//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef ECON_SAMPLE_ROOTUI_H #define ECON_SAMPLE_ROOTUI_H #ifdef _WIN32 #pragma once #endif #include "econ_ui.h" #include "vgui_controls/Frame.h" #include "GameEventListener.h" #include "backpack_panel.h" //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CEconSampleRootUI : public vgui::Frame, public IEconRootUI, public CGameEventListener { DECLARE_CLASS_SIMPLE( CEconSampleRootUI, vgui::Frame ); public: CEconSampleRootUI( vgui::Panel *parent ); virtual ~CEconSampleRootUI(); virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); virtual void PerformLayout( void ); virtual void OnCommand( const char *command ); virtual void ShowPanel( bool bShow ); virtual void OnKeyCodeTyped(vgui::KeyCode code); void SetCheckForRoomOnExit( bool bCheck ) { m_bCheckForRoomOnExit = bCheck; } void FireGameEvent( IGameEvent *event ); //--------------------------------------- // IEconRootUI virtual IEconRootUI *OpenEconUI( int iDirectToPage = 0, bool bCheckForInventorySpaceOnExit = false ); virtual void CloseEconUI( void ); virtual bool IsUIPanelVisible( EconBaseUIPanels_t iPanel ); virtual void SetPreventClosure( bool bPrevent ) { m_bPreventClosure = bPrevent; } // Sub panel access. // These are panels that are parented to the root EconUI. virtual CBackpackPanel *GetBackpackPanel( void ) { return NULL; } virtual CCraftingPanel *GetCraftingPanel( void ) { return NULL; } // Gamestats access virtual void Gamestats_ItemTransaction( int eventID, CEconItemView *item, const char *pszReason = NULL, int iQuality = 0 ) { return; } virtual void Gamestats_Store( int eventID, CEconItemView* item=NULL, const char* panelName=NULL, 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 ) { return; } virtual void SetExperimentValue( uint64 experimentValue ) { return; } // Open separate economy panels (they're not parented to the root EconUI) // This is here so that games can customize the implementation of these panels. CItemPickupPanel *OpenItemPickupPanel( void ); CItemDiscardPanel *OpenItemDiscardPanel( void ); // Store virtual void CreateStorePanel( void ); virtual CStorePanel *OpenStorePanel( int iItemDef, bool bAddToCart ); virtual CStorePanel *GetStorePanel( void ); // When the root UI is closed, send an "EconUIClosed" message to pListener. virtual void AddPanelCloseListener( vgui::Panel *pListener ) { AssertMsg( 0, "Implement me!" ); } // 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 virtual void SetClosePanel( int iPanel ) { AssertMsg( 0, "Implement me!" ); } // Call this to set which team the class loadout should display virtual void SetDefaultTeam( int iTeam ) { AssertMsg( 0, "Implement me!" ); } protected: void OpenSubPanel( EconBaseUIPanels_t nPanel ); void UpdateSubPanelVisibility( void ); void OpenTradingStartDialog( void ); private: bool m_bPreventClosure; bool m_bCheckForRoomOnExit; EconBaseUIPanels_t m_nVisiblePanel; CBackpackPanel *m_pBackpackPanel; }; #endif // ECON_SAMPLE_ROOTUI_H