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 "character_info_panel.h"
#include "tf_statsummary.h"
#include "vgui_controls/PropertySheet.h"
#include "vgui/IInput.h"
#include "baseviewport.h"
#include "iclientmode.h"
#include "charinfo_loadout_subpanel.h"
#include "charinfo_armory_subpanel.h"
#include "ienginevgui.h"
#include "tf_hud_statpanel.h"
#include "c_tf_player.h"
#include "tf_item_inventory.h"
#include "econ_notifications.h"
#include <vgui/ILocalize.h>
#include <vgui_controls/AnimationController.h>
#include "econ_ui.h"
#include "c_tf_gamestats.h"
#include "tf_item_pickup_panel.h"
#include "store/v1/tf_store_panel.h"
#include "store/v2/tf_store_panel2.h"
#include "store/tf_store.h"
#include "tf_matchmaking_dashboard.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
static vgui::DHANDLE<CCharacterInfoPanel> g_CharInfoPanel;
IEconRootUI* EconUI( void )
{
if (!g_CharInfoPanel.Get())
{
g_CharInfoPanel = new CCharacterInfoPanel( NULL );
g_CharInfoPanel->MakeReadyForUse();
g_CharInfoPanel->InvalidateLayout( false, true );
}
return g_CharInfoPanel;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CServerNotConnectedToSteamDialog *OpenServerNotConnectedToSteamDialog( vgui::Panel *pParent );
//-----------------------------------------------------------------------------
// Purpose: Basic help dialog
//-----------------------------------------------------------------------------
CCharacterInfoPanel::CCharacterInfoPanel( Panel *parent ) : PropertyDialog(parent, "character_info")
{
// Character info is parented to the game UI panel
vgui::VPANEL gameuiPanel = enginevgui->GetPanel( PANEL_GAMEUIDLL );
SetParent( gameuiPanel );
// We don't want the gameui to delete us, or things get messy
SetAutoDelete( false );
SetMoveable( false );
SetSizeable( false );
vgui::HScheme scheme = vgui::scheme()->LoadSchemeFromFileEx( enginevgui->GetPanel( PANEL_CLIENTDLL ), "resource/ClientScheme.res", "ClientScheme");
SetScheme(scheme);
SetProportional( true );
// Character loadouts
m_pLoadoutPanel = new CCharInfoLoadoutSubPanel(this);
m_pLoadoutPanel->AddActionSignalTarget( this );
AddPage( m_pLoadoutPanel, "#Loadout");
// Stat summary
CTFStatsSummaryPanel *pStatSummaryPanel = new CTFStatsSummaryPanel(this);
pStatSummaryPanel->SetupForEmbedded();
AddPage( pStatSummaryPanel, "#Stats");
CTFStatPanel *pStatPanel = GET_HUDELEMENT( CTFStatPanel );
if ( pStatPanel )
{
// Ask for our embedded stat summary be updated immediately
pStatPanel->UpdateStatSummaryPanel();
}
// Achievements
//AddPage(new CCharacterInfoSubAchievements(this), "#Achievements");
ListenForGameEvent( "gameui_hidden" );
m_pLoadoutPanel->SetVisible( false );
m_pNotificationsPresentPanel = NULL;
m_bPreventClosure = false;
m_iClosePanel = ECONUI_BASEUI;
m_iDefaultTeam = TF_TEAM_RED;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CCharacterInfoPanel::~CCharacterInfoPanel()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCharacterInfoPanel::ApplySchemeSettings( vgui::IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
LoadControlSettings( "Resource/UI/CharInfoPanel.res" );
SetOKButtonVisible(false);
SetCancelButtonVisible(false);
m_pNotificationsPresentPanel = FindChildByName( "NotificationsPresentPanel" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCharacterInfoPanel::PerformLayout( void )
