Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "item_selection_panel.h"
#include "vgui/ISurface.h"
#include "c_tf_player.h"
#include "gamestringpool.h"
#include "iclientmode.h"
#include "tf_item_inventory.h"
#include "ienginevgui.h"
#include <vgui/ILocalize.h>
#include "vgui_controls/TextImage.h"
#include "vgui_controls/CheckButton.h"
#include "vgui_controls/ComboBox.h"
#include "vgui/IInput.h"
#include "item_model_panel.h"
#include "econ_item_constants.h"
#include "econ_item_system.h"
#include "econ_item_description.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
ConVar tf_item_selection_panel_sort_type( "tf_item_selection_panel_sort_type", 0, FCVAR_NONE, "0 - Sort is off, 1 - Sort is Alphabet (Pub)" );
const char *g_szEquipSlotHeader[] =
{
"#ItemSel_PRIMARY", // LOADOUT_POSITION_PRIMARY = 0,
"#ItemSel_SECONDARY", // LOADOUT_POSITION_SECONDARY,
"#ItemSel_MELEE", // LOADOUT_POSITION_MELEE,
"#ItemSel_UTILITY", // LOADOUT_POSITION_UTILITY // Staging
"#ItemSel_PDA", // LOADOUT_POSITION_BUILDING,
"#ItemSel_PDA", // LOADOUT_POSITION_PDA,
"#ItemSel_PDA", // LOADOUT_POSITION_PDA2
"#ItemSel_MISC", // LOADOUT_POSITION_HEAD
"#ItemSel_MISC", // LOADOUT_POSITION_MISC
"#ItemSel_ACTION", // LOADOUT_POSITION_ACTION
"#ItemSel_MISC", // LOADOUT_POSITION_MISC2
"#ItemSel_TAUNT", // LOADOUT_POSITION_TAUNT
"#ItemSel_TAUNT", // LOADOUT_POSITION_TAUNT2
"#ItemSel_TAUNT", // LOADOUT_POSITION_TAUNT3
"#ItemSel_TAUNT", // LOADOUT_POSITION_TAUNT4
"#ItemSel_TAUNT", // LOADOUT_POSITION_TAUNT5
"#ItemSel_TAUNT", // LOADOUT_POSITION_TAUNT6
"#ItemSel_TAUNT", // LOADOUT_POSITION_TAUNT7
"#ItemSel_TAUNT", // LOADOUT_POSITION_TAUNT8
#ifdef STAGING_ONLY
"#ItemSel_PDA_ADDON1", // LOADOUT_POSITION_PDA_ADDON1
"#ItemSel_PDA_ADDON2", // LOADOUT_POSITION_PDA_ADDON2
"", // LOADOUT_POSITION_PDA3,
"", // LOADOUT_POSITION_BUILDING2,
#endif // STAGING_ONLY
};
COMPILE_TIME_ASSERT( ARRAYSIZE( g_szEquipSlotHeader ) == CLASS_LOADOUT_POSITION_COUNT );
static bool ShouldItemNotStack( CEconItemView *pItemData )
{
CEconItem *pSOCData = pItemData->GetSOCData();
if ( pSOCData && pSOCData->BHasDynamicAttributes() )
{
return true;
}
return false;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CItemSelectionPanel::CItemSelectionPanel(Panel *parent) : CBaseLoadoutPanel(parent, "ItemSelectionPanel")
{
m_pCaller = parent;
m_pSelectionItemModelPanelKVs = NULL;
m_pDuplicateLabelKVs = NULL;
m_bShowingEntireBackpack = false;
m_iItemsInSelection = 0;
m_bShowDuplicates = false;
m_bForceBackpack = false;
m_pOnlyAllowUniqueQuality = NULL;
m_pShowBackpack = NULL;
m_pShowSelection = NULL;
m_pNextPageButton = NULL;
m_pPrevPageButton = NULL;
m_pCurPageLabel = NULL;
m_pNoItemsInSelectionLabel = NULL;
m_bGotMousePressed = false;
m_pNameFilterTextEntry = NULL;
m_DuplicateCounts.SetLessFunc( DefLessFunc( DuplicateCountsMap_t::KeyType_t ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CItemSelectionPanel::~CItemSelectionPanel()
{
if ( m_pSelectionItemModelPanelKVs )
{
m_pSelectionItemModelPanelKVs->deleteThis();
m_pSelectionItemModelPanelKVs = NULL;
}
if ( m_pDuplicateLabelKVs )
{
m_pDuplicateLabelKVs->deleteThis();
m_pDuplicateLabelKVs = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItemSelectionPanel::ApplySchemeSettings( vgui::IScheme *pScheme )
{
m_pNameFilterTextEntry = NULL;
BaseClass::ApplySchemeSettings( pScheme );
LoadControlSettings( GetSchemeFile() );
m_pNoItemsInSelectionLabel = dynamic_cast<vgui::Label*>( FindChildByName("NoItemsLabel") );
m_pOnlyAllowUniqueQuality = dynamic_cast<vgui::CheckButton *>( FindChildByName("OnlyAllowUniqueQuality") );
m_pShowBackpack = dynamic_cast<CExButton*>( FindChildByName("ShowBackpack") );
m_pShowSelection = dynamic_cast<CExButton*>( FindChildByName("ShowSelection") );
m_pNextPageButton = dynamic_cast<CExButton*>( FindChildByName("NextPageButton") );
m_pPrevPageButton = dynamic_cast<CExButton*>( FindChildByName("PrevPageButton") );
m_pCurPageLabel = dynamic_cast<vgui::Label*>( FindChildByName("CurPageLabel") );
// Give individual selection panels the ability to specify whether or not they want to show the
// checkbox controlling quality filtering. It really only makes sense for things like crafting,
// not equipment selection.
if ( m_pOnlyAllowUniqueQuality )
{
m_pOnlyAllowUniqueQuality->SetVisible( DisplayOnlyAllowUniqueQualityCheckbox() );
// By default, if the checkbox is visible, it's enabled. Users can disable it manually if
// they want to craft potentially-more-valuable items.
