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166 lines
4.8 KiB
166 lines
4.8 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 ECON_UI_H
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#define ECON_UI_H
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#ifdef _WIN32
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#pragma once
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#endif
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enum EconBaseUIPanels_t
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{
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ECONUI_BASEUI = 0,
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ECONUI_BACKPACK,
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ECONUI_CRAFTING,
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ECONUI_ARMORY,
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ECONUI_TRADING,
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ECONUI_LOADOUT,
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ECONUI_FIRST_PANEL = ECONUI_BASEUI,
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ECONUI_LAST_PANEL = ECONUI_LOADOUT
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};
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class CBackpackPanel;
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class CCraftingPanel;
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class CItemPickupPanel;
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class CItemDiscardPanel;
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class CStorePanel;
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struct cart_item_t;
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namespace vgui
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{
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class Panel;
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};
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// Interface used to connect to the game specific implementations of the Economy UI
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abstract_class IEconRootUI
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{
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public:
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// Open the EconUI, optionally to a specific page (Backpack/Crafting/etc)
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// If bCheckForInventorySpaceOnExit is set, On closing the EconUI should make sure the user doesn't
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// have to throw out any items to make room in their inventory.
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virtual IEconRootUI *OpenEconUI( int iDirectToPage = 0, bool bCheckForInventorySpaceOnExit = false ) = 0;
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// Close the EconUI, and any associated sub panels.
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virtual void CloseEconUI( void ) = 0;
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// Return true if the specified EconUI sub panel is currently visible.
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virtual bool IsUIPanelVisible( EconBaseUIPanels_t iPanel ) = 0;
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// Some part of the EconUI might be in a state where they want to prevent the user
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// from being able to close the EconUI (in the middle of a trade, for instance)
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virtual void SetPreventClosure( bool bPrevent ) = 0;
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// Sub panel access.
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// These are panels that are parented to the root EconUI.
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virtual CBackpackPanel *GetBackpackPanel( void ) = 0;
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virtual CCraftingPanel *GetCraftingPanel( void ) = 0;
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// Gamestats access (We should replace these with an Econ Gamestats)
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virtual void Gamestats_ItemTransaction( int eventID, CEconItemView *item, const char *pszReason = NULL, int iQuality = 0 ) = 0;
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virtual void Gamestats_Store( int eventID, CEconItemView* item=NULL, const char* panelName=NULL,
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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 ) = 0;
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virtual void SetExperimentValue( uint64 experimentValue ) = 0;
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// Open separate economy panels (they're not parented to the root EconUI)
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// This is here so that games can customize the implementation of these panels.
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virtual CItemPickupPanel *OpenItemPickupPanel( void ) = 0;
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virtual CItemDiscardPanel *OpenItemDiscardPanel( void ) = 0;
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// Store
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virtual void CreateStorePanel( void ) = 0;
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virtual CStorePanel *OpenStorePanel( int iItemDef, bool bAddToCart ) = 0;
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virtual CStorePanel *GetStorePanel( void ) = 0;
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// When the root UI is closed, send an "EconUIClosed" message to pListener.
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virtual void AddPanelCloseListener( vgui::Panel *pListener ) = 0;
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// 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
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virtual void SetClosePanel( int iPanel ) = 0;
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// Call this to set which team the class loadout should display
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virtual void SetDefaultTeam( int iTeam ) = 0;
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};
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extern IEconRootUI *EconUI( void );
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// IDs for Item related events in Gamestats tracking
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enum ITEMEVENTS
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{
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// STORE EVENTS
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IE_STORE_ENTERED,
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IE_STORE_EXITED,
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IE_STORE_TAB_CHANGED,
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IE_STORE_ITEM_SELECTED,
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IE_STORE_ITEM_PREVIEWED,
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IE_STORE_ITEM_ADDED_TO_CART,
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IE_STORE_ITEM_REMOVED_FROM_CART,
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IE_STORE_CHECKOUT_ATTEMPT,
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IE_STORE_CHECKOUT_FAILURE,
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IE_STORE_CHECKOUT_SUCCESS,
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IE_STORE_CHECKOUT_ITEM,
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// LOADOUT EVENTS
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IE_LOADOUT_ENTERED,
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IE_LOADOUT_EXITED,
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// TRADING EVENTS
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IE_TRADING_ENTERED,
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IE_TRADING_EXITED,
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IE_TRADING_WENT_TO_ARMORY,
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IE_TRADING_RETURNED_FROM_ARMORY,
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IE_TRADING_REQUEST_SENT,
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IE_TRADING_REQUEST_RECEIVED,
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IE_TRADING_REQUEST_REJECTED,
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IE_TRADING_REQUEST_ACCEPTED,
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IE_TRADING_TRADE_NEGOTIATED,
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IE_TRADING_TRADE_SUCCESS,
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IE_TRADING_TRADE_FAILURE,
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IE_TRADING_ITEM_GIVEN,
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IE_TRADING_ITEM_RECEIVED,
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IE_TRADING_ITEM_GIFTED,
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// CRAFTING EVENTS
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IE_CRAFTING_ENTERED,
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IE_CRAFTING_EXITED,
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IE_CRAFTING_WENT_TO_ARMORY,
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IE_CRAFTING_RETURNED_FROM_ARMORY,
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IE_CRAFTING_VIEW_BLUEPRINTS,
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IE_CRAFTING_TIMEOUT,
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IE_CRAFTING_FAILURE,
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IE_CRAFTING_SUCCESS,
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IE_CRAFTING_NO_RECIPE_MATCH,
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IE_CRAFTING_ATTEMPT,
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IE_CRAFTING_RECIPE_FOUND,
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// ARMORY EVENTS
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IE_ARMORY_ENTERED,
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IE_ARMORY_EXITED,
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IE_ARMORY_SELECT_ITEM,
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IE_ARMORY_BROWSE_WIKI,
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IE_ARMORY_CHANGE_FILTER,
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// TRANSACTION EVENTS
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IE_ITEM_RECEIVED,
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IE_ITEM_DISCARDED,
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IE_ITEM_DELETED,
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IE_ITEM_USED_TOOL,
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IE_ITEM_USED_CONSUMABLE,
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IE_ITEM_REMOVED_ATTRIB,
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IE_ITEM_CHANGED_STYLE,
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// NEW STORE EVENTS
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IE_STORE2_ENTERED, // This gets written *in addition* to IE_STORE_ENTERED
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// THESE STORED AS INTEGERS IN THE DATABASE SO THESE ARE NEW
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IE_ITEM_RESET_STRANGE_COUNTERS,
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IE_ITEM_PUT_INTO_COLLECTION,
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IE_COUNT,
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};
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#endif // ECON_UI_H
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