{
if ( GetVParent() )
{
int w,h;
vgui::ipanel()->GetSize( GetVParent(), w, h );
SetBounds(0,0,w,h);
}
BaseClass::PerformLayout();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCharacterInfoPanel::ShowPanel(bool bShow)
{
m_bPreventClosure = false;
// Keep the MM dashboard on top of us
bShow ? GetMMDashboardParentManager()->PushModalFullscreenPopup( this )
: GetMMDashboardParentManager()->PopModalFullscreenPopup( this );
if ( bShow )
{
if ( GetPropertySheet()->GetActivePage() != m_pLoadoutPanel )
{
GetPropertySheet()->SetActivePage( m_pLoadoutPanel );
}
else
{
// VGUI doesn't tell the starting active page that it's active, so we post a pageshow to it
ivgui()->PostMessage( m_pLoadoutPanel->GetVPanel(), new KeyValues("PageShow"), GetPropertySheet()->GetVPanel() );
}
//InvalidateLayout( false, true );
Activate();
int iClass = m_pLoadoutPanel->GetCurrentClassIndex();
OpenLoadoutToClass( iClass, false );
}
else
{
PostMessage( m_pLoadoutPanel, new KeyValues("CancelSelection") );
}
bool bWasVisible = IsVisible() && m_pLoadoutPanel->IsVisible();
SetVisible( bShow );
if ( bWasVisible && !bShow )
{
m_pLoadoutPanel->OnCharInfoClosing();
// Clear this out so it doesn't affect anything the next time the econ UI is opened
m_iClosePanel = ECONUI_BASEUI;
m_iDefaultTeam = TF_TEAM_RED;
}
m_pLoadoutPanel->SetVisible( bShow );
// When we first appear, if we're on a server that couldn't get our loadout, show the failure dialog.
if ( !bWasVisible && bShow )
{
if ( engine->IsInGame() )
{
C_TFPlayer *pLocal = C_TFPlayer::GetLocalTFPlayer();
if ( pLocal && pLocal->m_Shared.IsLoadoutUnavailable() )
{
OpenServerNotConnectedToSteamDialog( this );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCharacterInfoPanel::FireGameEvent( IGameEvent *event )
{
const char * type = event->GetName();
if ( Q_strcmp(type, "gameui_hidden") == 0 )
{
if ( m_bPreventClosure )
{
engine->ClientCmd_Unrestricted( "gameui_activate" );
}
else
{
ShowPanel( false );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCharacterInfoPanel::Close()
{
ShowPanel( false );
PostMessage( m_pLoadoutPanel, new KeyValues("CharInfoClosing") );
// If we're connected to a game server, we also close the game UI.
if ( engine->IsInGame() )
{
bool bClose = true;
if ( m_bCheckForRoomOnExit )
{
// Check to make sure the player has room for all his items. If not, bring up the discard panel. Otherwise, go away.
// We need to do this to catch players who used the "Change Loadout" button in the pickup panel, and may be out of room.
bClose = !TFInventoryManager()->CheckForRoomAndForceDiscard();
}
if ( bClose )
{
engine->ClientCmd_Unrestricted( "gameui_hide" );
}
}
// Notify any listeners that we're closed
NotifyListenersOfCloseEvent();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCharacterInfoPanel::NotifyListenersOfCloseEvent()
{
FOR_EACH_VEC( m_vecOnCloseListeners, i )
{
if ( m_vecOnCloseListeners[i].Get() )
{
PostMessage( m_vecOnCloseListeners[i].Get(), new KeyValues( "EconUIClosed" ) );
}
}
// Clear that motherfucker out
m_vecOnCloseListeners.RemoveAll();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCharacterInfoPanel::OnCommand( const char *command )
{
if ( FStrEq( command, "back" ) )
{
// If we're at the base loadout page, or if we want to force it, close the dialog completely...
