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176 lines
5.2 KiB
176 lines
5.2 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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// $NoKeywords: $
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//=============================================================================//
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#ifndef TF_HUD_MENU_ENGY_BUILD_H
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#define TF_HUD_MENU_ENGY_BUILD_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <vgui_controls/EditablePanel.h>
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#include <vgui_controls/Label.h>
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#include "IconPanel.h"
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#include "tf_controls.h"
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#include "hudelement.h"
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#include "tf_hud_base_build_menu.h"
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using namespace vgui;
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#define ALL_BUILDINGS -1
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#define NUM_ENGY_BUILDINGS 4
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enum buildmenulayouts_t
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{
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BUILDMENU_DEFAULT = 0,
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BUILDMENU_PIPBOY,
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};
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struct EngyConstructBuilding_t
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{
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EngyConstructBuilding_t() {}
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EngyConstructBuilding_t( bool bEnabled,
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ObjectType_t type,
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int iMode,
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const char *pszConstructAvailableObjectRes,
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const char *pszConstructAlreadyBuiltObjectRes,
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const char *pszConstructCantAffordObjectRes,
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const char *pszConstructUnavailableObjectRes,
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const char *pszDestroyActiveObjectRes,
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const char *pszDestroyInactiveObjectRes,
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const char *pszDestroyUnavailableObjectRes )
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: m_bEnabled( bEnabled )
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, m_iObjectType ( type )
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, m_iMode( iMode )
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, m_pszConstructAvailableObjectRes( pszConstructAvailableObjectRes )
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, m_pszConstructAlreadyBuiltObjectRes( pszConstructAlreadyBuiltObjectRes )
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, m_pszConstructCantAffordObjectRes( pszConstructCantAffordObjectRes )
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, m_pszConstructUnavailableObjectRes( pszConstructUnavailableObjectRes )
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, m_pszDestroyActiveObjectRes( pszDestroyActiveObjectRes )
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, m_pszDestroyInactiveObjectRes( pszDestroyInactiveObjectRes )
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, m_pszDestroyUnavailableObjectRes( pszDestroyUnavailableObjectRes )
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{}
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bool m_bEnabled;
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ObjectType_t m_iObjectType;
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int m_iMode;
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// Construction panels
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const char *m_pszConstructAvailableObjectRes;
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const char *m_pszConstructAlreadyBuiltObjectRes;
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const char *m_pszConstructCantAffordObjectRes;
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const char *m_pszConstructUnavailableObjectRes;
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// Destruction panels
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const char *m_pszDestroyActiveObjectRes;
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const char *m_pszDestroyInactiveObjectRes;
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const char *m_pszDestroyUnavailableObjectRes;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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struct EngyBuildingReplacement_t
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{
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EngyBuildingReplacement_t( ObjectType_t type,
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int iMode,
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const char *strConstructionAvailable,
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const char *strConstructionAlreadyBuilt,
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const char *strConstructionCantAfford,
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const char *strConstructionUnavailable,
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const char *strDestructionActive,
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const char *strDestructionInactive,
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const char *strDestructionUnavailable,
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int iReplacementSlots,
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int iDisableSlots
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)
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: m_building( true,
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type,
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iMode,
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strConstructionAvailable,
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strConstructionAlreadyBuilt,
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strConstructionCantAfford,
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strConstructionUnavailable,
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strDestructionActive,
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strDestructionInactive,
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strDestructionUnavailable )
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{
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m_iReplacementSlots = iReplacementSlots;
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m_iDisableSlots = iDisableSlots;
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}
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EngyConstructBuilding_t m_building;
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int m_iReplacementSlots;
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int m_iDisableSlots;
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};
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extern const EngyConstructBuilding_t g_kEngyBuildings[];
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#ifdef STAGING_ONLY
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extern const EngyBuildingReplacement_t s_alternateEngineerBuildings[];
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#endif
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class CHudMenuEngyBuild : public CHudBaseBuildMenu
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{
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DECLARE_CLASS_SIMPLE( CHudMenuEngyBuild, EditablePanel );
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public:
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CHudMenuEngyBuild( const char *pElementName );
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virtual void ApplySchemeSettings( IScheme *scheme );
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virtual void SetVisible( bool state );
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virtual void OnTick( void );
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int HudElementKeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding );
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virtual int GetRenderGroupPriority() { return 50; }
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static buildmenulayouts_t CalcCustomBuildMenuLayout( void );
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static void ReplaceBuildings( EngyConstructBuilding_t (&targetBuildings)[ NUM_ENGY_BUILDINGS ] );
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static void GetBuildingIDAndModeFromSlot( int iSlot, int &iBuilding, int &iMode, const EngyConstructBuilding_t (&buildings)[ NUM_ENGY_BUILDINGS ] );
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virtual GameActionSet_t GetPreferredActionSet() { return GAME_ACTION_SET_IN_GAME_HUD; }
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private:
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void SendBuildMessage( int iSlot );
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bool SendDestroyMessage( int iSlot );
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void SetSelectedItem( int iSlot );
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void UpdateHintLabels( void ); // show/hide the bright and dim build, destroy hint labels
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void InitBuildings();
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bool CanBuild( int iSlot );
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EditablePanel *m_pAvailableObjects[NUM_ENGY_BUILDINGS];
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EditablePanel *m_pAlreadyBuiltObjects[NUM_ENGY_BUILDINGS];
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EditablePanel *m_pCantAffordObjects[NUM_ENGY_BUILDINGS];
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EditablePanel *m_pUnavailableObjects[NUM_ENGY_BUILDINGS];
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// 360 layout only
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CIconPanel *m_pActiveSelection;
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int m_iSelectedItem;
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CExLabel *m_pBuildLabelBright;
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CExLabel *m_pBuildLabelDim;
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CExLabel *m_pDestroyLabelBright;
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CExLabel *m_pDestroyLabelDim;
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bool m_bInConsoleMode;
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buildmenulayouts_t m_eCurrentBuildMenuLayout;
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EngyConstructBuilding_t m_Buildings[NUM_ENGY_BUILDINGS];
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};
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#endif // TF_HUD_MENU_ENGY_BUILD_H
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