if ( m_pOnlyAllowUniqueQuality->IsVisible() )
{
m_pOnlyAllowUniqueQuality->SetSelected( true );
}
}
m_pNameFilterTextEntry = FindControl<vgui::TextEntry>( "NameFilterTextEntry" );
if ( m_pNameFilterTextEntry )
{
m_pNameFilterTextEntry->AddActionSignalTarget( this );
}
UpdateModelPanels();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItemSelectionPanel::ApplySettings( KeyValues *inResourceData )
{
BaseClass::ApplySettings( inResourceData );
KeyValues *pItemKV = inResourceData->FindKey( "modelpanels_selection_kv" );
if ( pItemKV )
{
if ( m_pSelectionItemModelPanelKVs )
{
m_pSelectionItemModelPanelKVs->deleteThis();
}
m_pSelectionItemModelPanelKVs = new KeyValues("modelpanels_selection_kv");
pItemKV->CopySubkeys( m_pSelectionItemModelPanelKVs );
}
KeyValues *pLabelKV = inResourceData->FindKey( "duplicatelabels_kv" );
if ( pLabelKV )
{
if ( m_pDuplicateLabelKVs )
{
m_pDuplicateLabelKVs->deleteThis();
}
m_pDuplicateLabelKVs = new KeyValues("duplicatelabels_kv");
pLabelKV->CopySubkeys( m_pDuplicateLabelKVs );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItemSelectionPanel::ApplyKVsToItemPanels( void )
{
BaseClass::ApplyKVsToItemPanels();
if ( !m_bShowingEntireBackpack )
{
if ( m_pSelectionItemModelPanelKVs )
{
for ( int i = 0; i < m_pItemModelPanels.Count(); i++ )
{
m_pItemModelPanels[i]->ApplySettings( m_pSelectionItemModelPanelKVs );
m_pItemModelPanels[i]->UpdatePanels();
}
}
if ( m_pDuplicateLabelKVs )
{
FOR_EACH_VEC( m_pDuplicateCountLabels, i )
{
if ( !m_pDuplicateCountLabels[i]->IsVisible() )
continue;
m_pDuplicateCountLabels[i]->ApplySettings( m_pDuplicateLabelKVs );
m_pDuplicateCountLabels[i]->SetMouseInputEnabled( false );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItemSelectionPanel::PerformLayout( void )
{
BaseClass::PerformLayout();
for ( int i = 0; i < m_pItemModelPanels.Count(); i++ )
{
// In backpack mode we show empty slots. Otherwise we don't.
bool bVisible = m_bShowingEntireBackpack;
if ( !bVisible )
{
bVisible = (i < GetNumSlotsPerPage()) && ShouldItemPanelBeVisible( m_pItemModelPanels[i], i );
}
m_pItemModelPanels[i]->SetVisible( bVisible );
if ( bVisible )
{
PositionItemPanel( m_pItemModelPanels[i], i );
}
UpdateDuplicateCounts();
}
FOR_EACH_VEC( m_pDuplicateCountLabels, i )
{
if ( m_pDuplicateCountLabels[i]->IsVisible() )
{
int iXPos, iYPos;
m_pItemModelPanels[i]->GetPos( iXPos, iYPos );
m_pDuplicateCountLabels[i]->SetPos( iXPos, iYPos );
}
}
m_pShowBackpack->SetVisible( !m_bShowingEntireBackpack && !m_bForceBackpack );
m_pShowSelection->SetVisible( m_bShowingEntireBackpack && !m_bForceBackpack );
m_pNextPageButton->SetVisible( true );
m_pPrevPageButton->SetVisible( true );
m_pCurPageLabel->SetVisible( true );
m_pNextPageButton->SetEnabled( GetNumPages() > 1 );
m_pPrevPageButton->SetEnabled( GetNumPages() > 1 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItemSelectionPanel::OnThink( void )
{
BaseClass::OnThink();
if ( m_flFilterItemTime && gpGlobals->curtime >= m_flFilterItemTime )
{
SetCurrentPage( 0 );
//DeSelectAllBackpackItemPanels();
UpdateModelPanels();
m_flFilterItemTime = 0.0f;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItemSelectionPanel::OnCommand( const char *command )
{
if ( !Q_stricmp( command, "vguicancel" ) )
{
PostMessageSelectionReturned( INVALID_ITEM_ID );
OnClose();
return;
}
else if ( !Q_strnicmp( command, "nextpage", 8 ) )
{
HideMouseOverPanel();
SetCurrentPage( GetCurrentPage() + 1 );
UpdateModelPanels();
return;
}
else if ( !Q_strnicmp( command, "prevpage", 8 ) )
{
HideMouseOverPanel();
SetCurrentPage( GetCurrentPage() - 1 );
UpdateModelPanels();
return;
}
else if ( !Q_strnicmp( command, "show_backpack", 8 ) )
{
m_bReapplyItemKVs = true;
m_bShowingEntireBackpack = true;
UpdateModelPanels();
//Repaint();
return;
}
else if ( !Q_strnicmp( command, "show_selection", 8 ) )
{
m_bReapplyItemKVs = true;
m_bShowingEntireBackpack = false;
UpdateModelPanels();
//Repaint();
return;
}
else
{
engine->ClientCmd( const_cast<char *>( command ) );
}
BaseClass::OnCommand( command );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItemSelectionPanel::OnButtonChecked( KeyValues *pData )
{
Assert( reinterpret_cast<vgui::Panel *>( pData->GetPtr("panel") ) == m_pOnlyAllowUniqueQuality );
UpdateModelPanels();
}
//-----------------------------------------------------------------------------
// Purpose: Handle the escape key because it doesn't come through as "pressed"
//-----------------------------------------------------------------------------
void CItemSelectionPanel::OnKeyCodeTyped(vgui::KeyCode code)
{
if ( code == KEY_ESCAPE )
{
// 0 implies do nothing, INVALID_ITEM_ID means stock and we dont want to equip stock
PostMessageSelectionReturned( 0 );
OnClose();
}
else
{
BaseClass::OnKeyCodeTyped( code );
}
}
//-----------------------------------------------------------------------------
// Purpose: Handles keypresses in the item selection panel
//-----------------------------------------------------------------------------
void CItemSelectionPanel::OnKeyCodePressed( vgui::KeyCode code )
{
// let our parent class handle all the arrow key/dpad stuff
if( HandleItemSelectionKeyPressed( code ) )
{
return;
}
ButtonCode_t nButtonCode = GetBaseButtonCode( code );
if( nButtonCode == KEY_XBUTTON_A || code == KEY_ENTER || nButtonCode == STEAMCONTROLLER_A )
{
CItemModelPanel *pItemPanel = GetFirstSelectedItemModelPanel( true );
if( pItemPanel && !pItemPanel->IsGreyedOut() )
{
NotifySelectionReturned( pItemPanel );
}
}
else if( nButtonCode == KEY_XBUTTON_B )
{
PostMessageSelectionReturned( INVALID_ITEM_ID );
OnClose();
}
else
{
BaseClass::OnKeyCodePressed( code );
}
}
//-----------------------------------------------------------------------------
// Purpose: Handles key release events in the backpack
//-----------------------------------------------------------------------------
void CItemSelectionPanel::OnKeyCodeReleased( vgui::KeyCode code )
{
if( ! HandleItemSelectionKeyReleased( code ) )
BaseClass::OnKeyCodeReleased( code );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItemSelectionPanel::OnClose( void )
{
BaseClass::OnClose();
if ( ShouldDeleteOnClose() )
{
// Delete ourself now that we're done
MarkForDeletion();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItemSelectionPanel::SetVisible( bool bState )
{
BaseClass::SetVisible( bState );
if( bState )
{
m_wNameFilter.RemoveAll();
if( m_pNameFilterTextEntry )
{
m_pNameFilterTextEntry->SetText( "" );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItemSelectionPanel::OnItemPanelMousePressed( vgui::Panel *panel )
{
// This is annoying. Why do I get mouse released events for releases that started with a push before I was visible?
