoved()
self:CleanList()
self:InvalidateLayout()
end
function PANEL:ScrollToChild( panel )
local x, y = self.pnlCanvas:GetChildPosition( panel )
local w, h = panel:GetSize()
y = y + h * 0.5
y = y - self:GetTall() * 0.5
self.VBar:AnimateTo( y, 0.5, 0, 0.5 )
end
function PANEL:SortByMember( key, desc )
desc = desc || true
table.sort( self.Items, function( a, b )
if ( desc ) then
local ta = a
local tb = b
a = tb
b = ta
end
if ( a[ key ] == nil ) then return false end
if ( b[ key ] == nil ) then return true end
return a[ key ] > b[ key ]
end )
end
derma.DefineControl( "DPanelList", "A Panel that neatly organises other panels", PANEL, "DPanel" )