Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

793 lines
22 KiB

5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "vgui_controls/EditablePanel.h"
#include "tf_controls.h"
#include "tf_gamerules.h"
#include "tf_shareddefs.h"
#include "vgui/ISurface.h"
#include "c_tf_player.h"
#include "gamestringpool.h"
#include "iclientmode.h"
#include "tf_item_inventory.h"
#include "ienginevgui.h"
#include <vgui/ILocalize.h>
#include "vgui_controls/TextImage.h"
#include "vgui_controls/ComboBox.h"
#include "vgui/IInput.h"
#include "item_model_panel.h"
#include "hudelement.h"
#include "item_quickswitch.h"
#include "econ_gcmessages.h"
#include "gc_clientsystem.h"
#include "loadout_preset_panel.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
#define MAX_QUICKSWITCH_SLOTS 11
extern ConVar tf_respawn_on_loadoutchanges;
extern const char *g_szEquipSlotHeader[CLASS_LOADOUT_POSITION_COUNT];
int g_SlotsToLoadoutSlotsPerClass[TF_LAST_NORMAL_CLASS][MAX_QUICKSWITCH_SLOTS] =
{
//TF_CLASS_UNDEFINED = 0,
{
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_INVALID,
},
// TF_CLASS_SCOUT,
{
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_PRIMARY,
LOADOUT_POSITION_SECONDARY,
LOADOUT_POSITION_MELEE,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_HEAD,
LOADOUT_POSITION_MISC,
LOADOUT_POSITION_ACTION,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_INVALID,
},
// TF_CLASS_SNIPER,
{
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_PRIMARY,
LOADOUT_POSITION_SECONDARY,
LOADOUT_POSITION_MELEE,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_HEAD,
LOADOUT_POSITION_MISC,
LOADOUT_POSITION_ACTION,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_INVALID,
},
// TF_CLASS_SOLDIER,
{
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_PRIMARY,
LOADOUT_POSITION_SECONDARY,
LOADOUT_POSITION_MELEE,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_HEAD,
LOADOUT_POSITION_MISC,
LOADOUT_POSITION_ACTION,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_INVALID,
},
// TF_CLASS_DEMOMAN,
{
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_PRIMARY,
LOADOUT_POSITION_SECONDARY,
LOADOUT_POSITION_MELEE,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_HEAD,
LOADOUT_POSITION_MISC,
LOADOUT_POSITION_ACTION,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_INVALID,
},
// TF_CLASS_MEDIC,
{
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_PRIMARY,
LOADOUT_POSITION_SECONDARY,
LOADOUT_POSITION_MELEE,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_HEAD,
LOADOUT_POSITION_MISC,
LOADOUT_POSITION_ACTION,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_INVALID,
},
// TF_CLASS_HEAVYWEAPONS,
{
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_PRIMARY,
LOADOUT_POSITION_SECONDARY,
LOADOUT_POSITION_MELEE,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_HEAD,
LOADOUT_POSITION_MISC,
LOADOUT_POSITION_ACTION,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_INVALID,
},
// TF_CLASS_PYRO,
{
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_PRIMARY,
LOADOUT_POSITION_SECONDARY,
LOADOUT_POSITION_MELEE,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_HEAD,
LOADOUT_POSITION_MISC,
LOADOUT_POSITION_ACTION,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_INVALID,
},
#ifdef STAGING_ONLY
// TF_CLASS_SPY,
{
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_SECONDARY,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_MELEE,
LOADOUT_POSITION_PDA,
LOADOUT_POSITION_PDA2,
LOADOUT_POSITION_PDA3,
LOADOUT_POSITION_HEAD,
LOADOUT_POSITION_MISC,
LOADOUT_POSITION_ACTION,
LOADOUT_POSITION_INVALID,
},
#else
// TF_CLASS_SPY,
{
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_SECONDARY,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_MELEE,
LOADOUT_POSITION_PDA,
LOADOUT_POSITION_PDA2,
LOADOUT_POSITION_HEAD,
LOADOUT_POSITION_MISC,
LOADOUT_POSITION_ACTION,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_INVALID,
},
#endif
// TF_CLASS_ENGINEER,
{
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_PRIMARY,
LOADOUT_POSITION_SECONDARY,
LOADOUT_POSITION_MELEE,
LOADOUT_POSITION_PDA,
LOADOUT_POSITION_PDA2,
LOADOUT_POSITION_HEAD,
LOADOUT_POSITION_MISC,
LOADOUT_POSITION_ACTION,
LOADOUT_POSITION_INVALID,
LOADOUT_POSITION_INVALID,
},
};
DECLARE_HUDELEMENT( CItemQuickSwitchPanel );
void IN_QuickSwitchDown( const CCommand &args )
{
// quickswitch disabled in training
if ( TFGameRules() && TFGameRules()->IsInTraining() )
{
return;
}
CItemQuickSwitchPanel *pQSPanel = GET_HUDELEMENT( CItemQuickSwitchPanel );
if ( pQSPanel )
{
pQSPanel->OpenQS();
}
}
void IN_QuickSwitchUp( const CCommand &args )
{
// quickswitch disabled in training
if ( TFGameRules() && TFGameRules()->IsInTraining() )
{
return;
}
CItemQuickSwitchPanel *pQSPanel = GET_HUDELEMENT( CItemQuickSwitchPanel );
if ( pQSPanel )
{
pQSPanel->CloseQS();
}
}