m_bGotMousePressed = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItemSelectionPanel::OnItemPanelMouseReleased( vgui::Panel *panel )
{
if ( !m_bGotMousePressed )
return;
m_bGotMousePressed = false;
CItemModelPanel *pItemPanel = dynamic_cast < CItemModelPanel * > ( panel );
NotifySelectionReturned( pItemPanel );
}
//-----------------------------------------------------------------------------
// Purpose: Lets the parent know what the selection was
//-----------------------------------------------------------------------------
void CItemSelectionPanel::NotifySelectionReturned( CItemModelPanel *pItemPanel )
{
if ( pItemPanel && IsVisible() )
{
CEconItemView *pItemData = pItemPanel->GetItem();
if ( GetItemNotSelectableReason( pItemData ) != NULL )
return;
if ( DisableItemSelectionFromGrayedOutPanels() && pItemPanel->IsGreyedOut() )
return;
itemid_t ulItemID = INVALID_ITEM_ID;
if ( pItemData && pItemData->IsValid() )
{
ulItemID = pItemData->GetItemID();
}
PostMessageSelectionReturned( ulItemID );
}
OnClose();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItemSelectionPanel::UpdateModelPanels( void )
{
// If we're showing the whole backpack, go through the inventory like the backpack does.
if ( m_bShowingEntireBackpack )
{
UpdateModelPanelsForSelection();
if ( m_pNoItemsInSelectionLabel )
{
m_pNoItemsInSelectionLabel->SetVisible( false );
}
}
else
{
// Clear the dupe counts.
m_DuplicateCounts.Purge();
UpdateModelPanelsForSelection();
if ( m_pNoItemsInSelectionLabel )
{
m_pNoItemsInSelectionLabel->SetVisible( m_iItemsInSelection == 0 );
}
}
// Update the current backpack page
char szTmp[16];
Q_snprintf(szTmp, 16, "%d/%d", GetCurrentPage()+1, GetNumPages() );
SetDialogVariable( "backpackpage", szTmp );
// And we're done!
InvalidateLayout();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItemSelectionPanel::UpdateDuplicateCounts( void )
{
bool bShow = (m_bShowDuplicates && !m_bShowingEntireBackpack);
if ( !bShow )
{
FOR_EACH_VEC( m_pDuplicateCountLabels, i )
{
m_pDuplicateCountLabels[i]->SetVisible( false );
}
return;
}
FOR_EACH_VEC( m_pItemModelPanels, i )
{
if ( i >= GetNumSlotsPerPage() )
break;
if ( !m_pItemModelPanels[i]->IsVisible() )
{
m_pDuplicateCountLabels[i]->SetVisible( false );
continue;
}
if ( m_pDuplicateCountLabels.Count() <= i )
{
CExLabel *pLabel = new CExLabel( this, "", "x1" );
m_pDuplicateCountLabels.AddToTail( pLabel );
if ( m_pDuplicateLabelKVs )
{
pLabel->ApplySettings( m_pDuplicateLabelKVs );
}
pLabel->MakeReadyForUse();
pLabel->InvalidateLayout( true );
pLabel->SetMouseInputEnabled( false );
}
CEconItemView *pItem = m_pItemModelPanels[i]->GetItem();
if ( !pItem || !pItem->IsValid() || ShouldItemNotStack( pItem ) )
{
m_pDuplicateCountLabels[i]->SetVisible( false );
continue;
}
int iIndex = m_DuplicateCounts.Find( item_stack_type_t( pItem->GetItemDefIndex(), pItem->GetQuality() ) );
if ( iIndex == m_DuplicateCounts.InvalidIndex() || m_DuplicateCounts[iIndex] <= 1 )
{
m_pDuplicateCountLabels[i]->SetVisible( false );
continue;
}
wchar_t wzCost[10];
_snwprintf( wzCost, ARRAYSIZE( wzCost ), L"x%d", m_DuplicateCounts[iIndex] );
m_pDuplicateCountLabels[i]->SetText( wzCost );
m_pDuplicateCountLabels[i]->SetVisible( true );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItemSelectionPanel::CreateItemPanels( void )
{
// Always create the maximum number of panels
int iNumPanels = BACKPACK_SLOTS_PER_PAGE;
if ( m_pItemModelPanels.Count() < iNumPanels )
{
for ( int i = m_pItemModelPanels.Count(); i < iNumPanels; i++ )
{
AddNewItemPanel(i);
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CItemSelectionPanel::GetNumPages( void )
{
int iNumItems = 0;
if ( m_bShowingEntireBackpack )
{
iNumItems = InventoryManager()->GetLocalInventory()->GetMaxItemCount();
}
else
{
iNumItems = m_iItemsInSelection;
}
return (int)(ceil((float)iNumItems / (float)GetNumItemPanels()));
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItemSelectionPanel::SetCurrentPage( int nNewPage )
{
if ( nNewPage < 0 )
{
nNewPage = GetNumPages() - 1;
}
else if ( nNewPage >= GetNumPages() )
{
nNewPage = 0;
}
BaseClass::SetCurrentPage( nNewPage );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItemSelectionPanel::PositionItemPanel( CItemModelPanel *pPanel, int iIndex )
{
int iCenter = GetWide() * 0.5;
int iButtonX = (iIndex % GetNumColumns());
int iButtonY = (iIndex / GetNumColumns());
int iXPos = (iCenter + m_iItemBackpackOffcenterX) + (iButtonX * m_pItemModelPanels[iIndex]->GetWide()) + (m_iItemBackpackXDelta * iButtonX);
int iYPos = m_iItemYPos + (iButtonY * m_pItemModelPanels[iIndex]->GetTall() ) + (m_iItemBackpackYDelta * iButtonY);
m_pItemModelPanels[iIndex]->SetPos( iXPos, iYPos );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItemSelectionPanel::PostMessageSelectionReturned( itemid_t ulItemID )
{
KeyValues *pKey = new KeyValues( "SelectionReturned" );
pKey->SetUint64( "itemindex", ulItemID );
PostMessage( m_pCaller, pKey );
}
//=====================================================================================================================
