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:
//
// $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 <vgui_controls/TextEntry.h>
#include <vgui_controls/ProgressBar.h>
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