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:
//
//-------------------------------------------------------------------------------------------------------------------------------
#ifndef ECON_STORECATEGORY_H
#define ECON_STORECATEGORY_H
#ifdef _WIN32
#pragma once
#endif
#if defined( GC_DLL )
#include "econ/econ_storemetadata.h"
#endif
//-------------------------------------------------------------------------------------------------------------------------------
typedef CRC32_t StoreCategoryID_t;
//-------------------------------------------------------------------------------------------------------------------------------
// sort by price highest to lowest
class CEconStoreEntryLess
{
public:
bool Less( const uint16& lhs, const uint16& rhs, void *pContext );
};
//-------------------------------------------------------------------------------------------------------------------------------
class CEconStoreCategoryManager
{
public:
CEconStoreCategoryManager();
bool BInit( CEconStorePriceSheet *pPriceSheet, KeyValues *pStoreMetaDataKV );
bool BOnPriceSheetLoaded( CEconStorePriceSheet *pPriceSheet );
static StoreCategoryID_t GetCategoryID( const char *pCategoryName );
static StoreCategoryID_t k_CategoryID_Invalid;
static StoreCategoryID_t k_CategoryID_New;
static StoreCategoryID_t k_CategoryID_Weapons;
static StoreCategoryID_t k_CategoryID_Limited;
static StoreCategoryID_t k_CategoryID_Maps;
static StoreCategoryID_t k_CategoryID_Cosmetics;
static StoreCategoryID_t k_CategoryID_Taunts;
static StoreCategoryID_t k_CategoryID_Tools;
static StoreCategoryID_t k_CategoryID_Bundles;
static StoreCategoryID_t k_CategoryID_Collections;
static StoreCategoryID_t k_CategoryID_Popular;
static StoreCategoryID_t k_CategoryID_OnSale;
static StoreCategoryID_t k_CategoryID_Featured;
static StoreCategoryID_t k_CategoryID_ClassBundles;
static StoreCategoryID_t k_CategoryID_Highlighted;
struct StoreCategory_t
{
StoreCategory_t() { V_memset( this, 0, sizeof( StoreCategory_t ) ); }
int GetNumSubcategories() const { return m_vecSubcategories.Count(); }
bool HasSubcategories() const { return m_vecSubcategories.Count() > 1; }
bool BIsSubcategory() const { return m_unParentCategoryID != CEconStoreCategoryManager::k_CategoryID_Invalid; }
bool m_bIsHome:1; // Home page? Default=no.
bool m_bUseLargeCells:1; // Display large icons in the store. Default=no.
bool m_bDefaultTab:1; // Is this the default tab? Default=no
bool m_bVisible:1; // Should this tab be displayed in the store? Default=yes.
bool m_bInGameOnly:1; // Is this category only to be displayed in the in-game store (vs. the web store)?
const char *m_pchRawName; // Raw name of the tab
const char *m_pchName; // Name of the tab
const char *m_pchPageClass; // Code class of the store page.
const char *m_pchSortType; // How to sort the page.
const char *m_pchPageRes; // Res file to use for the page.
StoreCategoryID_t m_unID; // A unique ID that is stable across sessions
StoreCategoryID_t m_unParentCategoryID;
CUtlVector<const StoreCategory_t *> m_vecSubcategories; // A list of ID's for all subcategories
CUtlSortVector<uint16, CEconStoreEntryLess> m_vecEntries; // Vector of items for sale
#if defined( GC_DLL )
const CEconStoreMetaData::DropdownPrefabInfo_t *m_pDropdownPrefab;
#endif
};
const StoreCategoryID_t GetHomeCategoryID() const { Assert( m_unHomeCategoryID != k_CategoryID_Invalid ); return m_unHomeCategoryID; }
const StoreCategory_t *GetStoreCategoryFromID( StoreCategoryID_t unID ) const;
int GetNumCategories( void ) const { return m_vecCategories.Count(); }
const StoreCategory_t *GetCategoryFromIndex( int i ) const { Assert(i >= 0 && i < m_vecCategories.Count()); return &m_vecCategories[i]; }
StoreCategory_t *GetFeaturedItems() const { return NULL; }
private:
bool BInitCategory( CEconStorePriceSheet *pPriceSheet, StoreCategory_t *pCategory, KeyValues *pKVTab );
StoreCategory_t *GetStoreCategoryFromID( StoreCategoryID_t unID );
CUtlVector< StoreCategory_t > m_vecCategories;
StoreCategoryID_t m_unHomeCategoryID; // The ID for the home tab
};
//-------------------------------------------------------------------------------------------------------------------------------
CEconStoreCategoryManager *GEconStoreCategoryManager();
void ClearEconStoreCategoryManager();
//-------------------------------------------------------------------------------------------------------------------------------
#endif