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389 lines
12 KiB
389 lines
12 KiB
5 years ago
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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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#include "cbase.h"
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#include "crate_detail_panels.h"
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#include "vgui_controls/TextImage.h"
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#include "econ_gcmessages.h"
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#include "gc_clientsystem.h"
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#include "econ_ui.h"
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#include <vgui/ISurface.h>
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#include "econ_item_inventory.h"
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#include "econ/tool_items/tool_items.h"
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#define SHUFFLE_TIME 5.f
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float CInputStringForItemBackpackOverlayDialog::m_sflNextShuffleTime = 0.f;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CInputStringForItemBackpackOverlayDialog::CInputStringForItemBackpackOverlayDialog( vgui::Panel *pParent, CEconItemView *pItem, CEconItemView *pChosenKey )
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: vgui::EditablePanel( pParent, "InputStringForItemBackpackOverlayDialog" )
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, m_Item( *pItem )
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, m_pPreviewModelPanel( NULL )
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, m_pTextEntry( NULL )
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, m_pItemModelPanelKVs( NULL )
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, m_bUpdateRecieved( false )
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{
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if ( pChosenKey )
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{
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m_UseableKey = *pChosenKey;
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}
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m_pPreviewModelPanel = new CItemModelPanel( this, "preview_model" );
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m_pTextEntry = new vgui::TextEntry( this, "TextEntryControl" );
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m_pShuffleButton = new CExButton( this, "ShuffleButton", "Shuffle" );
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m_pRareLootLabel = new CExLabel( this, "RareLootLabel", "#Econ_Revolving_Loot_List_Rare_Item" );
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m_pProgressBar = new vgui::ProgressBar( this, "ShuffleProgress" );
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m_pGetKeyButton = new CExButton( this, "GetKeyButton", "getkey" );
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m_pUseKeyButton = new CExButton( this, "UseKeyButton", "usekey" );
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m_pMouseOverItemPanel = vgui::SETUP_PANEL( new CItemModelPanel( this, "mouseoveritempanel" ) );
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m_pMouseOverTooltip = new CItemModelPanelToolTip( this );
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m_pMouseOverTooltip->SetupPanels( this, m_pMouseOverItemPanel );
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ListenForGameEvent( "inventory_updated" );
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}
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CInputStringForItemBackpackOverlayDialog::~CInputStringForItemBackpackOverlayDialog()
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{
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if ( m_pItemModelPanelKVs )
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{
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m_pItemModelPanelKVs->deleteThis();
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m_pItemModelPanelKVs = NULL;
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}
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m_vecContentsPanels.PurgeAndDeleteElements();
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}
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void CInputStringForItemBackpackOverlayDialog::FireGameEvent( IGameEvent *event )
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{
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// If we're not visible, ignore all events
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if ( !IsVisible() )
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return;
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// Something caused our inventory to update. Assuming it was from our shuffle
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// then we need to update ourselves.
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const char *type = event->GetName();
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if ( Q_strcmp( "inventory_updated", type ) == 0 )
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{
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m_bUpdateRecieved = true;
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}
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}
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void CInputStringForItemBackpackOverlayDialog::ApplySchemeSettings( vgui::IScheme *pScheme )
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{
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BaseClass::ApplySchemeSettings( pScheme );
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LoadControlSettings( "Resource/UI/econ/InputStringForItemBackpackOverlayDialog.res" );
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CCrateLootListWrapper itemWrapper( &m_Item );
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const IEconLootList *pLootList = itemWrapper.GetEconLootList();
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// Set the crate footer text. The crate itself specifies what to use.