// EQUIP SLOT ITEM SELECTION PANEL
//=====================================================================================================================
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CEquipSlotItemSelectionPanel::CEquipSlotItemSelectionPanel(Panel *parent, int iClass, int iSlot) : CItemSelectionPanel( parent )
{
m_iClass = iClass;
m_iSlot = iSlot;
m_pWeaponLabel = NULL;
m_flFilterItemTime = 0.f;
m_iCurrentItemID = INVALID_ITEM_ID;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEquipSlotItemSelectionPanel::ApplySchemeSettings( vgui::IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
m_pWeaponLabel = dynamic_cast<vgui::Label*>( FindChildByName("ItemSlotLabel") );
TFPlayerClassData_t *pData = GetPlayerClassData( m_iClass );
SetDialogVariable( "loadoutclass", g_pVGuiLocalize->Find( pData->m_szLocalizableName ) );
if ( m_pWeaponLabel )
{
m_pWeaponLabel->SetText( g_szEquipSlotHeader[m_iSlot] );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEquipSlotItemSelectionPanel::PerformLayout( void )
{
BaseClass::PerformLayout();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEquipSlotItemSelectionPanel::ShouldItemPanelBeVisible( CItemModelPanel *pPanel, int iPanelIndex )
{
// If we don't have an item, but we're the first model panel on a slot
// that has no base item, we still want to be visible because we're the
// panel that allows players to select "Empty" for the slot.
return ( pPanel->HasItem() || (iPanelIndex == 0 && !TFInventoryManager()->SlotContainsBaseItems( GEconItemSchema().GetEquipTypeFromClassIndex( m_iClass ), m_iSlot )) );
}
//-----------------------------------------------------------------------------
// Helper classes/functions for CItemSelectionPanel::UpdateModelPanels().
//-----------------------------------------------------------------------------
// Used to sort/verify uniqueness of user-facing items.
struct RarityEconIdKey
{
int m_iQualitySort;
item_definition_index_t m_defIndex;
uint32 m_unKillEaterScore;
RarityEconIdKey ( )
: m_iQualitySort( -1 )
, m_defIndex( INVALID_ITEM_DEF_INDEX )
, m_unKillEaterScore( 0 )
{
//
}
RarityEconIdKey ( int iQuality, item_definition_index_t defIndex, uint32 unKillEaterScore )
: m_iQualitySort( EconQuality_GetRarityScore( (EEconItemQuality)iQuality ) )
, m_defIndex( defIndex )
, m_unKillEaterScore( unKillEaterScore )
{
//
}
bool operator< ( const RarityEconIdKey& rhs ) const
{
return m_defIndex < rhs.m_defIndex
|| m_iQualitySort < rhs.m_iQualitySort
|| m_unKillEaterScore < rhs.m_unKillEaterScore;
}
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
static int SortRarityEconIdKeysBackpack ( CEconItemView *const *a, CEconItemView *const *b )
{
Assert( a );
Assert( *a );
Assert( b );
Assert( *b );
// Sorting by the backpack order doesn't need to check any subproperties like level because
// every item should have a unique backpack slot already/
return ExtractBackpackPositionFromBackend( (*a)->GetInventoryPosition() ) < ExtractBackpackPositionFromBackend( (*b)->GetInventoryPosition() )
? -1
: 1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
static int SortRarityEconIdKeysAlphabetical_Views ( CEconItemView *const *a, CEconItemView *const *b )
{
Assert( a );
Assert( *a );
Assert( b );
Assert( *b );
// First pass -- sort backpack items by user-visible display name.
// Note: locale-savvy string sorting uses wcscoll, not wcscmp
int iStrCmpRes = wcscoll( (*a)->GetItemName(), (*b)->GetItemName() );
if ( iStrCmpRes != 0 )
return iStrCmpRes;
// Sort by kill eater score as a last-ditch ordering attempt.
static CSchemaAttributeDefHandle pAttrDef_KillEaterScore( "kill eater" );
uint32 unKillEaterScoreA = 0,
unKillEaterScoreB = 0;
(*a)->FindAttribute( pAttrDef_KillEaterScore, &unKillEaterScoreA );
(*b)->FindAttribute( pAttrDef_KillEaterScore, &unKillEaterScoreB );
// Our names match so sort by quality for similarly-named items.
if ( EconQuality_GetRarityScore( (EEconItemQuality)(*a)->GetItemQuality() ) < EconQuality_GetRarityScore( (EEconItemQuality)(*b)->GetItemQuality() ) ||
unKillEaterScoreA < unKillEaterScoreB ||
(*a)->GetItemLevel() < (*b)->GetItemLevel() )
{
return -1;
}
return 1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
static int SortRarityEconIdKeysAlphabetical ( const CEquippableItemsForSlotGenerator::CEquippableResult *a, const CEquippableItemsForSlotGenerator::CEquippableResult *b )
{
return SortRarityEconIdKeysAlphabetical_Views( &a->m_pEconItemView, &b->m_pEconItemView );
}
//-----------------------------------------------------------------------------
static int SortRarityEconIdKeysDate( const CEquippableItemsForSlotGenerator::CEquippableResult *a, const CEquippableItemsForSlotGenerator::CEquippableResult *b )
{
return ( a->m_pEconItemView->GetID() > b->m_pEconItemView->GetID() ) ? -1 : ( a->m_pEconItemView->GetID() < b->m_pEconItemView->GetID() ) ? 1 : 0;
}
//-----------------------------------------------------------------------------
// Purpose: figure out what items should be displayed to the user for a specific
// loadout and what order they should appear in.
