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