//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "buymenu.h" #include "buysubmenu.h" using namespace vgui; #include "mouseoverpanelbutton.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- // Purpose: Constructor //----------------------------------------------------------------------------- CBuyMenu::CBuyMenu(IViewPort *pViewPort) : WizardPanel( NULL, PANEL_BUY ) { SetScheme("ClientScheme"); SetTitle( "#Cstrike_Buy_Menu", true); SetMoveable(false); SetSizeable(false); SetProportional(true); // hide the system buttons SetTitleBarVisible( false ); SetAutoDelete( false ); // we reuse this panel, don't let WizardPanel delete us LoadControlSettings( "Resource/UI/BuyMenu.res" ); ShowButtons( false ); m_pViewPort = pViewPort; m_pMainMenu = new CBuySubMenu( this, "mainmenu" ); m_pMainMenu->LoadControlSettings( "Resource/UI/MainBuyMenu.res" ); m_pMainMenu->SetVisible( false ); } //----------------------------------------------------------------------------- // Purpose: Destructor //----------------------------------------------------------------------------- CBuyMenu::~CBuyMenu() { if ( m_pMainMenu ) m_pMainMenu->DeleteSubPanels(); //? } //----------------------------------------------------------------------------- // Purpose: shows/hides the buy menu //----------------------------------------------------------------------------- void CBuyMenu::ShowPanel(bool bShow) { if ( BaseClass::IsVisible() == bShow ) return; if ( bShow ) { Update(); Run( m_pMainMenu ); SetMouseInputEnabled( true ); engine->ClientCmd_Unrestricted( "gameui_preventescapetoshow\n" ); } else { engine->ClientCmd_Unrestricted( "gameui_allowescapetoshow\n" ); SetVisible( false ); SetMouseInputEnabled( false ); } m_pViewPort->ShowBackGround( bShow ); } void CBuyMenu::Update() { //Don't need to do anything, but do need to implement this function as base is pure virtual } void CBuyMenu::OnClose() { engine->ClientCmd_Unrestricted( "gameui_allowescapetoshow\n" ); BaseClass::OnClose(); ResetHistory(); } void CBuyMenu::OnKeyCodePressed( vgui::KeyCode code ) { int nDir = 0; switch ( code ) { case KEY_XBUTTON_UP: case KEY_XSTICK1_UP: case KEY_XSTICK2_UP: case KEY_UP: case STEAMCONTROLLER_DPAD_UP: nDir = -1; break; case KEY_XBUTTON_DOWN: case KEY_XSTICK1_DOWN: case KEY_XSTICK2_DOWN: case KEY_DOWN: case STEAMCONTROLLER_DPAD_DOWN: nDir = 1; break; } if ( nDir != 0 ) { Panel *pSubPanel = ( GetCurrentSubPanel() ? GetCurrentSubPanel() : m_pMainMenu ); CUtlSortVector< SortedPanel_t, CSortedPanelYLess > vecSortedButtons; VguiPanelGetSortedChildButtonList( pSubPanel, (void*)&vecSortedButtons, "&", 0 ); if ( VguiPanelNavigateSortedChildButtonList( (void*)&vecSortedButtons, nDir ) != -1 ) { // Handled! return; } } else { BaseClass::OnKeyCodePressed( code ); } } void CBuyMenu::OnKeyCodeTyped( KeyCode code ) { if ( code == KEY_ESCAPE ) { OnClose(); } else { BaseClass::OnKeyCodeTyped( code ); } }