// NOTE: Right now we don't support closing from the item selection screen.
const int iShowingPanel = m_pLoadoutPanel->GetShowingPanel();
const int iCurrentClassIndex = m_pLoadoutPanel->GetCurrentClassIndex();
const bool bIsInSelectionPanel = iShowingPanel == CHAP_LOADOUT && m_pLoadoutPanel->GetClassLoadoutPanel()->IsInSelectionPanel();
const bool bNoClass = iCurrentClassIndex == TF_CLASS_UNDEFINED;
const bool bAtClosePanel = !bIsInSelectionPanel &&
( ( iShowingPanel == m_iClosePanel && bNoClass ) || ( iShowingPanel == CHAP_LOADOUT && -m_iClosePanel == iCurrentClassIndex ) );
const bool bAtBaseLoadoutPage = iShowingPanel == CHAP_LOADOUT && bNoClass;
if ( bAtClosePanel || bAtBaseLoadoutPage )
{
Close();
}
// In the item selection panel?
else if ( bIsInSelectionPanel )
{
m_pLoadoutPanel->GetClassLoadoutPanel()->GetItemSelectionPanel()->OnBackPressed();
}
// In any other panel, just go back.
else
{
ShowPanel( true );
}
}
else
{
engine->ClientCmd( const_cast<char *>( command ) );
}
BaseClass::OnCommand( command );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCharacterInfoPanel::OpenLoadoutToClass( int iClassIndex, bool bOpenClassLoadout )
{
Assert(iClassIndex >= TF_CLASS_UNDEFINED && iClassIndex < TF_CLASS_COUNT);
m_pLoadoutPanel->SetClassIndex( iClassIndex, bOpenClassLoadout );
m_pLoadoutPanel->SetTeamIndex( m_iDefaultTeam );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCharacterInfoPanel::OpenLoadoutToBackpack( void )
{
m_pLoadoutPanel->OpenToBackpack();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCharacterInfoPanel::OpenLoadoutToCrafting( void )
{
m_pLoadoutPanel->OpenToCrafting();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCharacterInfoPanel::OpenLoadoutToArmory( void )
{
m_pLoadoutPanel->OpenToArmory();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCharacterInfoPanel::OnOpenArmoryDirect( KeyValues *data )
{
int iItemDef = data->GetInt( "itemdef", 0 );
m_pLoadoutPanel->OpenToArmory( iItemDef );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCharacterInfoPanel::OnKeyCodeTyped(vgui::KeyCode code)
{
if ( code == KEY_ESCAPE )
{
if ( !m_bPreventClosure )
{
OnCommand( "back" );
}
}
else
{
BaseClass::OnKeyCodeTyped( code );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCharacterInfoPanel::OnKeyCodePressed(vgui::KeyCode code)
{
ButtonCode_t nButtonCode = GetBaseButtonCode( code );
if ( nButtonCode == KEY_XBUTTON_B )
{
if ( !m_bPreventClosure )
{
OnCommand( "back" );
}
}
else
{
BaseClass::OnKeyCodePressed( code );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCharacterInfoPanel::OnThink()
{
bool bShouldBeVisible = NotificationQueue_GetNumNotifications() != 0;
if ( m_pNotificationsPresentPanel != NULL && m_pNotificationsPresentPanel->IsVisible() != bShouldBeVisible )
{
m_pNotificationsPresentPanel->SetVisible( bShouldBeVisible );
if ( bShouldBeVisible )
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( this, "NotificationsPresentBlink" );
}
else
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( this, "NotificationsPresentBlinkStop" );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
IEconRootUI *CCharacterInfoPanel::OpenEconUI( int iDirectToPage, bool bCheckForInventorySpaceOnExit )
{
engine->ClientCmd_Unrestricted( "gameui_activate" );
ShowPanel( true );
if ( iDirectToPage == ECONUI_BACKPACK )
{
OpenLoadoutToBackpack();
}
else if ( iDirectToPage == ECONUI_CRAFTING )
{
OpenLoadoutToCrafting();
}
else if ( iDirectToPage == ECONUI_ARMORY )
{
OpenLoadoutToArmory();
}
else if ( iDirectToPage < 0 )
{
// Negative numbers go directly to the class loadout
OpenLoadoutToClass( -(iDirectToPage), true );
