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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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//=============================================================================
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#if defined(WIN32) && !defined( _X360 )
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#include <windows.h>
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#endif
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#undef PropertySheet
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#include "matsys_controls/gamefiletreeview.h"
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#include "filesystem.h"
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#include "tier1/KeyValues.h"
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#include "vgui/ISurface.h"
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#include "vgui/Cursor.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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using namespace vgui;
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//-----------------------------------------------------------------------------
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// list of all tree view icons
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//-----------------------------------------------------------------------------
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enum
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{
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IMAGE_FOLDER = 1,
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IMAGE_OPENFOLDER,
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IMAGE_FILE,
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};
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CGameFileTreeView::CGameFileTreeView( Panel *parent, const char *name, const char *pRootFolderName, const char *pRootDir, const char *pExtension ) : BaseClass(parent, name), m_Images( false )
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{
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m_RootDir = pRootDir;
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m_Ext = pExtension;
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m_bUseExt = ( pExtension != NULL );
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m_RootFolderName = pRootFolderName;
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// build our list of images
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m_Images.AddImage( scheme()->GetImage( "resource/icon_folder", false ) );
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m_Images.AddImage( scheme()->GetImage( "resource/icon_folder_selected", false ) );
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m_Images.AddImage( scheme()->GetImage( "resource/icon_file", false ) );
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SetImageList( &m_Images, false );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Refreshes the active file list
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//-----------------------------------------------------------------------------
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void CGameFileTreeView::RefreshFileList()
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{
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RemoveAll();
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SetFgColor(Color(216, 222, 211, 255));
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// add the base node
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KeyValues *pkv = new KeyValues( "root" );
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pkv->SetString( "text", m_RootFolderName );
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pkv->SetInt( "root", 1 );
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pkv->SetInt( "expand", 1 );
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int iRoot = AddItem( pkv, GetRootItemIndex() );
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pkv->deleteThis();
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ExpandItem( iRoot, true );
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}
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//-----------------------------------------------------------------------------
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// Selects the root folder
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//-----------------------------------------------------------------------------
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void CGameFileTreeView::SelectRoot()
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{
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AddSelectedItem( GetRootItemIndex(), true );
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}
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//-----------------------------------------------------------------------------
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// Gets the number of root directories
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//-----------------------------------------------------------------------------
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int CGameFileTreeView::GetRootDirectoryCount()
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{
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return GetNumChildren( GetRootItemIndex() );
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}
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//-----------------------------------------------------------------------------
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// Gets the ith root directory
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//-----------------------------------------------------------------------------
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const char *CGameFileTreeView::GetRootDirectory( int nIndex )
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{
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int nItemIndex = GetChild( GetRootItemIndex(), nIndex );
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KeyValues *kv = GetItemData( nItemIndex );
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if ( !kv )
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return NULL;
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return kv->GetString( "path", NULL );
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}
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//-----------------------------------------------------------------------------
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// Populate the root node (necessary since tree view can't have multiple roots)
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//-----------------------------------------------------------------------------
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void CGameFileTreeView::PopulateRootNode( int itemIndex )
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{
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AddDirectoriesOfNode( itemIndex, m_RootDir );
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if ( m_bUseExt )
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{
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AddFilesOfNode( itemIndex, m_RootDir, m_Ext );
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}
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}
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//-----------------------------------------------------------------------------
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// Populate the root node with directories
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//-----------------------------------------------------------------------------
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bool CGameFileTreeView::DoesDirectoryHaveSubdirectories( const char *pFilePath )
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{
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char pSearchString[MAX_PATH];
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Q_snprintf( pSearchString, MAX_PATH, "%s\\*", pFilePath );
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// get the list of files
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FileFindHandle_t findHandle;
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// generate children
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// add all the items
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const char *pszFileName = g_pFullFileSystem->FindFirstEx( pSearchString, "GAME", &findHandle );
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while ( pszFileName )
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{
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bool bIsDirectory = g_pFullFileSystem->FindIsDirectory( findHandle );
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if ( bIsDirectory && Q_strnicmp( pszFileName, ".", 2 ) && Q_strnicmp( pszFileName, "..", 3 ) )
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return true;
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pszFileName = g_pFullFileSystem->FindNext( findHandle );
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}
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g_pFullFileSystem->FindClose( findHandle );
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return false;
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}
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//-----------------------------------------------------------------------------
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// Populate the root node with directories
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//-----------------------------------------------------------------------------
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void CGameFileTreeView::AddDirectoriesOfNode( int itemIndex, const char *pFilePath )
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{
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char pSearchString[MAX_PATH];
