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793 lines
22 KiB
793 lines
22 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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//=============================================================================//
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#include "cbase.h"
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#include "vgui_controls/EditablePanel.h"
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#include "tf_controls.h"
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#include "tf_gamerules.h"
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#include "tf_shareddefs.h"
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#include "vgui/ISurface.h"
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#include "c_tf_player.h"
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#include "gamestringpool.h"
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#include "iclientmode.h"
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#include "tf_item_inventory.h"
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#include "ienginevgui.h"
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#include <vgui/ILocalize.h>
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#include "vgui_controls/TextImage.h"
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#include "vgui_controls/ComboBox.h"
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#include "vgui/IInput.h"
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#include "item_model_panel.h"
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#include "hudelement.h"
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#include "item_quickswitch.h"
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#include "econ_gcmessages.h"
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#include "gc_clientsystem.h"
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#include "loadout_preset_panel.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include <tier0/memdbgon.h>
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#define MAX_QUICKSWITCH_SLOTS 11
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extern ConVar tf_respawn_on_loadoutchanges;
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extern const char *g_szEquipSlotHeader[CLASS_LOADOUT_POSITION_COUNT];
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int g_SlotsToLoadoutSlotsPerClass[TF_LAST_NORMAL_CLASS][MAX_QUICKSWITCH_SLOTS] =
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{
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//TF_CLASS_UNDEFINED = 0,
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{
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_INVALID,
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},
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// TF_CLASS_SCOUT,
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{
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_PRIMARY,
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LOADOUT_POSITION_SECONDARY,
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LOADOUT_POSITION_MELEE,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_HEAD,
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LOADOUT_POSITION_MISC,
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LOADOUT_POSITION_ACTION,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_INVALID,
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},
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// TF_CLASS_SNIPER,
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{
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_PRIMARY,
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LOADOUT_POSITION_SECONDARY,
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LOADOUT_POSITION_MELEE,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_HEAD,
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LOADOUT_POSITION_MISC,
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LOADOUT_POSITION_ACTION,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_INVALID,
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},
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// TF_CLASS_SOLDIER,
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{
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_PRIMARY,
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LOADOUT_POSITION_SECONDARY,
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LOADOUT_POSITION_MELEE,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_HEAD,
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LOADOUT_POSITION_MISC,
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LOADOUT_POSITION_ACTION,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_INVALID,
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},
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// TF_CLASS_DEMOMAN,
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{
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_PRIMARY,
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LOADOUT_POSITION_SECONDARY,
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LOADOUT_POSITION_MELEE,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_HEAD,
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LOADOUT_POSITION_MISC,
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LOADOUT_POSITION_ACTION,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_INVALID,
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},
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// TF_CLASS_MEDIC,
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{
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_PRIMARY,
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LOADOUT_POSITION_SECONDARY,
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LOADOUT_POSITION_MELEE,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_HEAD,
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LOADOUT_POSITION_MISC,
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LOADOUT_POSITION_ACTION,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_INVALID,
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},
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// TF_CLASS_HEAVYWEAPONS,
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{
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_PRIMARY,
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LOADOUT_POSITION_SECONDARY,
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LOADOUT_POSITION_MELEE,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_HEAD,
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LOADOUT_POSITION_MISC,
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LOADOUT_POSITION_ACTION,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_INVALID,
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},
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// TF_CLASS_PYRO,
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{
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_PRIMARY,
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LOADOUT_POSITION_SECONDARY,
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LOADOUT_POSITION_MELEE,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_HEAD,
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LOADOUT_POSITION_MISC,
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LOADOUT_POSITION_ACTION,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_INVALID,
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},
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#ifdef STAGING_ONLY
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// TF_CLASS_SPY,
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{
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_SECONDARY,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_MELEE,
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LOADOUT_POSITION_PDA,
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LOADOUT_POSITION_PDA2,
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LOADOUT_POSITION_PDA3,
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LOADOUT_POSITION_HEAD,
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LOADOUT_POSITION_MISC,
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LOADOUT_POSITION_ACTION,
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LOADOUT_POSITION_INVALID,
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},
