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 "econ_sample_rootui.h"
#include "vgui/IInput.h"
#include <vgui/ILocalize.h>
#include "ienginevgui.h"
#include "econ_item_inventory.h"
#include "backpack_panel.h"
#include "item_pickup_panel.h"
#include "store/store_panel.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
static vgui::DHANDLE<CEconSampleRootUI> g_EconSampleRootUIPanel;
#if !defined (TF_CLIENT_DLL)
IEconRootUI *EconUI( void )
{
if (!g_EconSampleRootUIPanel.Get())
{
g_EconSampleRootUIPanel = vgui::SETUP_PANEL( new CEconSampleRootUI( NULL ) );
g_EconSampleRootUIPanel->InvalidateLayout( false, true );
}
return g_EconSampleRootUIPanel;
}
#endif
//-----------------------------------------------------------------------------
// Purpose: Basic help dialog
//-----------------------------------------------------------------------------
CEconSampleRootUI::CEconSampleRootUI( vgui::Panel *parent ) : vgui::Frame(parent, "econ_sample_rootui")
{
// Econ UI is parented to the game UI panel (not the client DLL panel).
vgui::VPANEL gameuiPanel = enginevgui->GetPanel( PANEL_GAMEUIDLL );
SetParent( gameuiPanel );
// We don't want the gameui to delete us, or things get messy
SetAutoDelete( false );
SetMoveable( false );
SetSizeable( false );
SetCloseButtonVisible( false );
vgui::HScheme scheme = vgui::scheme()->LoadSchemeFromFileEx( enginevgui->GetPanel( PANEL_CLIENTDLL ), "resource/ClientScheme.res", "ClientScheme");
SetScheme(scheme);
SetProportional( true );
ListenForGameEvent( "gameui_hidden" );
// Create our subpanels
m_pBackpackPanel = new CBackpackPanel( this, "backpack_panel" );
// Start with just the base UI visible
m_nVisiblePanel = ECONUI_BASEUI;
UpdateSubPanelVisibility();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CEconSampleRootUI::~CEconSampleRootUI()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconSampleRootUI::ApplySchemeSettings( vgui::IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
LoadControlSettings( "Resource/UI/Econ/RootUI.res" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconSampleRootUI::PerformLayout( void )
{
if ( GetVParent() )
{
int w,h;
vgui::ipanel()->GetSize( GetVParent(), w, h );
SetBounds(0,0,w,h);
}
BaseClass::PerformLayout();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconSampleRootUI::ShowPanel(bool bShow)
{
m_bPreventClosure = false;
SetVisible( bShow );
if ( bShow )
{
MoveToFront();
m_nVisiblePanel = ECONUI_BASEUI;
UpdateSubPanelVisibility();
InventoryManager()->ShowItemsPickedUp( true, false );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconSampleRootUI::FireGameEvent( IGameEvent *event )
{
const char * type = event->GetName();
if ( Q_strcmp(type, "gameui_hidden") == 0 )
{
if ( m_bPreventClosure )
{
engine->ClientCmd_Unrestricted( "gameui_activate" );
}
else
{
ShowPanel( false );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconSampleRootUI::OnCommand( const char *command )
{
if ( !Q_stricmp( command, "close" ) )
{
ShowPanel( false );
// If we're connected to a game server, we also close the game UI.
if ( engine->IsInGame() )
{
bool bClose = true;
if ( m_bCheckForRoomOnExit )
{
// Check to make sure the player has room for all his items. If not, bring up the discard panel. Otherwise, go away.
// We need to do this to catch players who used the "Change Loadout" button in the pickup panel, and may be out of room.
