Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "crate_detail_panels.h"
#include "vgui_controls/TextImage.h"
#include "econ_gcmessages.h"
#include "gc_clientsystem.h"
#include "econ_ui.h"
#include <vgui/ISurface.h>
#include "econ_item_inventory.h"
#include "econ/tool_items/tool_items.h"
#define SHUFFLE_TIME 5.f
float CInputStringForItemBackpackOverlayDialog::m_sflNextShuffleTime = 0.f;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CInputStringForItemBackpackOverlayDialog::CInputStringForItemBackpackOverlayDialog( vgui::Panel *pParent, CEconItemView *pItem, CEconItemView *pChosenKey )
: vgui::EditablePanel( pParent, "InputStringForItemBackpackOverlayDialog" )
, m_Item( *pItem )
, m_pPreviewModelPanel( NULL )
, m_pTextEntry( NULL )
, m_pItemModelPanelKVs( NULL )
, m_bUpdateRecieved( false )
{
if ( pChosenKey )
{
m_UseableKey = *pChosenKey;
}
m_pPreviewModelPanel = new CItemModelPanel( this, "preview_model" );
m_pTextEntry = new vgui::TextEntry( this, "TextEntryControl" );
m_pShuffleButton = new CExButton( this, "ShuffleButton", "Shuffle" );
m_pRareLootLabel = new CExLabel( this, "RareLootLabel", "#Econ_Revolving_Loot_List_Rare_Item" );
m_pProgressBar = new vgui::ProgressBar( this, "ShuffleProgress" );
m_pGetKeyButton = new CExButton( this, "GetKeyButton", "getkey" );
m_pUseKeyButton = new CExButton( this, "UseKeyButton", "usekey" );
m_pMouseOverItemPanel = vgui::SETUP_PANEL( new CItemModelPanel( this, "mouseoveritempanel" ) );
m_pMouseOverTooltip = new CItemModelPanelToolTip( this );
m_pMouseOverTooltip->SetupPanels( this, m_pMouseOverItemPanel );
ListenForGameEvent( "inventory_updated" );
}
CInputStringForItemBackpackOverlayDialog::~CInputStringForItemBackpackOverlayDialog()
{
if ( m_pItemModelPanelKVs )
{
m_pItemModelPanelKVs->deleteThis();
m_pItemModelPanelKVs = NULL;
}
m_vecContentsPanels.PurgeAndDeleteElements();
}
void CInputStringForItemBackpackOverlayDialog::FireGameEvent( IGameEvent *event )
{
// If we're not visible, ignore all events
if ( !IsVisible() )
return;
// Something caused our inventory to update. Assuming it was from our shuffle
// then we need to update ourselves.
const char *type = event->GetName();
if ( Q_strcmp( "inventory_updated", type ) == 0 )
{
m_bUpdateRecieved = true;
}
}
void CInputStringForItemBackpackOverlayDialog::ApplySchemeSettings( vgui::IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
LoadControlSettings( "Resource/UI/econ/InputStringForItemBackpackOverlayDialog.res" );
CCrateLootListWrapper itemWrapper( &m_Item );
const IEconLootList *pLootList = itemWrapper.GetEconLootList();
// Set the crate footer text. The crate itself specifies what to use.
if ( pLootList->GetLootListFooterLocalizationKey() )
{
m_pRareLootLabel->SetText( pLootList->GetLootListFooterLocalizationKey() );
}
else
{
const char *pszRareLootListFooterLocalizationKey = m_Item.GetItemDefinition()->GetDefinitionString( "loot_list_rare_item_footer", "#Econ_Revolving_Loot_List_Rare_Item" );
m_pRareLootLabel->SetText( pszRareLootListFooterLocalizationKey );
}
// Use the gradient border for the tooltip
m_pMouseOverItemPanel->SetBorder( pScheme->GetBorder("LoadoutItemPopupBorder") );
m_pPreviewModelPanel->SetItem( &m_Item );
m_pPreviewModelPanel->SetActAsButton( false, false ); // Dont mess around with the mouse
m_pTextEntry->RequestFocus();
}
void CInputStringForItemBackpackOverlayDialog::ApplySettings( KeyValues *inResourceData )
{
BaseClass::ApplySettings( inResourceData );
// Pull out the model panel KVs for this panel
KeyValues *pItemKV = inResourceData->FindKey( "modelpanels_kv" );
if ( pItemKV )
{
if ( m_pItemModelPanelKVs )
{
m_pItemModelPanelKVs->deleteThis();
}
