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133 lines
4.7 KiB
133 lines
4.7 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 QUEST_LOG_PANEL_H
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#define QUEST_LOG_PANEL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "vgui_controls/EditablePanel.h"
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#include <game/client/iviewport.h>
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#include "quest_item_panel.h"
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using namespace vgui;
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//-----------------------------------------------------------------------------
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// Creates the quest log if it doesnt exists, and gives you a pointer to it
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//-----------------------------------------------------------------------------
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class CQuestLogPanel *GetQuestLog();
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//-----------------------------------------------------------------------------
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// A scrollable list of quest items
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//-----------------------------------------------------------------------------
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class CScrollableQuestList : public EditablePanel
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{
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DECLARE_CLASS_SIMPLE( CScrollableQuestList, EditablePanel );
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public:
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CScrollableQuestList( Panel *parent, const char *pszPanelName );
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virtual ~CScrollableQuestList();
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virtual void ApplySchemeSettings( IScheme *pScheme ) OVERRIDE;
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virtual void ApplySettings( KeyValues *inResourceData ) OVERRIDE;
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virtual void PerformLayout( void ) OVERRIDE;
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virtual void OnThink() OVERRIDE;
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virtual void OnCommand( const char *command ) OVERRIDE;
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void DirtyQuestLayout() { m_bQuestsLayoutDirty = true; }
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void PopulateQuestLists();
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void QuestCompletedResponse();
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bool AnyQuestItemPanelsInState( CQuestItemPanel::EItemPanelState_t eState ) const;
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void PositionQuestItemPanels();
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void SetSelected( CQuestItemPanel *pItem, bool bImmediately );
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void SetCompletingPanel( const CQuestItemPanel *pItem ) { m_pCompletingPanel = pItem; }
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const CQuestItemPanel *GetCompletingPanel() const { return m_pCompletingPanel; }
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void UpdateEmptyMessage();
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protected:
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bool m_bQuestsLayoutDirty;
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EditablePanel *m_pContainer;
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CUtlVector< CQuestItemPanel* > m_vecQuestItemPanels;
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CQuestItemPanel* m_spCompletingPanel;
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const CQuestItemPanel* m_pCompletingPanel;
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CUtlString m_pszNoQuests;
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CUtlString m_pszNeedAPass;
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CUtlString m_pszNotPossible;
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CPanelAnimationVarAliasType( int, m_iEntryStep, "entry_step", "0", "proportional_int" );
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CPanelAnimationVarAliasType( int, m_iEntryStartingX, "entry_x", "0", "proportional_int" );
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CPanelAnimationVarAliasType( int, m_iEntryStartingY, "entry_y", "0", "proportional_int" );
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};
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//-----------------------------------------------------------------------------
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// The default quest log panel
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//-----------------------------------------------------------------------------
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class CQuestLogPanel : public EditablePanel, public IViewPortPanel, public CGameEventListener
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{
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DECLARE_CLASS_SIMPLE( CQuestLogPanel, EditablePanel );
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public:
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CQuestLogPanel( IViewPort *pViewPort );
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virtual ~CQuestLogPanel();
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void AttachToGameUI();
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virtual const char *GetName( void ) OVERRIDE;
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virtual void SetData( KeyValues *data ) OVERRIDE {}
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virtual void Reset() OVERRIDE { Update(); SetVisible( true ); }
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virtual void Update() OVERRIDE { return; }
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virtual bool NeedsUpdate( void ) OVERRIDE { return false; }
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virtual bool HasInputElements( void ) OVERRIDE { return true; }
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virtual void ShowPanel( bool bShow ) OVERRIDE;
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// both vgui::Frame and IViewPortPanel define these, so explicitly define them here as passthroughs to vgui
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vgui::VPANEL GetVPanel( void ){ return BaseClass::GetVPanel(); }
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virtual bool IsVisible() OVERRIDE { return BaseClass::IsVisible(); }
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virtual void SetParent( vgui::VPANEL parent ) OVERRIDE { BaseClass::SetParent( parent ); }
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virtual void ApplySchemeSettings( IScheme *pScheme ) OVERRIDE;
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virtual void PerformLayout() OVERRIDE;
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virtual void OnCommand( const char *pCommand ) OVERRIDE;
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virtual void FireGameEvent( IGameEvent *event ) OVERRIDE;
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virtual void SetVisible( bool bState ) OVERRIDE;
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virtual void OnKeyCodePressed( KeyCode code ) OVERRIDE;
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virtual void OnKeyCodeTyped(KeyCode code) OVERRIDE;
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virtual GameActionSet_t GetPreferredActionSet() { return GAME_ACTION_SET_NONE; }
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void QuestCompletedResponse();
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void UpdateQuestsItemPanels();
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void MarkQuestsDirty();
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void UpdateBadgeProgressPanels();
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bool AnyQuestItemPanelsInState( CQuestItemPanel::EItemPanelState_t eState ) const;
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MESSAGE_FUNC( OnCompleteQuest, "CompleteQuest" );
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private:
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CScrollableQuestList *m_pQuestList;
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class CItemModelPanel *m_pMouseOverItemPanel;
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class CItemModelPanelToolTip *m_pMouseOverTooltip;
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EditablePanel *m_pProgressPanel;
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class CQuestTooltip *m_pToolTip;
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EditablePanel *m_pToolTipEmbeddedPanel;
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ButtonCode_t m_iQuestLogKey;
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bool m_bWaitingForComplete;
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bool m_bInventoryDirty;
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Button *m_pDebugButton;
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};
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#endif // QUEST_LOG_PANEL_H
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