static ConCommand openquickswitch( "+quickswitch", IN_QuickSwitchDown );
static ConCommand closequickswitch( "-quickswitch", IN_QuickSwitchUp );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CItemQuickSwitchPanel::CItemQuickSwitchPanel( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "ItemQuickSwitchPanel" )
{
Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
SetMouseInputEnabled( true );
SetKeyBoardInputEnabled( false );
m_pItemContainer = vgui::SETUP_PANEL( new vgui::EditablePanel( this, "itemcontainer" ) );
m_pItemContainerScroller = vgui::SETUP_PANEL( new vgui::ScrollableEditablePanel( this, m_pItemContainer, "itemcontainerscroller" ) );
m_pItemKV = NULL;
m_pWeaponLabel = NULL;
m_pEquipYourClassLabel = NULL;
m_pLoadoutPresetPanel = NULL;
m_iClass = TF_CLASS_UNDEFINED;
m_iSlot = 0;
SetVisible( false );
ListenForGameEvent( "inventory_updated" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CItemQuickSwitchPanel::~CItemQuickSwitchPanel()
{
if ( m_pItemKV )
{
m_pItemKV->deleteThis();
m_pItemKV = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CItemQuickSwitchPanel::IsValid( void )
{
return ( m_iClass >= TF_FIRST_NORMAL_CLASS && m_iClass < TF_LAST_NORMAL_CLASS ) &&
( m_iSlot > LOADOUT_POSITION_INVALID && m_iSlot < CLASS_LOADOUT_POSITION_COUNT );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CItemQuickSwitchPanel::HudElementKeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding )
{
if ( !IsVisible() )
return 1; // key not handled
if ( !down )
return 1; // key not handled
int iSlot = 0;
// convert slot1, slot2 etc to 1,2,3,4
if ( pszCurrentBinding && ( !Q_strncmp( pszCurrentBinding, "slot", 4 ) && Q_strlen( pszCurrentBinding ) > 4 ) )
{
const char *pszNum = pszCurrentBinding + 4;
iSlot = atoi( pszNum );
if ( ( iSlot < 1 ) || ( iSlot >= MAX_QUICKSWITCH_SLOTS ) )
{
// invalid bind
iSlot = 0;
}
}
if ( iSlot > 0 )
{
int iLoadoutSlot = g_SlotsToLoadoutSlotsPerClass[m_iClass][iSlot];
if ( iLoadoutSlot != LOADOUT_POSITION_INVALID )
{
// is it the slot we're already viewing?
if ( iLoadoutSlot != m_iSlot )
{
m_iSlot = iLoadoutSlot;
if ( IsValid() )
{
UpdateModelPanels();
InvalidateLayout( true );
}
}
}
else
{
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( pLocalPlayer )
{
pLocalPlayer->EmitSound( "Player.DenyWeaponSelection" );
}
}
return 0;
}
return 1; // key not handled
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CItemQuickSwitchPanel::CalculateClassAndSlot( void )
{
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( !pPlayer )
return false;
// Get the current class
m_iClass = pPlayer->GetPlayerClass()->GetClassIndex();
if ( m_iClass < TF_FIRST_NORMAL_CLASS || m_iClass >= TF_LAST_NORMAL_CLASS )
return false;
if ( m_pLoadoutPresetPanel )
{
m_pLoadoutPresetPanel->SetClass( m_iClass );
}
if ( pPlayer->IsAlive() )
{
// Get the current weapon slot
CTFWeaponBase *pWpn = pPlayer->GetActiveTFWeapon();
if ( !pWpn )
return false;
m_iSlot = pWpn->GetAttributeContainer()->GetItem()->GetStaticData()->GetLoadoutSlot( m_iClass );
if ( m_iSlot == LOADOUT_POSITION_INVALID )
return false;
}
else
{
m_iClass = pPlayer->m_Shared.GetDesiredPlayerClassIndex();
m_iSlot = g_SlotsToLoadoutSlotsPerClass[m_iClass][1]; // use the first slot if we're dead
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItemQuickSwitchPanel::OpenQS( void )
{
if ( !CalculateClassAndSlot() )
return;
m_bLoadoutHasChanged = false;
UpdateModelPanels();
SetVisible( true );
RequestFocus();
MakePopup();
SetKeyBoardInputEnabled( false );
// Force layout now so that we can position the cursor properly
InvalidateLayout( true );
// It takes a few frames before this panel appears the first time, which means
// we need to delay until it appears before we can pop the mouse to the right spot.
vgui::ivgui()->AddTickSignal( GetVPanel() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItemQuickSwitchPanel::OnTick( void )
{
BaseClass::OnTick();
// Move the mouse cursor onto the first entry in the panel that's not our active weapon
if ( vgui::surface()->IsCursorVisible() )
{
vgui::ivgui()->RemoveTickSignal( GetVPanel() );
int x,y,w,h;
if ( m_pItemPanels.Count() > 1 )
{
vgui::ipanel()->GetAbsPos( m_pItemPanels[1]->GetVPanel(), x, y );
m_pItemPanels[1]->GetSize( w, h );
}
else
{
vgui::ipanel()->GetAbsPos( GetVPanel(), x, y );
GetSize( w, h );
}
::input->SetFullscreenMousePos( x + (w * 0.5), y + (h * 0.5) );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CItemQuickSwitchPanel::CloseQS( void )
{
vgui::ivgui()->RemoveTickSignal( GetVPanel() );
SetVisible( false );
if ( m_bLoadoutHasChanged )
{
if ( tf_respawn_on_loadoutchanges.GetBool() )
{
// Tell the GC to tell server that we should respawn if we're in a respawn room
GCSDK::CGCMsg< GCSDK::MsgGCEmpty_t > msg( k_EMsgGCRespawnPostLoadoutChange );
GCClientSystem()->BSendMessage( msg );
}
// 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;
}