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#else
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// TF_CLASS_SPY,
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{
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_SECONDARY,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_MELEE,
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LOADOUT_POSITION_PDA,
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LOADOUT_POSITION_PDA2,
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LOADOUT_POSITION_HEAD,
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LOADOUT_POSITION_MISC,
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LOADOUT_POSITION_ACTION,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_INVALID,
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},
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#endif
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// TF_CLASS_ENGINEER,
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{
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_PRIMARY,
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LOADOUT_POSITION_SECONDARY,
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LOADOUT_POSITION_MELEE,
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LOADOUT_POSITION_PDA,
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LOADOUT_POSITION_PDA2,
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LOADOUT_POSITION_HEAD,
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LOADOUT_POSITION_MISC,
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LOADOUT_POSITION_ACTION,
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LOADOUT_POSITION_INVALID,
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LOADOUT_POSITION_INVALID,
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},
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};
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DECLARE_HUDELEMENT( CItemQuickSwitchPanel );
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void IN_QuickSwitchDown( const CCommand &args )
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{
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// quickswitch disabled in training
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if ( TFGameRules() && TFGameRules()->IsInTraining() )
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{
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return;
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}
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CItemQuickSwitchPanel *pQSPanel = GET_HUDELEMENT( CItemQuickSwitchPanel );
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if ( pQSPanel )
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{
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pQSPanel->OpenQS();
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}
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}
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void IN_QuickSwitchUp( const CCommand &args )
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{
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// quickswitch disabled in training
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if ( TFGameRules() && TFGameRules()->IsInTraining() )
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{
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return;
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}
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CItemQuickSwitchPanel *pQSPanel = GET_HUDELEMENT( CItemQuickSwitchPanel );
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if ( pQSPanel )
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{
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pQSPanel->CloseQS();
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}
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}
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static ConCommand openquickswitch( "+quickswitch", IN_QuickSwitchDown );
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static ConCommand closequickswitch( "-quickswitch", IN_QuickSwitchUp );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CItemQuickSwitchPanel::CItemQuickSwitchPanel( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "ItemQuickSwitchPanel" )
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{
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Panel *pParent = g_pClientMode->GetViewport();
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SetParent( pParent );
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SetMouseInputEnabled( true );
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SetKeyBoardInputEnabled( false );
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m_pItemContainer = vgui::SETUP_PANEL( new vgui::EditablePanel( this, "itemcontainer" ) );
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m_pItemContainerScroller = vgui::SETUP_PANEL( new vgui::ScrollableEditablePanel( this, m_pItemContainer, "itemcontainerscroller" ) );
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m_pItemKV = NULL;
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m_pWeaponLabel = NULL;
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m_pEquipYourClassLabel = NULL;
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m_pLoadoutPresetPanel = NULL;
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m_iClass = TF_CLASS_UNDEFINED;
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m_iSlot = 0;
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SetVisible( false );
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ListenForGameEvent( "inventory_updated" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CItemQuickSwitchPanel::~CItemQuickSwitchPanel()
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{
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if ( m_pItemKV )
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{
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m_pItemKV->deleteThis();
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m_pItemKV = NULL;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CItemQuickSwitchPanel::IsValid( void )
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{
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return ( m_iClass >= TF_FIRST_NORMAL_CLASS && m_iClass < TF_LAST_NORMAL_CLASS ) &&
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( m_iSlot > LOADOUT_POSITION_INVALID && m_iSlot < CLASS_LOADOUT_POSITION_COUNT );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CItemQuickSwitchPanel::HudElementKeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding )
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{
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if ( !IsVisible() )
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return 1; // key not handled
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if ( !down )
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return 1; // key not handled
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int iSlot = 0;
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// convert slot1, slot2 etc to 1,2,3,4
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if ( pszCurrentBinding && ( !Q_strncmp( pszCurrentBinding, "slot", 4 ) && Q_strlen( pszCurrentBinding ) > 4 ) )
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{
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const char *pszNum = pszCurrentBinding + 4;
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iSlot = atoi( pszNum );
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if ( ( iSlot < 1 ) || ( iSlot >= MAX_QUICKSWITCH_SLOTS ) )
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{
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// invalid bind
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iSlot = 0;
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}
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}
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if ( iSlot > 0 )
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{
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int iLoadoutSlot = g_SlotsToLoadoutSlotsPerClass[m_iClass][iSlot];
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if ( iLoadoutSlot != LOADOUT_POSITION_INVALID )
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{
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// is it the slot we're already viewing?