}
SetCheckForRoomOnExit( bCheckForInventorySpaceOnExit );
return this;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCharacterInfoPanel::CloseEconUI( void )
{
if ( IsVisible() )
{
ShowPanel( false );
NotifyListenersOfCloseEvent();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CCharacterInfoPanel::IsUIPanelVisible( EconBaseUIPanels_t iPanel )
{
if ( !IsVisible() )
return false;
switch ( iPanel )
{
case ECONUI_BACKPACK:
return (GetBackpackPanel() && GetBackpackPanel()->IsVisible());
case ECONUI_CRAFTING:
return (GetCraftingPanel() && GetCraftingPanel()->IsVisible());
case ECONUI_ARMORY:
return (GetArmoryPanel() && GetArmoryPanel()->IsVisible());
case ECONUI_TRADING:
break;
default:
Assert(0);
break;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Open_CharInfo( const CCommand &args )
{
EconUI()->OpenEconUI();
}
ConCommand open_charinfo( "open_charinfo", Open_CharInfo, "Open the character info panel", FCVAR_NONE );
void CCharacterInfoPanel::SetPreventClosure( bool bPrevent )
{
m_bPreventClosure = bPrevent;
Panel* pBackButton = FindChildByName( "BackButton" );
if ( pBackButton )
{
pBackButton->SetEnabled( !bPrevent );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Open_CharInfoDirect( const CCommand &args )
{
// If we're in-game, start by opening the class we're currently playing
int iClass = TF_CLASS_UNDEFINED;
if ( engine->IsInGame() )
{
C_TFPlayer *pLocal = C_TFPlayer::GetLocalTFPlayer();
if ( pLocal )
{
iClass = -(pLocal->m_Shared.GetDesiredPlayerClassIndex());
if ( iClass == TF_CLASS_UNDEFINED )
{
iClass = -(pLocal->GetPlayerClass()->GetClassIndex());
}
}
}
// override with command arg
if ( args.ArgC() > 1 )
{
iClass = -atoi( args.Arg( 1 ) );
}
EconUI()->OpenEconUI( iClass );
}
ConCommand open_charinfo_direct( "open_charinfo_direct", Open_CharInfoDirect, "Open the character info panel directly to the class you're currently playing.", FCVAR_NONE );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Open_CharInfoBackpack( const CCommand &args )
{
EconUI()->OpenEconUI( ECONUI_BACKPACK );
}
ConCommand open_charinfo_backpack( "open_charinfo_backpack", Open_CharInfoBackpack, "Open the character info panel directly to backpack.", FCVAR_NONE );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Open_CharInfoCrafting( const CCommand &args )
{
EconUI()->OpenEconUI( ECONUI_CRAFTING );
}
ConCommand open_charinfo_crafting( "open_charinfo_crafting", Open_CharInfoCrafting, "Open the character info panel directly to crafting screen.", FCVAR_NONE );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Open_CharInfoArmory( const CCommand &args )
{
EconUI()->OpenEconUI( ECONUI_ARMORY );
}
ConCommand open_charinfo_armory( "open_charinfo_armory", Open_CharInfoArmory, "Open the character info panel directly to armory.", FCVAR_NONE );
//================================================================================================================================
// NOT CONNECTED TO STEAM WARNING DIALOG
//================================================================================================================================
static vgui::DHANDLE<CServerNotConnectedToSteamDialog> g_ServerNotConnectedPanel;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CServerNotConnectedToSteamDialog::CServerNotConnectedToSteamDialog( vgui::Panel *pParent, const char *pElementName ) : BaseClass( pParent, "ServerNotConnectedToSteamDialog" )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CServerNotConnectedToSteamDialog::ApplySchemeSettings( IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
// load control settings...