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Q_snprintf( pSearchString, MAX_PATH, "%s\\*", pFilePath );
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// get the list of files
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FileFindHandle_t findHandle;
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// generate children
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// add all the items
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const char *pszFileName = g_pFullFileSystem->FindFirstEx( pSearchString, "GAME", &findHandle );
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while ( pszFileName )
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{
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bool bIsDirectory = g_pFullFileSystem->FindIsDirectory( findHandle );
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if ( bIsDirectory && Q_strnicmp( pszFileName, ".", 2 ) && Q_strnicmp( pszFileName, "..", 3 ) )
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{
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KeyValues *kv = new KeyValues( "node", "text", pszFileName );
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char pFullPath[MAX_PATH];
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Q_snprintf( pFullPath, sizeof(pFullPath), "%s/%s", pFilePath, pszFileName );
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Q_FixSlashes( pFullPath );
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Q_strlower( pFullPath );
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bool bHasSubdirectories = DoesDirectoryHaveSubdirectories( pFullPath );
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kv->SetString( "path", pFullPath );
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kv->SetInt( "expand", bHasSubdirectories );
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kv->SetInt( "dir", 1 );
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kv->SetInt( "image", IMAGE_FOLDER );
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int itemID = AddItem(kv, itemIndex);
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kv->deleteThis();
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// mark directories in orange
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SetItemColorForDirectories( itemID );
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}
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pszFileName = g_pFullFileSystem->FindNext( findHandle );
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}
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g_pFullFileSystem->FindClose( findHandle );
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}
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//-----------------------------------------------------------------------------
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// Populate the root node with files
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//-----------------------------------------------------------------------------
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void CGameFileTreeView::AddFilesOfNode( int itemIndex, const char *pFilePath, const char *pExt )
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{
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char pSearchString[MAX_PATH];
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Q_snprintf( pSearchString, MAX_PATH, "%s\\*.%s", pFilePath, pExt );
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// get the list of files
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FileFindHandle_t findHandle;
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// generate children
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// add all the items
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const char *pszFileName = g_pFullFileSystem->FindFirst( pSearchString, &findHandle );
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while ( pszFileName )
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{
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if ( !g_pFullFileSystem->FindIsDirectory( findHandle ) )
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{
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KeyValues *kv = new KeyValues( "node", "text", pszFileName );
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char pFullPath[MAX_PATH];
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Q_snprintf( pFullPath, MAX_PATH, "%s\\%s", pFilePath, pszFileName );
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kv->SetString( "path", pFullPath );
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kv->SetInt( "image", IMAGE_FILE );
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AddItem(kv, itemIndex);
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kv->deleteThis();
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}
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pszFileName = g_pFullFileSystem->FindNext( findHandle );
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}
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g_pFullFileSystem->FindClose( findHandle );
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}
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//-----------------------------------------------------------------------------
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// override to incremental request and show p4 directories
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//-----------------------------------------------------------------------------
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void CGameFileTreeView::GenerateChildrenOfNode(int itemIndex)
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{
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KeyValues *pkv = GetItemData(itemIndex);
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if ( pkv->GetInt("root") )
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{
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PopulateRootNode( itemIndex );
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return;
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}
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if (!pkv->GetInt("dir"))
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return;
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const char *pFilePath = pkv->GetString("path", "");
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if (!pFilePath[0])
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return;
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surface()->SetCursor(dc_waitarrow);
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AddDirectoriesOfNode( itemIndex, pFilePath );
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if ( m_bUseExt )
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{
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AddFilesOfNode( itemIndex, pFilePath, m_Ext );
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}
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}
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//-----------------------------------------------------------------------------
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// setup a context menu whenever a directory is clicked on
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//-----------------------------------------------------------------------------
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void CGameFileTreeView::GenerateContextMenu( int itemIndex, int x, int y )
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{
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return;
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/*
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KeyValues *pkv = GetItemData(itemIndex);
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const char *pFilePath = pkv->GetString("path", "");
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if (!pFilePath[0])
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return;
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Menu *pContext = new Menu(this, "FileContext");
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pContext->AddMenuItem("Cloak folder", new KeyValues("CloakFolder", "item", itemIndex), GetParent(), NULL);
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// show the context menu
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pContext->SetPos(x, y);
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pContext->SetVisible(true);
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*/
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}
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//-----------------------------------------------------------------------------
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// Sets an item to be colored as if its a menu
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//-----------------------------------------------------------------------------
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void CGameFileTreeView::SetItemColorForDirectories( int itemID )
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{
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// mark directories in orange
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SetItemFgColor( itemID, Color(224, 192, 0, 255) );
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}
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//-----------------------------------------------------------------------------
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// setup a smaller font
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//-----------------------------------------------------------------------------
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void CGameFileTreeView::ApplySchemeSettings(IScheme *pScheme)
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{
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BaseClass::ApplySchemeSettings(pScheme);
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SetFont( pScheme->GetFont("DefaultSmall") );
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}
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