//-----------------------------------------------------------------------------
CEquippableItemsForSlotGenerator::CEquippableItemsForSlotGenerator( int iClass, int iSlot, equip_region_mask_t unUsedEquipRegionMask, unsigned int unFlags )
: m_pEquippedItemView( NULL )
{
m_DuplicateCountsMap.SetLessFunc( DefLessFunc( DuplicateCountMap_t::KeyType_t ) );
// Misc and building slot items have multiple positions they can be assigned to in the loadout
// screen but internally they're all tagged as "misc slot" items so that's what we search for.
int iSearchSlot = iSlot;
if ( GEconItemSchema().GetAccountIndex() == iClass )
{
if ( IsQuestSlot( iSearchSlot ) )
{
iSearchSlot = ACCOUNT_LOADOUT_POSITION_ACCOUNT1;
}
}
else
{
if ( IsMiscSlot( iSearchSlot ) )
{
iSearchSlot = LOADOUT_POSITION_MISC;
}
else if ( IsBuildingSlot( iSearchSlot ) )
{
iSearchSlot = LOADOUT_POSITION_BUILDING;
}
else if ( IsTauntSlot( iSearchSlot ) )
{
iSearchSlot = LOADOUT_POSITION_TAUNT;
}
}
// To start with, generate a list of all potentially-useable items that we want to consider for
// the UI. We'll strip this down based on duplicates/gameplay restrictions and sort it at the end.
CUtlVector<CEconItemView*> vecItems;
int iNumItems = TFInventoryManager()->GetAllUsableItemsForSlot( iClass, iSearchSlot, &vecItems );
CEconItemView *pEquippedItem = NULL;
typedef CUtlMap<RarityEconIdKey, CEquippableItemsForSlotGenerator::CEquippableResult> HighestLevelMap_t;
HighestLevelMap_t mapHighestLevel;
SetDefLessFunc( mapHighestLevel );
// We also prevent items with different kill eater scores from stacking.
static CSchemaAttributeDefHandle pAttrDef_KillEaterScore( "kill eater" );
// Iterate over the list of all the items that we consider as potential display candidates.
for ( int i = 0; i < iNumItems; i++ )
{
CEconItemView *pItem = vecItems[i];
// Before doing any sort of culling, count the number of unique instances of this particular
// definition.
{
const item_stack_type_t stackType( pItem->GetItemDefIndex(), pItem->GetQuality() );
DuplicateCountMap_t::IndexType_t iIndex = m_DuplicateCountsMap.Find( stackType );
if ( iIndex == m_DuplicateCountsMap.InvalidIndex() )
{
m_DuplicateCountsMap.Insert( stackType, 1 );
}
else
{
m_DuplicateCountsMap[ iIndex ]++;
}
}
// Track whether this is our currently-equipped item.
CEconItemView *pCurItemData = TFInventoryManager()->GetItemInLoadoutForClass( iClass, iSlot );
if ( pCurItemData && pCurItemData->GetItemID() && pCurItemData->GetItemID() == pItem->GetItemID() )
{
pEquippedItem = pItem;
}
// If this item conflicts with items we already have equipped, we note that so that it shows up
// differently.
CEquippableItemsForSlotGenerator::EItemDisplayType eDisplayType = kSlotDisplay_Normal;
if ( pItem->GetItemDefinition()->GetEquipRegionMask() & unUsedEquipRegionMask )
{
eDisplayType = kSlotDisplay_Disabled_EquipRegionConflict;
}
// If we're listing *all* items, including duplicates, we just add everything to the list at once and
// move on. We still do the above equipped-item specialcasing.
if ( unFlags & kSlotGenerator_ShowDuplicates )
{
m_vecDisplayItems.AddToTail( CEquippableItemsForSlotGenerator::CEquippableResult( pItem, eDisplayType ) );
continue;
}
// Has this item been modified by the user in some way? If so, always list.
if ( ShouldItemNotStack( pItem ) )
{
m_vecDisplayItems.AddToTail( CEquippableItemsForSlotGenerator::CEquippableResult( pItem, eDisplayType ) );
continue;
}
// Throw this item into the running map of the highest level item of this type we've seen so far.
// "Of this type" means "has a matching rarity and item definition index", so uniques will be sorted
// differently from unusuals, but both will show their highest-level item.
//
// This code does make the assumption that nothing in the key will be able to affect the display type.
// (ie., a higher-level item will never be equippable where a lower-level item is not)
{
uint32 unKillEaterScore = 0;
pItem->FindAttribute( pAttrDef_KillEaterScore, &unKillEaterScore );
RarityEconIdKey keyEconId( pItem->GetItemQuality(), pItem->GetItemDefIndex(), unKillEaterScore );
HighestLevelMap_t::IndexType_t iIndex = mapHighestLevel.Find( keyEconId );
if ( iIndex == mapHighestLevel.InvalidIndex() || pItem->GetItemLevel() > mapHighestLevel[iIndex].m_pEconItemView->GetItemLevel() )
{
mapHighestLevel.InsertOrReplace( keyEconId, CEquippableItemsForSlotGenerator::CEquippableResult( pItem, eDisplayType ) );
}
}
}
// Take the resulting list of items we've force-added and items we've taken the highest-level representative
// from and put them all into our unsorted display list.
FOR_EACH_MAP( mapHighestLevel, i )
{
m_vecDisplayItems.AddToTail( mapHighestLevel[i] );
}
// Always leave a base item in the list. We don't have to worry about level changes or other weird overlaps
// for base weapons. If we don't have an equipped item, this must be the equipped item.
