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158 lines
5.3 KiB
158 lines
5.3 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 CLASS_LOADOUT_PANEL_H
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#define CLASS_LOADOUT_PANEL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "base_loadout_panel.h"
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#include "tf_playermodelpanel.h"
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#include "item_selection_panel.h"
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#include <../common/GameUI/cvarslider.h>
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#include <vgui/VGUI.h>
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#include "vgui_controls/CheckButton.h"
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#define NUM_ITEM_PANELS_IN_LOADOUT CLASS_LOADOUT_POSITION_COUNT
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class CLoadoutPresetPanel;
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class CLoadoutItemOptionsPanel : public vgui::EditablePanel
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{
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DECLARE_CLASS_SIMPLE( CLoadoutItemOptionsPanel, vgui::EditablePanel );
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public:
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CLoadoutItemOptionsPanel( Panel *parent, const char *pName );
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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 OnMessage( const KeyValues* pParams, vgui::VPANEL hFromPanel );
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void SetItemSlot( loadout_positions_t eItemSlot, int iClassIndex );
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loadout_positions_t GetItemSlot() const { return m_eItemSlot; }
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void UpdateItemOptionsUI();
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private:
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void AddControlsParticleEffect( void ) const;
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void AddControlsSetStyle( void ) const;
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CEconItemView* GetItem( void ) const;
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class vgui::PanelListPanel *m_pListPanel;
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CCvarSlider *m_pHatParticleSlider;
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CExButton *m_pSetStyleButton;
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vgui::CheckButton *m_pHatParticleUseHeadButton;
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int m_iCurrentClassIndex;
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loadout_positions_t m_eItemSlot;
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};
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//-----------------------------------------------------------------------------
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// A loadout screen that handles modifying the loadout of a specific class
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//-----------------------------------------------------------------------------
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class CClassLoadoutPanel : public CBaseLoadoutPanel
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{
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DECLARE_CLASS_SIMPLE( CClassLoadoutPanel, CBaseLoadoutPanel );
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public:
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CClassLoadoutPanel( vgui::Panel *parent );
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~CClassLoadoutPanel();
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virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
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virtual void ApplySettings( KeyValues *inResourceData ) OVERRIDE;
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virtual void PerformLayout( void );
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virtual void FireGameEvent( IGameEvent *event );
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virtual void AddNewItemPanel( int iPanelIndex ) OVERRIDE;
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virtual void UpdateModelPanels( void );
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virtual int GetNumItemPanels( void ) { return NUM_ITEM_PANELS_IN_LOADOUT; };
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virtual void OnShowPanel( bool bVisible, bool bReturningFromArmory );
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virtual void PostShowPanel( bool bVisible );
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virtual void OnKeyCodePressed( vgui::KeyCode code ) OVERRIDE;
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virtual void OnNavigateTo( const char* panelName ) OVERRIDE;
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virtual void OnNavigateFrom( const char* panelName ) OVERRIDE;
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void SetClass( int iClass );
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void SetTeam( int iTeam );
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int GetNumRelevantSlots() const;
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CEconItemView *GetItemInSlot( int iSlot );
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MESSAGE_FUNC_PTR( OnItemPanelMouseReleased, "ItemPanelMouseReleased", panel );
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MESSAGE_FUNC_PARAMS( OnSelectionReturned, "SelectionReturned", data );
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MESSAGE_FUNC( OnCancelSelection, "CancelSelection" );
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MESSAGE_FUNC( OnClosing, "Closing" );
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virtual void OnCommand( const char *command );
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virtual void OnMessage( const KeyValues* pParams, vgui::VPANEL hFromPanel );
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void SetSelectionPanel( CEquipSlotItemSelectionPanel *pPanel ) { m_pSelectionPanel = pPanel; }
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void UpdatePassiveAttributes( void );
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bool IsInSelectionPanel() const { return m_pSelectionPanel != NULL; }
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CEquipSlotItemSelectionPanel *GetItemSelectionPanel() { return m_pSelectionPanel; }
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bool IsEditingTauntSlots() const { return m_bInTauntLoadoutMode; }
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enum classloadoutpage_t
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{
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CHARACTER_LOADOUT_PAGE,
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TAUNT_LOADOUT_PAGE
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};
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void SetLoadoutPage( classloadoutpage_t loadoutPage );
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protected:
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virtual void SetBorderForItem( CItemModelPanel *pItemPanel, bool bMouseOver );
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void AddAttribPassiveText( const class CEconAttributeDescription& AttrDesc, INOUT_Z_CAP(iNumPassiveChars) wchar_t *out_wszPassiveDesc, int iNumPassiveChars );
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void RespawnPlayer();
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virtual void ApplyKVsToItemPanels( void ) OVERRIDE;
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void ClearItemOptionsMenu( void );
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void SetOptionsButtonText( int nIndex, const char* pszText );
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static bool AnyOptionsAvailableForItem( const CEconItemView *pItem );
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int m_iCurrentClassIndex;
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int m_iCurrentTeamIndex;
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int m_iCurrentSlotIndex;
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bool m_bLoadoutHasChanged;
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bool m_bInTauntLoadoutMode;
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CTFPlayerModelPanel *m_pPlayerModelPanel;
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CEquipSlotItemSelectionPanel *m_pSelectionPanel;
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vgui::Label *m_pTauntHintLabel;
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CExLabel *m_pTauntLabel;
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CExLabel *m_pTauntCaratLabel;
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CExLabel *m_pPassiveAttribsLabel;
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Panel *m_pTopLinePanel;
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CExButton *m_pBuildablesButton;
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CExImageButton *m_pCharacterLoadoutButton;
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CExImageButton *m_pTauntLoadoutButton;
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CLoadoutPresetPanel *m_pLoadoutPresetPanel;
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CExplanationPopup *m_pPresetsExplanationPopup;
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CExplanationPopup *m_pTauntsExplanationPopup;
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KeyValues *m_pItemOptionPanelKVs;
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CUtlVector< CExButton * > m_vecItemOptionButtons;
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CLoadoutItemOptionsPanel *m_pItemOptionPanel;
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private:
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void UpdatePageButtonColor( CExImageButton *pPageButton, bool bIsActive );
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enum PageButtonColors_t
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{
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LOADED = 0, NOTLOADED,
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FG = 0, BG,
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DEFAULT = 0, ARMED, DEPRESSED
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};
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Color m_aDefaultColors[2][2][3]; // [LOADED|NOTLOADED][FG|BG][DEFAULT|ARMED|DEPRESSED]
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};
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extern CClassLoadoutPanel *g_pClassLoadoutPanel;
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#endif // CLASS_LOADOUT_PANEL_H
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