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wnsrc/lua/includes/modules/spawnmenu.lua
lifestorm 94063e4369 Upload
2024-08-04 22:55:00 +03:00

317 lines
6.5 KiB
Lua

--[[
| 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 spawnmenu_engine = spawnmenu
module( "spawnmenu", package.seeall )
local g_ToolMenu = {}
local CreationMenus = {}
local PropTable = {}
local PropTableCustom = {}
local ActiveToolPanel = nil
local ActiveSpawnlistID = 1000
--[[---------------------------------------------------------
Tool Tabs
-----------------------------------------------------------]]
function SetActiveControlPanel( pnl )
ActiveToolPanel = pnl
end
function ActiveControlPanel()
return ActiveToolPanel
end
function GetTools()
return g_ToolMenu
end
function GetToolMenu( name, label, icon )
--
-- This is a dirty hack so that Main stays at the front of the tabs.
--
if ( name == "Main" ) then name = "AAAAAAA_Main" end
label = label or name
icon = icon or "icon16/wrench.png"
for k, v in ipairs( g_ToolMenu ) do
if ( v.Name == name ) then return v.Items end
end
local NewMenu = { Name = name, Items = {}, Label = label, Icon = icon }
table.insert( g_ToolMenu, NewMenu )
--
-- Order the tabs by NAME
--
table.SortByMember( g_ToolMenu, "Name", true )
return NewMenu.Items
end
function ClearToolMenus()
g_ToolMenu = {}
end
function AddToolTab( strName, strLabel, Icon )
GetToolMenu( strName, strLabel, Icon )
end
function SwitchToolTab( id )
local Tab = g_SpawnMenu:GetToolMenu():GetToolPanel( id )
if ( !IsValid( Tab ) or !IsValid( Tab.PropertySheetTab ) ) then return end
Tab.PropertySheetTab:DoClick()
end
function ActivateToolPanel( tabId, ctrlPnl, toolName )
local Tab = g_SpawnMenu:GetToolMenu():GetToolPanel( tabId )
if ( !IsValid( Tab ) ) then return end
spawnmenu.SetActiveControlPanel( ctrlPnl )
if ( ctrlPnl ) then
Tab:SetActive( ctrlPnl )
end
SwitchToolTab( tabId )
if ( toolName && Tab.SetActiveToolText ) then
Tab:SetActiveToolText( toolName )
end
end
-- While technically tool class names CAN be duplicate, it normally should never happen.
function ActivateTool( strName, noCommand )
-- I really don't like this triple loop
for tab, v in ipairs( g_ToolMenu ) do
for _, items in pairs( v.Items ) do
for _, item in pairs( items ) do
if ( istable( item ) && item.ItemName && item.ItemName == strName ) then
if ( !noCommand && item.Command && string.len( item.Command ) > 1 ) then
RunConsoleCommand( unpack( string.Explode( " ", item.Command ) ) )
end
local cp = controlpanel.Get( strName )
if ( !cp:GetInitialized() ) then
cp:FillViaTable( { Text = item.Text, ControlPanelBuildFunction = item.CPanelFunction } )
end
ActivateToolPanel( tab, cp, strName )
return
end
end
end
end
end
function AddToolCategory( tab, RealName, PrintName )
local Menu = GetToolMenu( tab )
-- Does this category already exist?
for k, v in ipairs( Menu ) do
if ( v.Text == PrintName ) then return end
if ( v.ItemName == RealName ) then return end
end
table.insert( Menu, { Text = PrintName, ItemName = RealName } )
end
function AddToolMenuOption( tab, category, itemname, text, command, controls, cpanelfunction, TheTable )
local Menu = GetToolMenu( tab )
local CategoryTable = nil
for k, v in ipairs( Menu ) do
if ( v.ItemName && v.ItemName == category ) then CategoryTable = v break end
end
-- No table found.. lets create one
if ( !CategoryTable ) then
CategoryTable = { Text = "#" .. category, ItemName = category }
table.insert( Menu, CategoryTable )
end
TheTable = TheTable or {}
TheTable.ItemName = itemname
TheTable.Text = text
TheTable.Command = command
TheTable.Controls = controls
TheTable.CPanelFunction = cpanelfunction
table.insert( CategoryTable, TheTable )
-- Keep the table sorted
table.SortByMember( CategoryTable, "Text", true )
end
--[[---------------------------------------------------------
Creation Tabs
-----------------------------------------------------------]]
function AddCreationTab( strName, pFunction, pMaterial, iOrder, strTooltip )
iOrder = iOrder or 1000
pMaterial = pMaterial or "icon16/exclamation.png"
CreationMenus[ strName ] = { Function = pFunction, Icon = pMaterial, Order = iOrder, Tooltip = strTooltip }
end
function GetCreationTabs()
return CreationMenus
end
function SwitchCreationTab( id )
local tab = g_SpawnMenu:GetCreationMenu():GetCreationTab( id )
if ( !tab or !IsValid( tab.Tab ) ) then return end
tab.Tab:DoClick()
end
--[[---------------------------------------------------------
Spawn lists
-----------------------------------------------------------]]
function GetPropTable()
return PropTable
end
function GetCustomPropTable()
return PropTableCustom
end
function AddPropCategory( strFilename, strName, tabContents, icon, id, parentid, needsapp )
PropTableCustom[ strFilename ] = {
name = strName,
contents = tabContents,
icon = icon,
id = id or ActiveSpawnlistID,
parentid = parentid or 0,
needsapp = needsapp
}
if ( !id ) then ActiveSpawnlistID = ActiveSpawnlistID + 1 end
end
-- Populate the spawnmenu from the text files (engine)
function PopulateFromEngineTextFiles()
-- Reset the already loaded prop list before loading them again.
-- This caused the spawnlists to duplicate into crazy trees when spawnmenu_reload'ing after saving edited spawnlists
PropTable = {}
spawnmenu_engine.PopulateFromTextFiles( function( strFilename, strName, tabContents, icon, id, parentid, needsapp )
PropTable[ strFilename ] = {
name = strName,
contents = tabContents,
icon = icon,
id = id,
parentid = parentid or 0,
needsapp = needsapp
}
end )
end
-- Save the spawnfists to text files (engine)
function DoSaveToTextFiles( props )
spawnmenu_engine.SaveToTextFiles( props )
end
--[[
Content Providers
Functions that populate the spawnmenu from the spawnmenu txt files.
function MyFunction( ContentPanel, ObjectTable )
local myspawnicon = CreateSpawnicon( ObjectTable.model )
ContentPanel:AddItem( myspawnicon )
end
spawnmenu.AddContentType( "model", MyFunction )
--]]
local cp = {}
function AddContentType( name, func )
cp[ name ] = func
end
function GetContentType( name )
if ( !cp[ name ] ) then
cp[ name ] = function() end
Msg( "spawnmenu.GetContentType( ", name, " ) - not found!\n" )
end
return cp[ name ]
end
function CreateContentIcon( type, parent, tbl )
local ctrlpnl = GetContentType( type )
if ( ctrlpnl ) then return ctrlpnl( parent, tbl ) end
end