CEconItemView *pBaseItem = TFInventoryManager()->GetBaseItemForClass( iClass, iSlot );
if ( pBaseItem && pBaseItem->IsValid() )
{
if ( !pEquippedItem )
{
pEquippedItem = pBaseItem;
}
m_vecDisplayItems.AddToTail( pBaseItem );
}
// If the equipped item is in the list, remove it if we're going to manually add it at the top of the display
// list later. We add it to the list above and remove it here to make sure that we don't get weird effects
// when the equipped item would be the highest level example of an item, etc.
if ( pEquippedItem )
{
if ( unFlags & kSlotGenerator_EquippedSpecialHandling )
{
m_vecDisplayItems.FindAndFastRemove( pEquippedItem );
m_pEquippedItemView = pEquippedItem;
}
// Special case adding our equipped item even if it doesn't meet the ordinary display criteria. It might
// not be the highest level or rarity, but the user equipped it somehow so make sure it shows up.
else if ( m_vecDisplayItems.Find( pEquippedItem ) == -1 )
{
m_vecDisplayItems.AddToTail( pEquippedItem );
}
}
// Remove duplicates and sort to put it into the order they'll be displayed to the user.
// Sort the items based on selection type
int iSortType = tf_item_selection_panel_sort_type.GetInt();
switch ( iSortType )
{
case 0: m_vecDisplayItems.Sort( &SortRarityEconIdKeysDate ); break;
case 1: m_vecDisplayItems.Sort( &SortRarityEconIdKeysAlphabetical ); break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
equip_region_mask_t GenerateEquipRegionConflictMask( int iClass, int iUpToSlot, int iIgnoreSlot )
{
Assert( iUpToSlot <= CLASS_LOADOUT_POSITION_COUNT );
equip_region_mask_t unEquippedRegionMask = 0;
for ( int i = 0; i < iUpToSlot; i++ )
{
if ( i == iIgnoreSlot )
continue;
const CEconItemView *pEquippedItemView = TFInventoryManager()->GetItemInLoadoutForClass( iClass, i );
if ( !pEquippedItemView )
continue;
unEquippedRegionMask |= pEquippedItemView->GetItemDefinition()->GetEquipRegionConflictMask();
}
return unEquippedRegionMask;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEquipSlotItemSelectionPanel::UpdateModelPanelsForSelection( void )
{
Assert( !DisplayOnlyAllowUniqueQualityCheckbox() );
const bool bShowEquippedItemFirst = true;
CEquippableItemsForSlotGenerator::EquippableResultsVec_t vecDisplayItems;
const wchar_t* wscFilter = m_wNameFilter.Count() ? m_wNameFilter.Base() : NULL;
// Generate a mask that is "every equip region we're using except for whatever is in this current slot" and use
// that to generate a list of everything we could possibly equip for this current slot.
const equip_region_mask_t unUsedEquipRegionMask = GenerateEquipRegionConflictMask( m_iClass, CLASS_LOADOUT_POSITION_COUNT, m_iSlot );
CEquippableItemsForSlotGenerator equippableItems( m_iClass,
m_iSlot,
unUsedEquipRegionMask,
bShowEquippedItemFirst ? CEquippableItemsForSlotGenerator::kSlotGenerator_EquippedSpecialHandling : CEquippableItemsForSlotGenerator::kSlotGenerator_None );
if( m_bShowingEntireBackpack )
{
int iNumItems = TFInventoryManager()->GetLocalTFInventory()->GetMaxItemCount();
for ( int i = 1; i <= iNumItems; i++ )
{
CEconItemView *pItemData = TFInventoryManager()->GetItemByBackpackPosition(i);
if ( pItemData && pItemData->IsValid() )
{
if( !DoesItemPassSearchFilter( pItemData->GetDescription(), wscFilter ) )
continue;
CEquippableItemsForSlotGenerator::CEquippableResult& result = vecDisplayItems[ vecDisplayItems.AddToTail( pItemData ) ];
result.m_eDisplayType = GetItemNotSelectableReason( pItemData ) ? CEquippableItemsForSlotGenerator::kSlotDisplay_Invalid : CEquippableItemsForSlotGenerator::kSlotDisplay_Normal;
}
}
}
else
{
// Copy the generated data back into our local structures.
DeepCopyMap( equippableItems.GetDuplicateCountMap(), &m_DuplicateCounts );
const CEquippableItemsForSlotGenerator::EquippableResultsVec_t& allDisplayItems = equippableItems.GetDisplayItems();
for ( int i=0; i<allDisplayItems.Count(); ++i )
{
if ( DoesItemPassSearchFilter( allDisplayItems[i].m_pEconItemView->GetDescription(), wscFilter ) )
{
vecDisplayItems.AddToTail( allDisplayItems[i] );
}
}
}
CEconItemView *pEquippedItem = equippableItems.GetEquippedItem();
if ( pEquippedItem )
{
if ( bShowEquippedItemFirst && DoesItemPassSearchFilter( pEquippedItem->GetDescription(), wscFilter ) )
{
vecDisplayItems.AddToHead( pEquippedItem );
}
m_iCurrentItemID = pEquippedItem->GetItemID();
}
// If the loadout slot is one that players can have empty, put a "nothing" entry at the end of the list.
if ( !TFInventoryManager()->SlotContainsBaseItems( GEconItemSchema().GetEquipTypeFromClassIndex( m_iClass ), m_iSlot ) )
{
vecDisplayItems.AddToHead( NULL );
}
m_iItemsInSelection = vecDisplayItems.Count();
// Make sure we're not on an invalid page.