m_pItemModelPanelKVs = new KeyValues( "modelpanels_kv" );
pItemKV->CopySubkeys( m_pItemModelPanelKVs );
}
CreateItemPanels();
}
void CInputStringForItemBackpackOverlayDialog::CreateItemPanels()
{
CCrateLootListWrapper itemWrapper( &m_Item );
const IEconLootList *pLootList = itemWrapper.GetEconLootList();
class CItemDefLootListIterator : public IEconLootList::IEconLootListIterator
{
public:
CItemDefLootListIterator( CUtlVector< item_definition_index_t > *pVecItemDefs )
: m_pVecItemDefs( pVecItemDefs )
{}
virtual void OnIterate( item_definition_index_t unItemDefIndex ) OVERRIDE
{
const CEconItemDefinition *pItemDef = GetItemSchema()->GetItemDefinition( unItemDefIndex );
if ( pItemDef && pItemDef->BValidForShuffle() )
{
m_pVecItemDefs->AddToTail( unItemDefIndex );
}
}
private:
CUtlVector< item_definition_index_t > * const m_pVecItemDefs;
};
// Get the drops from the item
CUtlVector< item_definition_index_t > vecItemDefs;
CItemDefLootListIterator it( &vecItemDefs );
pLootList->EnumerateUserFacingPotentialDrops( &it );
if ( !m_pItemModelPanelKVs )
return;
if ( m_vecContentsPanels.Count() != vecItemDefs.Count() )
{
m_vecContentsPanels.PurgeAndDeleteElements();
FOR_EACH_VEC( vecItemDefs, i )
{
// Create new panel
CItemModelPanel* pItemPanel = m_vecContentsPanels[ m_vecContentsPanels.AddToTail( new CItemModelPanel( this, CFmtStr( "item_preview_%d", i ) ) ) ];
pItemPanel->ApplySettings( m_pItemModelPanelKVs );
pItemPanel->InvalidateLayout( true );
pItemPanel->SetActAsButton( false, true ); // Lets us get mouse enter/exit evens for tooltips
pItemPanel->SetTooltip( m_pMouseOverTooltip, "" ); // Tooltip panel to use
}
}
// Create the panels and set the items into them
FOR_EACH_VEC( vecItemDefs, i )
{
const item_definition_index_t &itemDef = vecItemDefs[i];
CItemModelPanel* pItemPanel = m_vecContentsPanels[i];
CEconItemView item;
item.SetItemDefIndex( itemDef );
item.SetItemQuality( AE_UNIQUE ); // Unique by default
item.SetItemLevel( 0 ); // Hide this?
item.SetInitialized( true );
item.SetItemOriginOverride( kEconItemOrigin_Invalid );
pItemPanel->SetItem( &item );
}
}
void CInputStringForItemBackpackOverlayDialog::PerformLayout( void )
{
BaseClass::PerformLayout();
// Find out how wide these panels will be side by side
const int nBuffer = 5;
int nTotalWide = 0;
const int nCount = m_vecContentsPanels.Count();
if ( nCount )
{
const int nWide = m_vecContentsPanels.Head()->GetWide();
nTotalWide = (nCount * nWide) + ( (nCount - 1) * nBuffer );
}
// Find out how much space the panels take up within the parent
int nParentWide = GetWide();
int nDiff = nParentWide - nTotalWide;
// How far we need to offset from the left edge
int nStartOffset = nDiff / 2;
// Place all the panels side by side
FOR_EACH_VEC( m_vecContentsPanels, i )
{
CItemModelPanel* pItemPanel = m_vecContentsPanels[ i ];
const int nWide = pItemPanel->GetWide();
pItemPanel->SetPos( nStartOffset + i * (nWide + nBuffer), YRES(150) );
pItemPanel->SetVisible( true );
}
// Which button to show
m_pUseKeyButton->SetVisible( m_UseableKey.IsValid() );
m_pGetKeyButton->SetVisible( !m_UseableKey.IsValid() );
}
void CInputStringForItemBackpackOverlayDialog::OnCommand( const char *command )
{
if ( !Q_strnicmp( command, "cancel", 6 ) )
{
TFModalStack()->PopModal( this );
SetVisible( false );
MarkForDeletion();
}
else if ( !Q_strnicmp( command, "shuffle", 7 ) )
{
// let the GC know
if ( m_pTextEntry && Plat_FloatTime() >= m_sflNextShuffleTime )
{
// Set the next time they can send a request to shuffle
m_sflNextShuffleTime = Plat_FloatTime() + SHUFFLE_TIME;
enum { kMaxCodeStringSize = 32 };
char szText[ kMaxCodeStringSize ] = { 0 };
m_pTextEntry->GetText( &szText[0], sizeof( szText ) );