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if ( iLoadoutSlot != m_iSlot )
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{
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m_iSlot = iLoadoutSlot;
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if ( IsValid() )
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{
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UpdateModelPanels();
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InvalidateLayout( true );
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}
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}
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}
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else
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{
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C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
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if ( pLocalPlayer )
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{
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pLocalPlayer->EmitSound( "Player.DenyWeaponSelection" );
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}
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}
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return 0;
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}
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return 1; // key not handled
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CItemQuickSwitchPanel::CalculateClassAndSlot( void )
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{
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C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
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if ( !pPlayer )
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return false;
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// Get the current class
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m_iClass = pPlayer->GetPlayerClass()->GetClassIndex();
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if ( m_iClass < TF_FIRST_NORMAL_CLASS || m_iClass >= TF_LAST_NORMAL_CLASS )
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return false;
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if ( m_pLoadoutPresetPanel )
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{
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m_pLoadoutPresetPanel->SetClass( m_iClass );
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}
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if ( pPlayer->IsAlive() )
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{
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// Get the current weapon slot
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CTFWeaponBase *pWpn = pPlayer->GetActiveTFWeapon();
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if ( !pWpn )
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return false;
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m_iSlot = pWpn->GetAttributeContainer()->GetItem()->GetStaticData()->GetLoadoutSlot( m_iClass );
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if ( m_iSlot == LOADOUT_POSITION_INVALID )
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return false;
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}
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else
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{
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m_iClass = pPlayer->m_Shared.GetDesiredPlayerClassIndex();
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m_iSlot = g_SlotsToLoadoutSlotsPerClass[m_iClass][1]; // use the first slot if we're dead
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CItemQuickSwitchPanel::OpenQS( void )
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{
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if ( !CalculateClassAndSlot() )
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return;
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m_bLoadoutHasChanged = false;
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UpdateModelPanels();
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SetVisible( true );
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RequestFocus();
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MakePopup();
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SetKeyBoardInputEnabled( false );
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// Force layout now so that we can position the cursor properly
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InvalidateLayout( true );
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// It takes a few frames before this panel appears the first time, which means