if ( GetCurrentPage() >= GetNumPages() )
{
SetCurrentPage( 0 );
}
int nOldSelection = GetFirstSelectedItemIndex( true );
int nPageStart = GetCurrentPage() * GetNumSlotsPerPage();
nOldSelection += nPageStart;
static ConVarRef joystick( "joystick" );
if ( joystick.IsValid() && joystick.GetBool() )
{
if( nOldSelection == -1 || nOldSelection >= vecDisplayItems.Count() )
nOldSelection = nPageStart;
}
for ( int i = 0; i < m_pItemModelPanels.Count(); i++ )
{
int iItemIndex = i + nPageStart;
// We only show the equipped state for the equipped items, below
m_pItemModelPanels[i]->SetShowEquipped( false );
m_pItemModelPanels[i]->SetShowGreyedOutTooltip( true );
m_pItemModelPanels[i]->SetGreyedOut( NULL );
m_pItemModelPanels[i]->SetNoItemText( "#SelectNoItemSlot" );
bool bSelected = joystick.IsValid() && joystick.GetBool() && iItemIndex == nOldSelection;
m_pItemModelPanels[i]->SetSelected( bSelected );
m_pItemModelPanels[i]->SetShowQuantity( true );
m_pItemModelPanels[i]->SetForceShowEquipped( false );
bool bShowEquipped = false;
if ( vecDisplayItems.Count() > iItemIndex )
{
const char* pszGreyOutReason = NULL;
if( m_bShowingEntireBackpack )
{
pszGreyOutReason = GetItemNotSelectableReason( vecDisplayItems[iItemIndex].m_pEconItemView );
}
else
{
pszGreyOutReason = vecDisplayItems[iItemIndex].m_eDisplayType == CEquippableItemsForSlotGenerator::kSlotDisplay_Normal ? NULL : "#Econ_GreyOutReason_EquipRegionConflict";
}
// Show equipped state on base items too
bShowEquipped = false;
// Check if this item is already equipped, potentially in another slot
if ( vecDisplayItems[iItemIndex].m_pEconItemView )
{
bShowEquipped |= vecDisplayItems[iItemIndex].m_pEconItemView->IsEquippedForClass( m_iClass );
}
// Check if this item is the currently equipped item
if ( pEquippedItem )
{
bShowEquipped |= pEquippedItem == vecDisplayItems[iItemIndex].m_pEconItemView;
}
m_pItemModelPanels[i]->SetForceShowEquipped( bShowEquipped );
m_pItemModelPanels[i]->SetItem( vecDisplayItems[iItemIndex].m_pEconItemView );
m_pItemModelPanels[i]->SetGreyedOut( pszGreyOutReason );
}
else
{
m_pItemModelPanels[i]->SetItem( NULL );
}
SetBorderForItem( m_pItemModelPanels[i], false );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CEquipSlotItemSelectionPanel::GetItemNotSelectableReason( const CEconItemView *pItem ) const
{
if ( !pItem )
return NULL;
CTFItemDefinition *pItemData = pItem->GetStaticData();
if ( !pItemData->CanBeUsedByClass(m_iClass) )
return "#Econ_GreyOutReason_CannotBeUsedByThisClass";
extern bool AreSlotsConsideredIdentical( EEquipType_t eEquipType, int iBaseSlot, int iTestSlot );
if ( !AreSlotsConsideredIdentical( pItem->GetStaticData()->GetEquipType(), pItemData->GetLoadoutSlot(m_iClass), m_iSlot ) )
return "#Econ_GreyOutReason_CannotBeUsedInThisSlot";
// Should we gray out this item? This will happen if we're coming from the loadout and we have equip region
// conflicts of some kind.
const equip_region_mask_t unUsedEquipRegionMask = GenerateEquipRegionConflictMask( m_iClass, CLASS_LOADOUT_POSITION_COUNT, m_iSlot );
if ( pItemData->GetEquipRegionMask() & unUsedEquipRegionMask )
return "#Econ_GreyOutReason_EquipRegionConflict";
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEquipSlotItemSelectionPanel::OnBackPressed()
{
Assert( m_iCurrentItemID != INVALID_ITEM_DEF_INDEX );
PostMessageSelectionReturned( m_iCurrentItemID );
OnClose();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItemSelectionPanel::OnTextChanged( KeyValues *data )
{
Panel *pPanel = reinterpret_cast<vgui::Panel *>( data->GetPtr("panel") );
vgui::TextEntry *pTextEntry = dynamic_cast<vgui::TextEntry *>( pPanel );
if ( pTextEntry )
{
if ( pTextEntry == m_pNameFilterTextEntry )
{
m_wNameFilter.RemoveAll();
if ( m_pNameFilterTextEntry->GetTextLength() )
{
m_wNameFilter.EnsureCount( m_pNameFilterTextEntry->GetTextLength() + 1 );
m_pNameFilterTextEntry->GetText( m_wNameFilter.Base(), m_wNameFilter.Count() * sizeof(wchar_t) );
V_wcslower( m_wNameFilter.Base() );
}
m_flFilterItemTime = gpGlobals->curtime + 0.5f;
return;
}
}
}
//=====================================================================================================================
// ITEM CRITERIA BASED SELECTION PANEL
//=====================================================================================================================
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CItemCriteriaSelectionPanel::CItemCriteriaSelectionPanel(Panel *parent, const CItemSelectionCriteria *pCriteria, itemid_t pExceptions[], int iNumExceptions ) : CItemSelectionPanel( parent )
{
m_pCriteria = pCriteria;
UpdateExceptions( pExceptions, iNumExceptions );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItemCriteriaSelectionPanel::UpdateExceptions( itemid_t pExceptions[], int iNumExceptions )
{
m_Exceptions.Purge();
for ( int i = 0; i < iNumExceptions; i++ )
{
m_Exceptions.AddToTail( pExceptions[i] );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItemCriteriaSelectionPanel::ApplySchemeSettings( vgui::IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
vgui::Label *pLabel = dynamic_cast<vgui::Label*>( FindChildByName("ItemSlotLabel") );
if ( pLabel )
{
pLabel->SetVisible( false );
}
SetDialogVariable( "loadoutclass", g_pVGuiLocalize->Find( "#Craft_SelectItemPanel" ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CItemCriteriaSelectionPanel::ShouldItemPanelBeVisible( CItemModelPanel *pPanel, int iPanelIndex )
{
// First "Empty" panel is always visible.
return ( pPanel->HasItem() || iPanelIndex == 0 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItemCriteriaSelectionPanel::UpdateModelPanelsForSelection( void )
{
CUtlVector<CEconItemView*> vecDisplayItems;
CUtlVector<item_stack_type_t> vecDefsFound;
const wchar_t* wscFilter = m_wNameFilter.Count() ? m_wNameFilter.Base() : NULL;
int iNumItems = TFInventoryManager()->GetLocalTFInventory()->GetMaxItemCount();
for ( int i = 1; i <= iNumItems; i++ )
{
CEconItemView *pItemData = TFInventoryManager()->GetItemByBackpackPosition(i);
bool bAdd = false;
if ( pItemData && pItemData->IsValid() )
{
// If this is a valid item, we want to show this if we're showing our entire backpack
// or we doing the tailored list and this item matches.
if ( m_bShowingEntireBackpack || GetItemNotSelectableReason( pItemData ) == NULL )
{
// The item also needs to pass the text search filter as well
if( DoesItemPassSearchFilter( pItemData->GetDescription(), wscFilter ) )
{
bAdd = true;
}
}
}
// When showing our entire backpack we take everything so long as we arent filtering
else if( wscFilter == NULL && m_bShowingEntireBackpack )
{
bAdd = true;
}
if( bAdd )
{
// For actual items see if we should stack. Only do so if we're NOT showing
// the entire backpack
if( pItemData && !m_bShowingEntireBackpack )
{
// Has this item been modified by the user in some way? If so, always list,
// but don't add it to our duplicate count, or our "found indices" list.
