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136 lines
5.0 KiB
136 lines
5.0 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 CHARACTER_INFO_PANEL_H
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#define CHARACTER_INFO_PANEL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "econ_ui.h"
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#include "vgui_controls/PropertyDialog.h"
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#include "tf_shareddefs.h"
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#include "GameEventListener.h"
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#include "vgui_controls/Panel.h"
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#include "vgui_controls/PHandle.h"
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class CCharInfoLoadoutSubPanel;
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class CArmoryPanel;
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class CBackpackPanel;
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class CCraftingPanel;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CServerNotConnectedToSteamDialog : public vgui::EditablePanel
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{
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DECLARE_CLASS_SIMPLE( CServerNotConnectedToSteamDialog, vgui::EditablePanel );
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public:
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CServerNotConnectedToSteamDialog( vgui::Panel *pParent, const char *pElementName );
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virtual void ApplySchemeSettings( vgui::IScheme *scheme );
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virtual void OnCommand( const char *command );
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CCheatDetectionDialog : public vgui::EditablePanel
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{
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DECLARE_CLASS_SIMPLE( CCheatDetectionDialog, vgui::EditablePanel );
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public:
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CCheatDetectionDialog( vgui::Panel *pParent, const char *pElementName );
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virtual void ApplySchemeSettings( vgui::IScheme *scheme );
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virtual void OnCommand( const char *command );
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CCharacterInfoPanel : public vgui::PropertyDialog, public IEconRootUI, public CGameEventListener
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{
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DECLARE_CLASS_SIMPLE( CCharacterInfoPanel, vgui::PropertyDialog );
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public:
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CCharacterInfoPanel( Panel *parent );
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virtual ~CCharacterInfoPanel();
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virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
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virtual void PerformLayout( void );
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virtual void OnCommand( const char *command );
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virtual void ShowPanel( bool bShow );
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virtual void OnKeyCodeTyped(vgui::KeyCode code) OVERRIDE;
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virtual void OnKeyCodePressed(vgui::KeyCode code) OVERRIDE;
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virtual void OnThink();
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void OpenLoadoutToClass( int iClassIndex, bool bOpenClassLoadout );
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void OpenLoadoutToBackpack( void );
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void OpenLoadoutToCrafting( void );
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void OpenLoadoutToArmory( void );
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void SetCheckForRoomOnExit( bool bCheck ) { m_bCheckForRoomOnExit = bCheck; }
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void FireGameEvent( IGameEvent *event );
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CArmoryPanel *GetArmoryPanel( void );
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MESSAGE_FUNC_PARAMS( OnOpenArmoryDirect, "OpenArmoryDirect", data );
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//---------------------------------------
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// IEconRootUI
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virtual IEconRootUI *OpenEconUI( int iDirectToPage = 0, bool bCheckForInventorySpaceOnExit = false );
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virtual void CloseEconUI( void );
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virtual bool IsUIPanelVisible( EconBaseUIPanels_t iPanel );
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virtual void SetPreventClosure( bool bPrevent ) OVERRIDE;
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// Sub panel access.
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// These are panels that are parented to the root EconUI.
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virtual CBackpackPanel *GetBackpackPanel( void );
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virtual CCraftingPanel *GetCraftingPanel( void );
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// Gamestats access
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virtual void Gamestats_ItemTransaction( int eventID, CEconItemView *item, const char *pszReason = NULL, int iQuality = 0 );
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virtual void Gamestats_Store( int eventID, CEconItemView* item=NULL, const char* panelName=NULL,
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int classId=0, const cart_item_t* in_cartItem=NULL, int in_checkoutAttempts=0, const char* storeError=NULL, int in_totalPrice=0, int in_currencyCode=0 );
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virtual void SetExperimentValue( uint64 experimentValue );
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// Open separate economy panels (they're not parented to the root EconUI)
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// This is here so that games can customize the implementation of these panels.
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virtual CItemPickupPanel *OpenItemPickupPanel( void );
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virtual CItemDiscardPanel *OpenItemDiscardPanel( void );
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virtual void CreateStorePanel( void );
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virtual CStorePanel *OpenStorePanel( int iItemDef, bool bAddToCart );
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virtual CStorePanel *GetStorePanel( void );
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// When the root UI is closed, send an "EconUIClosed" message to pListener.
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virtual void AddPanelCloseListener( vgui::Panel *pListener );
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// The panel at which we want back to actually close the UI - defaults to the root panel - a negative value can be passed in for class loadout panels
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virtual void SetClosePanel( int iPanel );
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// Call this to set which team the class loadout should display
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virtual void SetDefaultTeam( int iTeam );
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private:
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void Close();
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void NotifyListenersOfCloseEvent();
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vgui::Panel *m_pNotificationsPresentPanel;
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CCharInfoLoadoutSubPanel *m_pLoadoutPanel;
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bool m_bCheckForRoomOnExit;
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bool m_bPreventClosure;
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int m_iClosePanel;
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int m_iDefaultTeam;
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CUtlVector< vgui::VPanelHandle > m_vecOnCloseListeners;
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};
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CCheatDetectionDialog *OpenCheatDetectionDialog( vgui::Panel *pParent, const char *pszCheatMessage );
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#endif // CHARACTER_INFO_PANEL_H
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