Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

88 lines
3.5 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef ECON_SAMPLE_ROOTUI_H
#define ECON_SAMPLE_ROOTUI_H
#ifdef _WIN32
#pragma once
#endif
#include "econ_ui.h"
#include "vgui_controls/Frame.h"
#include "GameEventListener.h"
#include "backpack_panel.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CEconSampleRootUI : public vgui::Frame, public IEconRootUI, public CGameEventListener
{
DECLARE_CLASS_SIMPLE( CEconSampleRootUI, vgui::Frame );
public:
CEconSampleRootUI( vgui::Panel *parent );
virtual ~CEconSampleRootUI();
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
virtual void PerformLayout( void );
virtual void OnCommand( const char *command );
virtual void ShowPanel( bool bShow );
virtual void OnKeyCodeTyped(vgui::KeyCode code);
void SetCheckForRoomOnExit( bool bCheck ) { m_bCheckForRoomOnExit = bCheck; }
void FireGameEvent( IGameEvent *event );
//---------------------------------------
// IEconRootUI
virtual IEconRootUI *OpenEconUI( int iDirectToPage = 0, bool bCheckForInventorySpaceOnExit = false );
virtual void CloseEconUI( void );
virtual bool IsUIPanelVisible( EconBaseUIPanels_t iPanel );
virtual void SetPreventClosure( bool bPrevent ) { m_bPreventClosure = bPrevent; }
// Sub panel access.
// These are panels that are parented to the root EconUI.
virtual CBackpackPanel *GetBackpackPanel( void ) { return NULL; }
virtual CCraftingPanel *GetCraftingPanel( void ) { return NULL; }
// Gamestats access
virtual void Gamestats_ItemTransaction( int eventID, CEconItemView *item, const char *pszReason = NULL, int iQuality = 0 ) { return; }
virtual void Gamestats_Store( int eventID, CEconItemView* item=NULL, const char* panelName=NULL,
int classId=0, const cart_item_t* in_cartItem=NULL, int in_checkoutAttempts=0, const char* storeError=NULL, int in_totalPrice=0, int in_currencyCode=0 ) { return; }
virtual void SetExperimentValue( uint64 experimentValue ) { return; }
// Open separate economy panels (they're not parented to the root EconUI)
// This is here so that games can customize the implementation of these panels.
CItemPickupPanel *OpenItemPickupPanel( void );
CItemDiscardPanel *OpenItemDiscardPanel( void );
// Store
virtual void CreateStorePanel( void );
virtual CStorePanel *OpenStorePanel( int iItemDef, bool bAddToCart );
virtual CStorePanel *GetStorePanel( void );
// When the root UI is closed, send an "EconUIClosed" message to pListener.
virtual void AddPanelCloseListener( vgui::Panel *pListener ) { AssertMsg( 0, "Implement me!" ); }
// The panel at which we want back to actually close the UI - defaults to the root panel - a negative value can be passed in for class loadout panels
virtual void SetClosePanel( int iPanel ) { AssertMsg( 0, "Implement me!" ); }
// Call this to set which team the class loadout should display
virtual void SetDefaultTeam( int iTeam ) { AssertMsg( 0, "Implement me!" ); }
protected:
void OpenSubPanel( EconBaseUIPanels_t nPanel );
void UpdateSubPanelVisibility( void );
void OpenTradingStartDialog( void );
private:
bool m_bPreventClosure;
bool m_bCheckForRoomOnExit;
EconBaseUIPanels_t m_nVisiblePanel;
CBackpackPanel *m_pBackpackPanel;
};
#endif // ECON_SAMPLE_ROOTUI_H