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if ( pLootList->GetLootListFooterLocalizationKey() )
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{
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m_pRareLootLabel->SetText( pLootList->GetLootListFooterLocalizationKey() );
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}
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else
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{
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const char *pszRareLootListFooterLocalizationKey = m_Item.GetItemDefinition()->GetDefinitionString( "loot_list_rare_item_footer", "#Econ_Revolving_Loot_List_Rare_Item" );
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m_pRareLootLabel->SetText( pszRareLootListFooterLocalizationKey );
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}
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// Use the gradient border for the tooltip
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m_pMouseOverItemPanel->SetBorder( pScheme->GetBorder("LoadoutItemPopupBorder") );
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m_pPreviewModelPanel->SetItem( &m_Item );
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m_pPreviewModelPanel->SetActAsButton( false, false ); // Dont mess around with the mouse
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m_pTextEntry->RequestFocus();
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}
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void CInputStringForItemBackpackOverlayDialog::ApplySettings( KeyValues *inResourceData )
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{
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BaseClass::ApplySettings( inResourceData );
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// Pull out the model panel KVs for this panel
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KeyValues *pItemKV = inResourceData->FindKey( "modelpanels_kv" );
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if ( pItemKV )
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{
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if ( m_pItemModelPanelKVs )
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{
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m_pItemModelPanelKVs->deleteThis();
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}
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m_pItemModelPanelKVs = new KeyValues( "modelpanels_kv" );
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pItemKV->CopySubkeys( m_pItemModelPanelKVs );
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}
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CreateItemPanels();
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}
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void CInputStringForItemBackpackOverlayDialog::CreateItemPanels()
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{
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CCrateLootListWrapper itemWrapper( &m_Item );
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const IEconLootList *pLootList = itemWrapper.GetEconLootList();
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class CItemDefLootListIterator : public IEconLootList::IEconLootListIterator
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{
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public:
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CItemDefLootListIterator( CUtlVector< item_definition_index_t > *pVecItemDefs )
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: m_pVecItemDefs( pVecItemDefs )
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{}
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virtual void OnIterate( item_definition_index_t unItemDefIndex ) OVERRIDE
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{
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const CEconItemDefinition *pItemDef = GetItemSchema()->GetItemDefinition( unItemDefIndex );
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if ( pItemDef && pItemDef->BValidForShuffle() )
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{
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m_pVecItemDefs->AddToTail( unItemDefIndex );
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}
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}
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private:
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CUtlVector< item_definition_index_t > * const m_pVecItemDefs;
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};
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// Get the drops from the item
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CUtlVector< item_definition_index_t > vecItemDefs;
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CItemDefLootListIterator it( &vecItemDefs );
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pLootList->EnumerateUserFacingPotentialDrops( &it );
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if ( !m_pItemModelPanelKVs )
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return;
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if ( m_vecContentsPanels.Count() != vecItemDefs.Count() )
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{
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m_vecContentsPanels.PurgeAndDeleteElements();
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FOR_EACH_VEC( vecItemDefs, i )
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{
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// Create new panel
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CItemModelPanel* pItemPanel = m_vecContentsPanels[ m_vecContentsPanels.AddToTail( new CItemModelPanel( this, CFmtStr( "item_preview_%d", i ) ) ) ];
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pItemPanel->ApplySettings( m_pItemModelPanelKVs );
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pItemPanel->InvalidateLayout( true );
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pItemPanel->SetActAsButton( false, true ); // Lets us get mouse enter/exit evens for tooltips
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pItemPanel->SetTooltip( m_pMouseOverTooltip, "" ); // Tooltip panel to use
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}
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}
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// Create the panels and set the items into them
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FOR_EACH_VEC( vecItemDefs, i )
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{
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const item_definition_index_t &itemDef = vecItemDefs[i];
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CItemModelPanel* pItemPanel = m_vecContentsPanels[i];
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CEconItemView item;
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item.SetItemDefIndex( itemDef );
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item.SetItemQuality( AE_UNIQUE ); // Unique by default
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item.SetItemLevel( 0 ); // Hide this?
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item.SetInitialized( true );
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item.SetItemOriginOverride( kEconItemOrigin_Invalid );
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pItemPanel->SetItem( &item );
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}
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}
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void CInputStringForItemBackpackOverlayDialog::PerformLayout( void )
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{
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BaseClass::PerformLayout();
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// Find out how wide these panels will be side by side
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const int nBuffer = 5;
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int nTotalWide = 0;
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const int nCount = m_vecContentsPanels.Count();
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if ( nCount )
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{
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const int nWide = m_vecContentsPanels.Head()->GetWide();
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nTotalWide = (nCount * nWide) + ( (nCount - 1) * nBuffer );
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}
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// Find out how much space the panels take up within the parent
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int nParentWide = GetWide();
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int nDiff = nParentWide - nTotalWide;
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// How far we need to offset from the left edge
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int nStartOffset = nDiff / 2;
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// Place all the panels side by side
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FOR_EACH_VEC( m_vecContentsPanels, i )
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{
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CItemModelPanel* pItemPanel = m_vecContentsPanels[ i ];
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const int nWide = pItemPanel->GetWide();
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pItemPanel->SetPos( nStartOffset + i * (nWide + nBuffer), YRES(150) );
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pItemPanel->SetVisible( true );
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}
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// Which button to show
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m_pUseKeyButton->SetVisible( m_UseableKey.IsValid() );
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m_pGetKeyButton->SetVisible( !m_UseableKey.IsValid() );
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}
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void CInputStringForItemBackpackOverlayDialog::OnCommand( const char *command )
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{
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if ( !Q_strnicmp( command, "cancel", 6 ) )
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{
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TFModalStack()->PopModal( this );
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SetVisible( false );
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MarkForDeletion();
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}
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else if ( !Q_strnicmp( command, "shuffle", 7 ) )
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{
