//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef CHARACTER_INFO_PANEL_H #define CHARACTER_INFO_PANEL_H #ifdef _WIN32 #pragma once #endif #include "econ_ui.h" #include "vgui_controls/PropertyDialog.h" #include "tf_shareddefs.h" #include "GameEventListener.h" #include "vgui_controls/Panel.h" #include "vgui_controls/PHandle.h" class CCharInfoLoadoutSubPanel; class CArmoryPanel; class CBackpackPanel; class CCraftingPanel; //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CServerNotConnectedToSteamDialog : public vgui::EditablePanel { DECLARE_CLASS_SIMPLE( CServerNotConnectedToSteamDialog, vgui::EditablePanel ); public: CServerNotConnectedToSteamDialog( vgui::Panel *pParent, const char *pElementName ); virtual void ApplySchemeSettings( vgui::IScheme *scheme ); virtual void OnCommand( const char *command ); }; //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CCheatDetectionDialog : public vgui::EditablePanel { DECLARE_CLASS_SIMPLE( CCheatDetectionDialog, vgui::EditablePanel ); public: CCheatDetectionDialog( vgui::Panel *pParent, const char *pElementName ); virtual void ApplySchemeSettings( vgui::IScheme *scheme ); virtual void OnCommand( const char *command ); }; //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CCharacterInfoPanel : public vgui::PropertyDialog, public IEconRootUI, public CGameEventListener { DECLARE_CLASS_SIMPLE( CCharacterInfoPanel, vgui::PropertyDialog ); public: CCharacterInfoPanel( Panel *parent ); virtual ~CCharacterInfoPanel(); 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) OVERRIDE; virtual void OnKeyCodePressed(vgui::KeyCode code) OVERRIDE; virtual void OnThink(); void OpenLoadoutToClass( int iClassIndex, bool bOpenClassLoadout ); void OpenLoadoutToBackpack( void ); void OpenLoadoutToCrafting( void ); void OpenLoadoutToArmory( void ); void SetCheckForRoomOnExit( bool bCheck ) { m_bCheckForRoomOnExit = bCheck; } void FireGameEvent( IGameEvent *event ); CArmoryPanel *GetArmoryPanel( void ); MESSAGE_FUNC_PARAMS( OnOpenArmoryDirect, "OpenArmoryDirect", data ); //--------------------------------------- // 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 ) OVERRIDE; // Sub panel access. // These are panels that are parented to the root EconUI. virtual CBackpackPanel *GetBackpackPanel( void ); virtual CCraftingPanel *GetCraftingPanel( void ); // Gamestats access virtual void Gamestats_ItemTransaction( int eventID, CEconItemView *item, const char *pszReason = NULL, int iQuality = 0 ); 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 ); virtual void SetExperimentValue( uint64 experimentValue ); // 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. virtual CItemPickupPanel *OpenItemPickupPanel( void ); virtual CItemDiscardPanel *OpenItemDiscardPanel( void ); 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 ); // 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 ); // Call this to set which team the class loadout should display virtual void SetDefaultTeam( int iTeam ); private: void Close(); void NotifyListenersOfCloseEvent(); vgui::Panel *m_pNotificationsPresentPanel; CCharInfoLoadoutSubPanel *m_pLoadoutPanel; bool m_bCheckForRoomOnExit; bool m_bPreventClosure; int m_iClosePanel; int m_iDefaultTeam; CUtlVector< vgui::VPanelHandle > m_vecOnCloseListeners; }; CCheatDetectionDialog *OpenCheatDetectionDialog( vgui::Panel *pParent, const char *pszCheatMessage ); #endif // CHARACTER_INFO_PANEL_H