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// we need to delay until it appears before we can pop the mouse to the right spot.
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vgui::ivgui()->AddTickSignal( GetVPanel() );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CItemQuickSwitchPanel::OnTick( void )
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{
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BaseClass::OnTick();
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// Move the mouse cursor onto the first entry in the panel that's not our active weapon
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if ( vgui::surface()->IsCursorVisible() )
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{
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vgui::ivgui()->RemoveTickSignal( GetVPanel() );
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int x,y,w,h;
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if ( m_pItemPanels.Count() > 1 )
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{
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vgui::ipanel()->GetAbsPos( m_pItemPanels[1]->GetVPanel(), x, y );
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m_pItemPanels[1]->GetSize( w, h );
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}
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else
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{
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vgui::ipanel()->GetAbsPos( GetVPanel(), x, y );
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GetSize( w, h );
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}
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::input->SetFullscreenMousePos( x + (w * 0.5), y + (h * 0.5) );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CItemQuickSwitchPanel::CloseQS( void )
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{
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vgui::ivgui()->RemoveTickSignal( GetVPanel() );
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SetVisible( false );
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if ( m_bLoadoutHasChanged )
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{
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if ( tf_respawn_on_loadoutchanges.GetBool() )
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{
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// Tell the GC to tell server that we should respawn if we're in a respawn room
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GCSDK::CGCMsg< GCSDK::MsgGCEmpty_t > msg( k_EMsgGCRespawnPostLoadoutChange );
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GCClientSystem()->BSendMessage( msg );
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}
|
||
|
|
||
|
// Send the preset panel a msg so it can save the change
|
||
|
CEconItemView *pCurItemData = TFInventoryManager()->GetItemInLoadoutForClass( m_iClass, m_iSlot );
|
||
|
if ( pCurItemData )
|
||
|
{
|
||
|
KeyValues *pLoadoutChangedMsg = new KeyValues( "LoadoutChanged" );
|
||
|
pLoadoutChangedMsg->SetInt( "slot", m_iSlot );
|
||
|
pLoadoutChangedMsg->SetUint64( "itemid", pCurItemData->GetItemID() );
|
||
|
PostMessage( m_pLoadoutPresetPanel, pLoadoutChangedMsg );
|
||
|
}
|
||
|
|
||
|
m_bLoadoutHasChanged = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CItemQuickSwitchPanel::ApplySchemeSettings( vgui::IScheme *pScheme )
|
||
|
{
|
||
|
BaseClass::ApplySchemeSettings( pScheme );
|
||
|
|
||
|
LoadControlSettings( "Resource/UI/ItemQuickSwitch.res" );
|
||
|
|
||
|
m_pWeaponLabel = dynamic_cast<vgui::Label*>( FindChildByName("ItemSlotLabel") );
|
||
|
m_pEquipYourClassLabel = dynamic_cast<vgui::Label*>( FindChildByName("EquipLabel") );
|
||
|
m_pNoItemsToEquipLabel = dynamic_cast<vgui::Label*>( FindChildByName("NoItemsLabel") );
|
||
|
m_pEquippedLabel = dynamic_cast<CExLabel*>( m_pItemContainer->FindChildByName("CurrentlyEquippedBackground") );
|
||
|
m_pLoadoutPresetPanel = dynamic_cast<CLoadoutPresetPanel*>( FindChildByName( "loadout_preset_panel" ) );
|
||
|
|
||
|
if ( m_pEquippedLabel )
|
||
|
{
|
||
|
m_pEquippedLabel->SetMouseInputEnabled( false );
|
||
|
}
|
||
|
|
||
|
if ( m_pLoadoutPresetPanel )
|
||
|
{
|
||
|
m_pLoadoutPresetPanel->EnableVerticalDisplay( true );
|
||
|
}
|
||
|
|
||
|
m_pItemContainerScroller->GetScrollbar()->SetAutohideButtons( true );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CItemQuickSwitchPanel::ApplySettings( KeyValues *inResourceData )
|
||
|
{
|
||
|
BaseClass::ApplySettings( inResourceData );
|
||
|
|
||
|
KeyValues *pItemKV = inResourceData->FindKey( "itemskv" );
|
||
|
if ( pItemKV )
|
||
|
{
|
||
|
if ( m_pItemKV )
|
||
|
{
|
||
|
m_pItemKV->deleteThis();
|
||
|
}
|
||
|
m_pItemKV = new KeyValues( "itemkv" );
|
||
|