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// let the GC know
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if ( m_pTextEntry && Plat_FloatTime() >= m_sflNextShuffleTime )
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{
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// Set the next time they can send a request to shuffle
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m_sflNextShuffleTime = Plat_FloatTime() + SHUFFLE_TIME;
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enum { kMaxCodeStringSize = 32 };
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char szText[ kMaxCodeStringSize ] = { 0 };
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m_pTextEntry->GetText( &szText[0], sizeof( szText ) );
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GCSDK::CProtoBufMsg<CMsgGCShuffleCrateContents> msg( k_EMsgGCShuffleCrateContents );
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msg.Body().set_crate_item_id( m_Item.GetID() );
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msg.Body().set_user_code_string( szText );
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GCClientSystem()->BSendMessage( msg );
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m_pProgressBar->SetProgress( 0.f );
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m_pProgressBar->SetVisible( true );
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m_pTextEntry->SetVisible( false );
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vgui::surface()->PlaySound( "ui/itemcrate_shuffle.wav" );
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}
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}
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else if ( !Q_strnicmp( command, "getkey", 6 ) )
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{
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static CSchemaAttributeDefHandle pAttrDef_DecodedBy( "decoded by itemdefindex" );
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uint32 iDecodableItemDef = 0;
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if ( m_Item.FindAttribute( pAttrDef_DecodedBy, &iDecodableItemDef ) )
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{
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// casting to the proper type since our econ system is dumb
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const float& value_as_float = (float&)iDecodableItemDef;
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EconUI()->CloseEconUI();
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EconUI()->OpenStorePanel( (int)value_as_float, false );
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// close ourselves
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TFModalStack()->PopModal( this );
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SetVisible( false );
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MarkForDeletion();
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}
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}
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else if ( !Q_strnicmp( command, "usekey", 6 ) )
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{
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if ( m_UseableKey.IsValid() )
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{
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// Use the key
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ApplyTool( GetParent(), &m_UseableKey, &m_Item );
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// close ourselves
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TFModalStack()->PopModal( this );
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SetVisible( false );
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MarkForDeletion();
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}
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}
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}
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void CInputStringForItemBackpackOverlayDialog::FindUsableKey()
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{
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static CSchemaAttributeDefHandle pAttrDef_DecodedBy( "decoded by itemdefindex" );
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uint32 iDecodableItemDef = 0;
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if ( m_Item.FindAttribute( pAttrDef_DecodedBy, &iDecodableItemDef ) )
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{
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const float& value_as_float = (float&)iDecodableItemDef;
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iDecodableItemDef = (float)value_as_float;
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CPlayerInventory *pInventory = InventoryManager()->GetLocalInventory();
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if ( !pInventory )
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return;
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for ( int i = 0; i < pInventory->GetItemCount(); i++ )
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{
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CEconItemView *pItem = pInventory->GetItem(i);
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if ( pItem->GetItemDefIndex() == iDecodableItemDef )
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{
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m_UseableKey = *pItem;
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}
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}
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}
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}
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void CInputStringForItemBackpackOverlayDialog::OnThink()
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{
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float flDelta = m_sflNextShuffleTime - Plat_FloatTime();
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// If we're ready, show "Shuffle"
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if ( flDelta < 0 )
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{
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// Show the text entry, show the progress bar
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m_pProgressBar->SetVisible( false );
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m_pTextEntry->SetVisible( true );
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// Re-enable the shuffle/use buttons
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m_pShuffleButton->SetEnabled( m_pTextEntry->GetTextLength() != 0 );
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m_pUseKeyButton->SetEnabled( true );
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// Say "Shuffle"
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m_pShuffleButton->SetText( "#ShuffleContents" );
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// We got a inventory update message, update
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if ( m_bUpdateRecieved )
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{
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CreateItemPanels();
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m_bUpdateRecieved = false;
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}
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}
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else
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{
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// Show the progress bar, hide the text field
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m_pProgressBar->SetVisible( true );
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m_pTextEntry->SetVisible( false );
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// Dont allow clicking the shuffle or use key button
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m_pShuffleButton->SetEnabled( false );
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m_pUseKeyButton->SetEnabled( false );
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// Say "Shuffling..."
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m_pShuffleButton->SetText( "#ShufflingContents" );
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// Set progress
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float flProgress = ( SHUFFLE_TIME - flDelta ) / SHUFFLE_TIME;
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m_pProgressBar->SetProgress( flProgress );
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}
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}
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void CInputStringForItemBackpackOverlayDialog::Show()
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{
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SetVisible( true );
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MakePopup();
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MoveToFront();
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SetKeyBoardInputEnabled( true );
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SetMouseInputEnabled( true );
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TFModalStack()->PushModal( this );
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// If a key wasnt passed in, find the first one in the
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// player's inventory
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if ( !m_UseableKey.IsValid() )
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{
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FindUsableKey();
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}
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// Which button to show
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m_pUseKeyButton->SetVisible( m_UseableKey.IsValid() );
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m_pGetKeyButton->SetVisible( !m_UseableKey.IsValid() );
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// Put the current gen code of the crate into the text field
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static CSchemaAttributeDefHandle pAttrDef_DecodedBy( "crate generation code" );
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const char *pszAttrGenCode;
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if ( FindAttribute_UnsafeBitwiseCast<CAttribute_String>( &m_Item, pAttrDef_DecodedBy, &pszAttrGenCode ) )
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{
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m_pTextEntry->SetText( pszAttrGenCode );
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}
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}
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