//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef CRATE_DETAIL_PANELS_H #define CRATE_DETAIL_PANELS_H #ifdef _WIN32 #pragma once #endif #include "tf_controls.h" #include "item_model_panel.h" #include "econ_item_view.h" #include #include class CInputStringForItemBackpackOverlayDialog : public vgui::EditablePanel, public CGameEventListener { DECLARE_CLASS_SIMPLE( CInputStringForItemBackpackOverlayDialog, vgui::EditablePanel ); public: CInputStringForItemBackpackOverlayDialog( vgui::Panel *pParent, CEconItemView *pItem, CEconItemView *pChosenKey = NULL ); ~CInputStringForItemBackpackOverlayDialog(); virtual void FireGameEvent( IGameEvent *event ) OVERRIDE; virtual void ApplySchemeSettings( vgui::IScheme *pScheme ) OVERRIDE; virtual void ApplySettings( KeyValues *inResourceData ) OVERRIDE; virtual void PerformLayout( void ) OVERRIDE; virtual void OnCommand( const char *command ) OVERRIDE; virtual void OnThink() OVERRIDE; void Show(); protected: CItemModelPanel *GetPreviewModelPanel() { return m_pPreviewModelPanel; } CEconItemView m_Item; private: void CreateItemPanels(); void FindUsableKey(); vgui::ProgressBar *m_pProgressBar; CExLabel *m_pRareLootLabel; CExButton *m_pUseKeyButton; CExButton *m_pGetKeyButton; CExButton *m_pShuffleButton; CItemModelPanel *m_pPreviewModelPanel; vgui::TextEntry *m_pTextEntry; CUtlVector< CItemModelPanel* > m_vecContentsPanels; KeyValues *m_pItemModelPanelKVs; CItemModelPanelToolTip *m_pMouseOverTooltip; CItemModelPanel *m_pMouseOverItemPanel; static float m_sflNextShuffleTime; bool m_bUpdateRecieved; CEconItemView m_UseableKey; }; #endif // CRATE_DETAIL_PANELS_H