LoadControlSettings( "resource/UI/ServerNotConnectedToSteam.res" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CServerNotConnectedToSteamDialog::OnCommand( const char *command )
{
if ( !Q_stricmp( command, "close" ) )
{
TFModalStack()->PopModal( this );
SetVisible( false );
return;
}
BaseClass::OnCommand( command );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CServerNotConnectedToSteamDialog *OpenServerNotConnectedToSteamDialog( vgui::Panel *pParent )
{
if (!g_ServerNotConnectedPanel.Get())
{
g_ServerNotConnectedPanel = vgui::SETUP_PANEL( new CServerNotConnectedToSteamDialog( pParent, NULL ) );
}
g_ServerNotConnectedPanel->InvalidateLayout( false, true );
g_ServerNotConnectedPanel->SetVisible( true );
g_ServerNotConnectedPanel->MakePopup();
g_ServerNotConnectedPanel->MoveToFront();
g_ServerNotConnectedPanel->SetKeyBoardInputEnabled(true);
g_ServerNotConnectedPanel->SetMouseInputEnabled(true);
TFModalStack()->PushModal( g_ServerNotConnectedPanel );
return g_ServerNotConnectedPanel;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBackpackPanel *CCharacterInfoPanel::GetBackpackPanel( void )
{
return m_pLoadoutPanel->GetBackpackPanel();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CCraftingPanel *CCharacterInfoPanel::GetCraftingPanel( void )
{
return m_pLoadoutPanel->GetCraftingPanel();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CArmoryPanel *CCharacterInfoPanel::GetArmoryPanel( void )
{
return m_pLoadoutPanel->GetArmoryPanel();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCharacterInfoPanel::Gamestats_ItemTransaction( int eventID, CEconItemView *item, const char *pszReason, int iQuality )
{
C_CTF_GameStats.Event_ItemTransaction( eventID, item, pszReason, iQuality );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCharacterInfoPanel::Gamestats_Store( int eventID, CEconItemView* item, const char* panelName, int classId,
const cart_item_t* cartItem, int checkoutAttempts, const char* storeError, int totalPrice, int currencyCode )
{
C_CTF_GameStats.Event_Store( eventID, item, panelName, classId, cartItem, checkoutAttempts, storeError, totalPrice, currencyCode );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCharacterInfoPanel::SetExperimentValue( uint64 experimentValue )
{
C_CTF_GameStats.SetExperimentValue( experimentValue );
}
static vgui::DHANDLE<CTFItemPickupPanel> g_TFItemPickupPanel;
static vgui::DHANDLE<CTFItemDiscardPanel> g_TFItemDiscardPanel;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CItemPickupPanel *CCharacterInfoPanel::OpenItemPickupPanel( void )
{
if (!g_TFItemPickupPanel.Get())
{
g_TFItemPickupPanel = vgui::SETUP_PANEL( new CTFItemPickupPanel( NULL ) );
g_TFItemPickupPanel->InvalidateLayout( false, true );
}
engine->ClientCmd_Unrestricted( "gameui_activate" );
g_TFItemPickupPanel->ShowPanel( true );
return g_TFItemPickupPanel;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CItemDiscardPanel *CCharacterInfoPanel::OpenItemDiscardPanel( void )
{
if (!g_TFItemDiscardPanel.Get())
{
g_TFItemDiscardPanel = vgui::SETUP_PANEL( new CTFItemDiscardPanel( NULL ) );
g_TFItemDiscardPanel->InvalidateLayout( false, true );
}
engine->ClientCmd_Unrestricted( "gameui_activate" );
g_TFItemDiscardPanel->ShowPanel( true );
return g_TFItemDiscardPanel;
}
static vgui::DHANDLE<CTFBaseStorePanel> g_StorePanel;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCharacterInfoPanel::CreateStorePanel( void )
{
// Clean up previous store panel?