pItemKV->CopySubkeys( m_pItemKV );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CItemQuickSwitchPanel::PerformLayout( void )
|
||
|
{
|
||
|
BaseClass::PerformLayout();
|
||
|
|
||
|
if ( !IsValid() )
|
||
|
return;
|
||
|
|
||
|
// Need to lay these out before we start making item panels inside them
|
||
|
m_pItemContainer->InvalidateLayout( true );
|
||
|
m_pItemContainerScroller->InvalidateLayout( true );
|
||
|
|
||
|
// Position the item panels
|
||
|
for ( int i = 0; i < m_pItemPanels.Count(); i++ )
|
||
|
{
|
||
|
if ( m_pItemKV )
|
||
|
{
|
||
|
m_pItemPanels[i]->ApplySettings( m_pItemKV );
|
||
|
m_pItemPanels[i]->InvalidateLayout();
|
||
|
}
|
||
|
|
||
|
int iYDelta = m_pItemPanels[0]->GetTall() + m_iItemPanelYDelta;
|
||
|
|
||
|
// Once we've setup our first item, we know how large to make the container
|
||
|
if ( i == 0 )
|
||
|
{
|
||
|
m_pItemContainer->SetSize( m_pItemContainer->GetWide(), iYDelta * m_pItemPanels.Count() );
|
||
|
}
|
||
|
|
||
|
// Always indent the top one to make it look better.
|
||
|
m_pItemPanels[i]->SetPos( m_iItemPanelXPos, m_iItemPanelYDelta + (iYDelta * i) );
|
||
|
}
|
||
|
|
||
|
// Now that the container has been sized, tell the scroller to re-evaluate
|
||
|
m_pItemContainerScroller->InvalidateLayout();
|
||
|
m_pItemContainerScroller->GetScrollbar()->InvalidateLayout();
|
||
|
|
||
|
// Force the class label to layout & resize, so we can align our title
|
||
|
if ( m_pEquipYourClassLabel && m_pWeaponLabel )
|
||
|
{
|
||
|
m_pWeaponLabel->InvalidateLayout( true );
|
||
|
m_pWeaponLabel->SizeToContents();
|
||
|
int iXPos, iYPos;
|
||
|
m_pWeaponLabel->GetPos( iXPos, iYPos );
|
||
|
iXPos = ( GetWide() - m_pWeaponLabel->GetWide() ) * 0.5;
|
||
|
m_pWeaponLabel->SetPos( iXPos, m_pWeaponLabel->GetTall() );
|
||
|
m_pEquipYourClassLabel->SetPos( iXPos, iYPos - m_pEquipYourClassLabel->GetTall() );
|
||
|
}
|
||
|
|
||
|
// If it's visible, put the no items to equip at the bottom
|
||
|
if ( m_pNoItemsToEquipLabel->IsVisible() )
|
||
|
{
|
||
|
int iYDelta = 0;
|
||
|
if ( m_pItemPanels.Count() )
|
||
|
{
|
||
|
iYDelta = m_pItemPanels[0]->GetTall() + m_iItemPanelYDelta;
|
||
|
}
|
||
|
m_pNoItemsToEquipLabel->SetPos( m_iItemPanelXPos, m_iItemPanelYDelta + (iYDelta * (m_pItemPanels.Count()+1)) );
|
||
|
}
|
||
|
|
||
|
UpdateEquippedItem();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CItemQuickSwitchPanel::UpdateEquippedItem( void )
|
||
|
{
|
||
|
if ( !m_pEquippedLabel )
|
||
|
return;
|
||
|
|
||
|
bool bEquipped = false;
|
||
|
|
||
|
CEconItemView *pCurItemData = TFInventoryManager()->GetItemInLoadoutForClass( m_iClass, m_iSlot );
|
||
|
if ( pCurItemData )
|
||
|
{
|
||
|
if ( pCurItemData->IsValid() )
|
||
|
{
|
||
|
for ( int i = 0; i < m_pItemPanels.Count(); i++ )
|
||
|
{
|
||
|
CEconItemView *pItem = m_pItemPanels[i]->GetItem();
|
||
|
if ( pItem && ( *pItem == *pCurItemData ) )
|
||
|
{
|
||
|
int x,y;
|
||
|
m_pItemPanels[i]->GetPos( x, y );
|
||
|
m_pEquippedLabel->SetPos( x + XRES(3), y + YRES(2) );
|
||
|
|
||
|
bEquipped = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if ( !TFInventoryManager()->SlotContainsBaseItems( GEconItemSchema().GetEquipTypeFromClassIndex( m_iClass ), m_iSlot ) )
|
||
|
{
|
||
|
for ( int i = 0; i < m_pItemPanels.Count(); i++ )
|
||
|
{
|
||
|
CEconItemView *pItem = m_pItemPanels[i]->GetItem();
|
||
|
if ( !pItem )
|
||
|
{
|
||
|
int x,y;
|
||
|
m_pItemPanels[i]->GetPos( x, y );
|
||
|
m_pEquippedLabel->SetPos( x + XRES(3), y + YRES(2) );
|
||
|
|
||
|
bEquipped = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( m_pEquippedLabel->IsVisible() != bEquipped )
|
||
|
{
|
||
|
m_pEquippedLabel->SetVisible( bEquipped );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CItemQuickSwitchPanel::UpdateModelPanels( void )
|
||
|
{
|
||
|
if ( !IsValid() )
|
||
|
return;
|
||
|
|
||
|
TFPlayerClassData_t *pData = GetPlayerClassData( m_iClass );
|
||
|
SetDialogVariable( "loadoutclass", g_pVGuiLocalize->Find( pData->m_szLocalizableName ) );
|
||
|
|
||
|
if ( m_pWeaponLabel )
|
||
|
{
|
||
|
m_pWeaponLabel->SetText( g_szEquipSlotHeader[m_iSlot] );
|
||
|
}
|
||
|
|
||
|
// What items can go in this slot?
|
||
|
extern equip_region_mask_t GenerateEquipRegionConflictMask( int iClass, int iUpToSlot, int iIgnoreSlot );
|
||
|
const equip_region_mask_t unUsedEquipRegionMask = GenerateEquipRegionConflictMask( m_iClass, m_iSlot, LOADOUT_POSITION_INVALID );
|
||
|
|
||
|
CEquippableItemsForSlotGenerator equippableItems( m_iClass, m_iSlot, unUsedEquipRegionMask, CEquippableItemsForSlotGenerator::kSlotGenerator_None );
|
||
|
|
||
|
int iButton = 0;
|
||
|
FOR_EACH_VEC( equippableItems.GetDisplayItems(), i )
|
||
|
{
|
||
|
// For quick-switch, only show items that are equippable and would show up as such in our regular
|
||
|
// loadout.