item_definition_index_t iDefIndex = pItemData->GetItemDefIndex();
if ( ShouldItemNotStack( pItemData ) )
{
vecDisplayItems.AddToTail( pItemData );
continue;
}
item_stack_type_t stackType( iDefIndex, pItemData->GetQuality() );
int iIndex = m_DuplicateCounts.Find( stackType );
if ( iIndex == m_DuplicateCounts.InvalidIndex() )
{
m_DuplicateCounts.Insert( stackType, 1 );
}
else
{
m_DuplicateCounts[ iIndex ]++;
}
if ( vecDefsFound.Find( stackType ) != vecDefsFound.InvalidIndex() )
continue;
vecDefsFound.AddToTail( stackType );
}
vecDisplayItems.AddToTail( pItemData );
}
}
// Sort them alphabetically if not viewing entire backpack
if( !m_bShowingEntireBackpack )
{
vecDisplayItems.Sort( &SortRarityEconIdKeysAlphabetical_Views );
}
// Add an "Empty" item to the start
vecDisplayItems.AddToHead( NULL );
m_iItemsInSelection = vecDisplayItems.Count();
// Make sure we're not on an invalid page.
if ( GetCurrentPage() >= GetNumPages() )
{
SetCurrentPage( 0 );
}
for ( int i = 0; i < m_pItemModelPanels.Count(); i++ )
{
int iItemIndex = i + (GetCurrentPage() * GetNumSlotsPerPage());
if ( vecDisplayItems.Count() > iItemIndex )
{
m_pItemModelPanels[i]->SetItem( vecDisplayItems[iItemIndex] );
}
else
{
m_pItemModelPanels[i]->SetItem( NULL );
}
// We only show the equipped state for the equipped items, below
m_pItemModelPanels[i]->SetShowEquipped( true );
m_pItemModelPanels[i]->SetShowGreyedOutTooltip( true );
m_pItemModelPanels[i]->SetGreyedOut( GetItemNotSelectableReason( m_pItemModelPanels[i]->GetItem() ) );
m_pItemModelPanels[i]->SetNoItemText( "#SelectNoItemSlot" );
SetBorderForItem( m_pItemModelPanels[i], false );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CItemCriteriaSelectionPanel::GetItemNotSelectableReason( const CEconItemView *pItem ) const
{
if ( !pItem )
return NULL;
// Ignore it if it's in our exceptions list
if ( m_Exceptions.Find( pItem->GetItemID() ) != m_Exceptions.InvalidIndex() )
return "";
// Matching all items?
if ( !m_pCriteria )
return NULL;
CTFItemDefinition *pItemData = pItem->GetStaticData();
return m_pCriteria->BEvaluate( pItemData ) ? NULL : "";
}
//=====================================================================================================================
// CRAFTING SELECTION PANEL
//=====================================================================================================================
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CCraftingItemSelectionPanel::CCraftingItemSelectionPanel(Panel *parent )
: CItemCriteriaSelectionPanel( parent, NULL, NULL, 0 )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCraftingItemSelectionPanel::UpdateOnShow( const CItemSelectionCriteria *pCriteria, bool bForceBackpack, itemid_t pExceptions[], int iNumExceptions )
{
m_pCriteria = pCriteria;
UpdateExceptions( pExceptions, iNumExceptions );
if ( m_bShowingEntireBackpack != bForceBackpack )
{
SetCurrentPage( 0 );
m_bShowingEntireBackpack = bForceBackpack;
m_bReapplyItemKVs = true;
}
m_bForceBackpack = bForceBackpack;
if ( !m_bForceBackpack )
{
SetCurrentPage( 0 );
}
UpdateModelPanels();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CCraftingItemSelectionPanel::GetItemNotSelectableReason( const CEconItemView *pItem ) const
{
if ( !pItem )
return NULL;
// Must not be marked no-craft
if ( !pItem->IsUsableInCrafting() )
return "#Econ_GreyOutReason_ItemNotCraftable";
// Are we filtering out items of non-unique quality that we might not want to accidentally craft?
if ( m_pOnlyAllowUniqueQuality && m_pOnlyAllowUniqueQuality->IsSelected() && pItem->GetQuality() != AE_UNIQUE )
return "#Econ_GreyOutReason_ItemSpecialQuality";
return BaseClass::GetItemNotSelectableReason( pItem );
}
//=====================================================================================================================
// ACCOUNT SLOT ITEM SELECTION PANEL
//=====================================================================================================================
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CAccountSlotItemSelectionPanel::CAccountSlotItemSelectionPanel( Panel *pParent, int iSlot, const char *pszTitleToken )
: CEquipSlotItemSelectionPanel( pParent, GEconItemSchema().GetAccountIndex(), iSlot )
, m_pszTitleToken( pszTitleToken )
{}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAccountSlotItemSelectionPanel::ApplySchemeSettings( vgui::IScheme *pScheme )
{
BaseClass::BaseClass::ApplySchemeSettings( pScheme );
m_pWeaponLabel = dynamic_cast<vgui::Label*>( FindChildByName("ItemSlotLabel") );
if ( m_pWeaponLabel )
{
m_pWeaponLabel->SetVisible( false );
}
SetDialogVariable( "loadoutclass", g_pVGuiLocalize->Find( m_pszTitleToken ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CAccountSlotItemSelectionPanel::GetItemNotSelectableReason( const CEconItemView *pItem ) const
{
if ( !pItem )
return NULL;
CTFItemDefinition *pItemData = pItem->GetStaticData();
if ( pItemData->GetEquipType() != EEquipType_t::EQUIP_TYPE_ACCOUNT )
return "#Econ_GreyOutReason_CannotBeUsedByThisClass";
extern bool AreSlotsConsideredIdentical( EEquipType_t eEquipType, int iBaseSlot, int iTestSlot );
if ( !AreSlotsConsideredIdentical( pItem->GetStaticData()->GetEquipType(), pItemData->GetLoadoutSlot(m_iClass), m_iSlot ) )
return "#Econ_GreyOutReason_CannotBeUsedInThisSlot";
return NULL;
}