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 QUEST_LOG_PANEL_H
#define QUEST_LOG_PANEL_H
#ifdef _WIN32
#pragma once
#endif
#include "vgui_controls/EditablePanel.h"
#include <game/client/iviewport.h>
#include "quest_item_panel.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// Creates the quest log if it doesnt exists, and gives you a pointer to it
//-----------------------------------------------------------------------------
class CQuestLogPanel *GetQuestLog();
//-----------------------------------------------------------------------------
// A scrollable list of quest items
//-----------------------------------------------------------------------------
class CScrollableQuestList : public EditablePanel
{
DECLARE_CLASS_SIMPLE( CScrollableQuestList, EditablePanel );
public:
CScrollableQuestList( Panel *parent, const char *pszPanelName );
virtual ~CScrollableQuestList();
virtual void ApplySchemeSettings( IScheme *pScheme ) OVERRIDE;
virtual void ApplySettings( KeyValues *inResourceData ) OVERRIDE;
virtual void PerformLayout( void ) OVERRIDE;
virtual void OnThink() OVERRIDE;
virtual void OnCommand( const char *command ) OVERRIDE;
void DirtyQuestLayout() { m_bQuestsLayoutDirty = true; }
void PopulateQuestLists();
void QuestCompletedResponse();
bool AnyQuestItemPanelsInState( CQuestItemPanel::EItemPanelState_t eState ) const;
void PositionQuestItemPanels();
void SetSelected( CQuestItemPanel *pItem, bool bImmediately );
void SetCompletingPanel( const CQuestItemPanel *pItem ) { m_pCompletingPanel = pItem; }
const CQuestItemPanel *GetCompletingPanel() const { return m_pCompletingPanel; }
void UpdateEmptyMessage();
protected:
bool m_bQuestsLayoutDirty;
EditablePanel *m_pContainer;
CUtlVector< CQuestItemPanel* > m_vecQuestItemPanels;
CQuestItemPanel* m_spCompletingPanel;
const CQuestItemPanel* m_pCompletingPanel;
CUtlString m_pszNoQuests;
CUtlString m_pszNeedAPass;
CUtlString m_pszNotPossible;
CPanelAnimationVarAliasType( int, m_iEntryStep, "entry_step", "0", "proportional_int" );
CPanelAnimationVarAliasType( int, m_iEntryStartingX, "entry_x", "0", "proportional_int" );
CPanelAnimationVarAliasType( int, m_iEntryStartingY, "entry_y", "0", "proportional_int" );
};
//-----------------------------------------------------------------------------
// The default quest log panel
//-----------------------------------------------------------------------------
class CQuestLogPanel : public EditablePanel, public IViewPortPanel, public CGameEventListener
{
DECLARE_CLASS_SIMPLE( CQuestLogPanel, EditablePanel );
public:
CQuestLogPanel( IViewPort *pViewPort );
virtual ~CQuestLogPanel();
void AttachToGameUI();
virtual const char *GetName( void ) OVERRIDE;
virtual void SetData( KeyValues *data ) OVERRIDE {}
virtual void Reset() OVERRIDE { Update(); SetVisible( true ); }
virtual void Update() OVERRIDE { return; }
virtual bool NeedsUpdate( void ) OVERRIDE { return false; }
virtual bool HasInputElements( void ) OVERRIDE { return true; }
virtual void ShowPanel( bool bShow ) OVERRIDE;
// both vgui::Frame and IViewPortPanel define these, so explicitly define them here as passthroughs to vgui
vgui::VPANEL GetVPanel( void ){ return BaseClass::GetVPanel(); }
virtual bool IsVisible() OVERRIDE { return BaseClass::IsVisible(); }
virtual void SetParent( vgui::VPANEL parent ) OVERRIDE { BaseClass::SetParent( parent ); }
virtual void ApplySchemeSettings( IScheme *pScheme ) OVERRIDE;
virtual void PerformLayout() OVERRIDE;
virtual void OnCommand( const char *pCommand ) OVERRIDE;
virtual void FireGameEvent( IGameEvent *event ) OVERRIDE;
virtual void SetVisible( bool bState ) OVERRIDE;
virtual void OnKeyCodePressed( KeyCode code ) OVERRIDE;
virtual void OnKeyCodeTyped(KeyCode code) OVERRIDE;
virtual GameActionSet_t GetPreferredActionSet() { return GAME_ACTION_SET_NONE; }
void QuestCompletedResponse();
void UpdateQuestsItemPanels();
void MarkQuestsDirty();
void UpdateBadgeProgressPanels();
bool AnyQuestItemPanelsInState( CQuestItemPanel::EItemPanelState_t eState ) const;
MESSAGE_FUNC( OnCompleteQuest, "CompleteQuest" );
private:
CScrollableQuestList *m_pQuestList;
class CItemModelPanel *m_pMouseOverItemPanel;
class CItemModelPanelToolTip *m_pMouseOverTooltip;
EditablePanel *m_pProgressPanel;
class CQuestTooltip *m_pToolTip;
EditablePanel *m_pToolTipEmbeddedPanel;
ButtonCode_t m_iQuestLogKey;
bool m_bWaitingForComplete;
bool m_bInventoryDirty;
Button *m_pDebugButton;
};
#endif // QUEST_LOG_PANEL_H