if ( g_StorePanel.Get() != NULL )
{
g_StorePanel->MarkForDeletion();
}
// Create the store panel
CTFBaseStorePanel *pStorePanel = NULL;
if ( ShouldUseNewStore() )
{
pStorePanel = new CTFStorePanel2( NULL );
}
else
{
pStorePanel = new CTFStorePanel1( NULL );
}
g_StorePanel = vgui::SETUP_PANEL( pStorePanel );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CStorePanel *CCharacterInfoPanel::OpenStorePanel( int iItemDef, bool bAddToCart )
{
// Make sure we've got the appropriate connections to Steam
if ( !steamapicontext || !steamapicontext->SteamUtils() )
{
OpenStoreStatusDialog( NULL, "#StoreUpdate_SteamRequired", true, false );
return NULL;
}
if ( !steamapicontext->SteamUtils()->IsOverlayEnabled() )
{
OpenStoreStatusDialog( NULL, "#StoreUpdate_OverlayRequired", true, false );
return NULL;
}
if ( !CStorePanel::IsPricesheetLoaded() )
{
OpenStoreStatusDialog( NULL, "#StoreUpdate_Loading", false, false );
CStorePanel::SetShouldShowWarnings( true );
CStorePanel::RequestPricesheet();
return NULL;
}
if ( !g_StorePanel )
return NULL;
engine->ClientCmd_Unrestricted( "gameui_activate" );
if ( iItemDef )
{
g_StorePanel->StartAtItemDef( iItemDef, bAddToCart );
}
g_StorePanel->ShowPanel( true );
return g_StorePanel;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CStorePanel *CCharacterInfoPanel::GetStorePanel( void )
{
return g_StorePanel;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCharacterInfoPanel::AddPanelCloseListener( vgui::Panel *pListener )
{
if ( !pListener )
return;
VPanelHandle hPanel;
hPanel.Set( pListener->GetVPanel() );
m_vecOnCloseListeners.AddToHead( hPanel );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCharacterInfoPanel::SetClosePanel( int iPanel )
{
AssertMsg( ( iPanel < 0 && IsValidTFPlayerClass( -iPanel ) ) ||
( iPanel >= ECONUI_FIRST_PANEL && iPanel <= ECONUI_LAST_PANEL ),
"Panel out of range!"
);
m_iClosePanel = iPanel;
}
void CCharacterInfoPanel::SetDefaultTeam( int iTeam )
{
AssertMsg( iTeam == TF_TEAM_RED || iTeam == TF_TEAM_BLUE, "Invalid team" );
m_iDefaultTeam = iTeam;
}
//================================================================================================================================
// NOT CONNECTED TO STEAM WARNING DIALOG
//================================================================================================================================
static vgui::DHANDLE<CCheatDetectionDialog> g_CheatDetectionDialog;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CCheatDetectionDialog::CCheatDetectionDialog( vgui::Panel *pParent, const char *pElementName ) : BaseClass( pParent, "CheatDetectionDialog" )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCheatDetectionDialog::ApplySchemeSettings( IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
// load control settings...
LoadControlSettings( "resource/UI/CheatDetectionDialog.res" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCheatDetectionDialog::OnCommand( const char *command )
{
if ( !Q_stricmp( command, "close" ) )
{
TFModalStack()->PopModal( this );
SetVisible( false );
return;
}
BaseClass::OnCommand( command );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CCheatDetectionDialog *OpenCheatDetectionDialog( vgui::Panel *pParent, const char *pszCheatMessage )
{
if (!g_CheatDetectionDialog.Get())
{
g_CheatDetectionDialog = vgui::SETUP_PANEL( new CCheatDetectionDialog( pParent, NULL ) );
}
g_CheatDetectionDialog->InvalidateLayout( false, true );
g_CheatDetectionDialog->SetVisible( true );
g_CheatDetectionDialog->MakePopup();
g_CheatDetectionDialog->MoveToFront();
g_CheatDetectionDialog->SetKeyBoardInputEnabled(true);
g_CheatDetectionDialog->SetMouseInputEnabled(true);
TFModalStack()->PushModal( g_CheatDetectionDialog );
g_CheatDetectionDialog->SetDialogVariable( "reason", g_pVGuiLocalize->Find( pszCheatMessage ) );
return g_CheatDetectionDialog;
}