GCSDK::CProtoBufMsg<CMsgGCShuffleCrateContents> msg( k_EMsgGCShuffleCrateContents );
msg.Body().set_crate_item_id( m_Item.GetID() );
msg.Body().set_user_code_string( szText );
GCClientSystem()->BSendMessage( msg );
m_pProgressBar->SetProgress( 0.f );
m_pProgressBar->SetVisible( true );
m_pTextEntry->SetVisible( false );
vgui::surface()->PlaySound( "ui/itemcrate_shuffle.wav" );
}
}
else if ( !Q_strnicmp( command, "getkey", 6 ) )
{
static CSchemaAttributeDefHandle pAttrDef_DecodedBy( "decoded by itemdefindex" );
uint32 iDecodableItemDef = 0;
if ( m_Item.FindAttribute( pAttrDef_DecodedBy, &iDecodableItemDef ) )
{
// casting to the proper type since our econ system is dumb
const float& value_as_float = (float&)iDecodableItemDef;
EconUI()->CloseEconUI();
EconUI()->OpenStorePanel( (int)value_as_float, false );
// close ourselves
TFModalStack()->PopModal( this );
SetVisible( false );
MarkForDeletion();
}
}
else if ( !Q_strnicmp( command, "usekey", 6 ) )
{
if ( m_UseableKey.IsValid() )
{
// Use the key
ApplyTool( GetParent(), &m_UseableKey, &m_Item );
// close ourselves
TFModalStack()->PopModal( this );
SetVisible( false );
MarkForDeletion();
}
}
}
void CInputStringForItemBackpackOverlayDialog::FindUsableKey()
{
static CSchemaAttributeDefHandle pAttrDef_DecodedBy( "decoded by itemdefindex" );
uint32 iDecodableItemDef = 0;
if ( m_Item.FindAttribute( pAttrDef_DecodedBy, &iDecodableItemDef ) )
{
const float& value_as_float = (float&)iDecodableItemDef;
iDecodableItemDef = (float)value_as_float;
CPlayerInventory *pInventory = InventoryManager()->GetLocalInventory();
if ( !pInventory )
return;
for ( int i = 0; i < pInventory->GetItemCount(); i++ )
{
CEconItemView *pItem = pInventory->GetItem(i);
if ( pItem->GetItemDefIndex() == iDecodableItemDef )
{
m_UseableKey = *pItem;
}
}
}
}
void CInputStringForItemBackpackOverlayDialog::OnThink()
{
float flDelta = m_sflNextShuffleTime - Plat_FloatTime();
// If we're ready, show "Shuffle"
if ( flDelta < 0 )
{
// Show the text entry, show the progress bar
m_pProgressBar->SetVisible( false );
m_pTextEntry->SetVisible( true );
// Re-enable the shuffle/use buttons
m_pShuffleButton->SetEnabled( m_pTextEntry->GetTextLength() != 0 );
m_pUseKeyButton->SetEnabled( true );
// Say "Shuffle"
m_pShuffleButton->SetText( "#ShuffleContents" );
// We got a inventory update message, update
if ( m_bUpdateRecieved )
{
CreateItemPanels();
m_bUpdateRecieved = false;
}
}
else
{
// Show the progress bar, hide the text field
m_pProgressBar->SetVisible( true );
m_pTextEntry->SetVisible( false );
// Dont allow clicking the shuffle or use key button
m_pShuffleButton->SetEnabled( false );
m_pUseKeyButton->SetEnabled( false );
// Say "Shuffling..."
m_pShuffleButton->SetText( "#ShufflingContents" );
// Set progress
float flProgress = ( SHUFFLE_TIME - flDelta ) / SHUFFLE_TIME;
m_pProgressBar->SetProgress( flProgress );
}
}
void CInputStringForItemBackpackOverlayDialog::Show()
{
SetVisible( true );
MakePopup();
MoveToFront();
SetKeyBoardInputEnabled( true );
SetMouseInputEnabled( true );
TFModalStack()->PushModal( this );
// If a key wasnt passed in, find the first one in the
// player's inventory
if ( !m_UseableKey.IsValid() )
{
FindUsableKey();
}
// Which button to show
m_pUseKeyButton->SetVisible( m_UseableKey.IsValid() );
m_pGetKeyButton->SetVisible( !m_UseableKey.IsValid() );
// Put the current gen code of the crate into the text field
static CSchemaAttributeDefHandle pAttrDef_DecodedBy( "crate generation code" );
const char *pszAttrGenCode;
if ( FindAttribute_UnsafeBitwiseCast<CAttribute_String>( &m_Item, pAttrDef_DecodedBy, &pszAttrGenCode ) )
{
m_pTextEntry->SetText( pszAttrGenCode );
}
}