|
||
|
if ( equippableItems.GetDisplayItems()[i].m_eDisplayType == CEquippableItemsForSlotGenerator::kSlotDisplay_Normal )
|
||
|
{
|
||
|
SetButtonToItem( iButton++, equippableItems.GetDisplayItems()[i].m_pEconItemView );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !TFInventoryManager()->SlotContainsBaseItems( GEconItemSchema().GetEquipTypeFromClassIndex( m_iClass ), m_iSlot ) )
|
||
|
{
|
||
|
SetButtonToItem( iButton++, NULL );
|
||
|
}
|
||
|
|
||
|
if ( m_pNoItemsToEquipLabel )
|
||
|
{
|
||
|
m_pNoItemsToEquipLabel->SetVisible( iButton == 0 );
|
||
|
}
|
||
|
|
||
|
// Delete excess items
|
||
|
for ( int i = m_pItemPanels.Count() - 1; i >= iButton; i-- )
|
||
|
{
|
||
|
m_pItemPanels[i]->MarkForDeletion();
|
||
|
m_pItemPanels.Remove( i );
|
||
|
}
|
||
|
|
||
|
InvalidateLayout();
|
||
|
|
||
|
// Move the scrollbar to the top
|
||
|
m_pItemContainerScroller->GetScrollbar()->SetValue( 0 );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CItemQuickSwitchPanel::SetButtonToItem( int iButton, CEconItemView *pItem )
|
||
|
{
|
||
|
CItemModelPanel *pItemPanel;
|
||
|
if ( iButton < m_pItemPanels.Count() )
|
||
|
{
|
||
|
pItemPanel = m_pItemPanels[iButton];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
const char *pszCommand = VarArgs( "itempanel%d", iButton );
|
||
|
pItemPanel = new CItemModelPanel( m_pItemContainer, pszCommand );
|
||
|
if ( m_pItemKV )
|
||
|
{
|
||
|
pItemPanel->ApplySettings( m_pItemKV );
|
||
|
}
|
||
|
pItemPanel->MakeReadyForUse();
|
||
|
pItemPanel->SetActAsButton( true, true );
|
||
|
pItemPanel->SendPanelEnterExits( true );
|
||
|
|
||
|
vgui::IScheme *pScheme = vgui::scheme()->GetIScheme( GetScheme() );
|
||
|
pItemPanel->SetBorder( pScheme->GetBorder( "EconItemBorder" ) );
|
||
|
|
||
|
m_pItemPanels.AddToTail( pItemPanel );
|
||
|
}
|
||
|
|
||
|
pItemPanel->SetNoItemText( "#SelectNoItemSlot" );
|
||
|
pItemPanel->SetItem( pItem );
|
||
|
pItemPanel->AddActionSignalTarget( this );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CItemQuickSwitchPanel::OnItemPanelEntered( vgui::Panel *panel )
|
||
|
{
|
||
|
CItemModelPanel *pItemPanel = dynamic_cast < CItemModelPanel * > ( panel );
|
||
|
if ( pItemPanel )
|
||
|
{
|
||
|
pItemPanel->SetPaintBorderEnabled( true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CItemQuickSwitchPanel::OnItemPanelExited( vgui::Panel *panel )
|
||
|
{
|
||
|
CItemModelPanel *pItemPanel = dynamic_cast < CItemModelPanel * > ( panel );
|
||
|
if ( pItemPanel )
|
||
|
{
|
||
|
pItemPanel->SetPaintBorderEnabled( false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CItemQuickSwitchPanel::OnIPMouseReleased( vgui::Panel *panel )
|
||
|
{
|
||
|
CItemModelPanel *pItemPanel = dynamic_cast < CItemModelPanel * > ( panel );
|
||
|
if ( !pItemPanel )
|
||
|
return;
|
||
|
|
||
|
itemid_t iIndex = INVALID_ITEM_ID;
|
||
|
|
||
|
CEconItemView *pItemData = pItemPanel->GetItem();
|
||
|
if ( pItemData && pItemData->IsValid() )
|
||
|
{
|
||
|
iIndex = pItemData->GetItemID();
|
||
|
}
|
||
|
|
||
|
TFInventoryManager()->EquipItemInLoadout( m_iClass, m_iSlot, iIndex );
|
||
|
|
||
|
m_bLoadoutHasChanged = true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CItemQuickSwitchPanel::FireGameEvent( IGameEvent *event )
|
||
|
{
|
||
|
if ( !IsVisible() )
|
||
|
return;
|
||
|
|
||
|
const char * type = event->GetName();
|
||
|
|
||
|
if ( Q_strcmp( type, "inventory_updated" ) == 0 )
|
||
|
{
|
||
|
UpdateEquippedItem();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
CHudElement::FireGameEvent( event );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CItemQuickSwitchPanel::OnItemPresetLoaded()
|
||
|
{
|
||
|
m_bLoadoutHasChanged = true;
|
||
|
}
|