bClose = !InventoryManager()->CheckForRoomAndForceDiscard();
}
if ( bClose )
{
engine->ClientCmd_Unrestricted( "gameui_hide" );
}
}
}
else if ( !Q_stricmp( command, "back" ) )
{
ShowPanel( true );
}
else if ( !Q_stricmp( command, "loadout" ) )
{
// Ignore selection while we don't have a steam connection
if ( !InventoryManager()->GetLocalInventory()->RetrievedInventoryFromSteam() )
return;
OpenSubPanel( ECONUI_LOADOUT );
}
else if ( !Q_strnicmp( command, "backpack", 8 ) )
{
OpenSubPanel( ECONUI_BACKPACK );
}
else if ( !Q_strnicmp( command, "crafting", 8 ) )
{
OpenSubPanel( ECONUI_CRAFTING );
}
else if ( !Q_strnicmp( command, "armory", 6 ) )
{
OpenSubPanel( ECONUI_ARMORY );
}
else if ( !Q_strnicmp( command, "store", 5 ) )
{
EconUI()->OpenStorePanel( 0, false );
}
else if ( !Q_strnicmp( command, "trading", 7 ) )
{
// if ( IsFreeTrialAccount() )
// {
// ShowMessageBox( "#TF_Trial_CannotTrade_Title", "#TF_Trial_CannotTrade_Text", "#GameUI_OK" );
// return;
// }
OpenTradingStartDialog();
}
else
{
engine->ClientCmd( const_cast<char *>( command ) );
}
BaseClass::OnCommand( command );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconSampleRootUI::OnKeyCodeTyped(vgui::KeyCode code)
{
if ( code == KEY_ESCAPE )
{
if ( !m_bPreventClosure )
{
ShowPanel( false );
}
}
else
{
BaseClass::OnKeyCodeTyped( code );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
IEconRootUI *CEconSampleRootUI::OpenEconUI( int iDirectToPage, bool bCheckForInventorySpaceOnExit )
{
engine->ClientCmd_Unrestricted( "gameui_activate" );
ShowPanel( true );
if ( iDirectToPage == ECONUI_BACKPACK )
{
}
else if ( iDirectToPage == ECONUI_CRAFTING )
{
}
else if ( iDirectToPage == ECONUI_ARMORY )
{
}
SetCheckForRoomOnExit( bCheckForInventorySpaceOnExit );
return this;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconSampleRootUI::CloseEconUI( void )
{
if ( IsVisible() )
{
ShowPanel( false );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEconSampleRootUI::IsUIPanelVisible( EconBaseUIPanels_t iPanel )
{
if ( !IsVisible() )
return false;
switch ( iPanel )
{
case ECONUI_BASEUI:
return true;
case ECONUI_BACKPACK:
return (GetBackpackPanel() && GetBackpackPanel()->IsVisible());
case ECONUI_CRAFTING:
//return (GetCraftingPanel() && GetCraftingPanel()->IsVisible());
break;
case ECONUI_ARMORY:
break;
case ECONUI_TRADING:
break;
case ECONUI_LOADOUT:
break;
default:
Assert(0);
break;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconSampleRootUI::OpenSubPanel( EconBaseUIPanels_t nPanel )
{
m_nVisiblePanel = nPanel;
UpdateSubPanelVisibility();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconSampleRootUI::OpenTradingStartDialog( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconSampleRootUI::UpdateSubPanelVisibility( void )
{
bool bBackpackVisible = (m_nVisiblePanel == ECONUI_BACKPACK);
if ( m_pBackpackPanel->IsVisible() != bBackpackVisible )
{
m_pBackpackPanel->ShowPanel( false, bBackpackVisible );
}
//m_pClassLoadoutPanel->SetVisible( false );
//m_pArmoryPanel->SetVisible( false );
//m_pCraftingPanel->ShowPanel( m_iCurrentClassIndex, true, (m_iPrevShowingPanel == CHAP_ARMORY) );
}
static vgui::DHANDLE<CItemPickupPanel> g_ItemPickupPanel;
static vgui::DHANDLE<CItemDiscardPanel> g_ItemDiscardPanel;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CItemPickupPanel *CEconSampleRootUI::OpenItemPickupPanel( void )
{
if (!g_ItemPickupPanel.Get())
{
g_ItemPickupPanel = vgui::SETUP_PANEL( new CItemPickupPanel( NULL ) );
g_ItemPickupPanel->InvalidateLayout( false, true );
}
engine->ClientCmd_Unrestricted( "gameui_activate" );
g_ItemPickupPanel->ShowPanel( true );
return g_ItemPickupPanel;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CItemDiscardPanel *CEconSampleRootUI::OpenItemDiscardPanel( void )
{
if (!g_ItemDiscardPanel.Get())
{
g_ItemDiscardPanel = vgui::SETUP_PANEL( new CItemDiscardPanel( NULL ) );
g_ItemDiscardPanel->InvalidateLayout( false, true );
}
engine->ClientCmd_Unrestricted( "gameui_activate" );
g_ItemDiscardPanel->ShowPanel( true );
return g_ItemDiscardPanel;
}
static vgui::DHANDLE<CStorePanel> g_StorePanel;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconSampleRootUI::CreateStorePanel( void )
{
// Clean up previous store panel?
if ( g_StorePanel.Get() != NULL )
{
g_StorePanel->MarkForDeletion();
}
// Create the store panel
g_StorePanel = vgui::SETUP_PANEL( new CStorePanel( NULL ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CStorePanel *CEconSampleRootUI::OpenStorePanel( int iItemDef, bool bAddToCart )
{
// Make sure we've got the appropriate connections to Steam
if ( !steamapicontext || !steamapicontext->SteamUtils() )
{
OpenStoreStatusDialog( NULL, "#StoreUpdate_SteamRequired", true, false );
return NULL;
}
if ( !steamapicontext->SteamUtils()->IsOverlayEnabled() )
{
OpenStoreStatusDialog( NULL, "#StoreUpdate_OverlayRequired", true, false );
return NULL;
}
if ( !CStorePanel::IsPricesheetLoaded() )
{
OpenStoreStatusDialog( NULL, "#StoreUpdate_Loading", false, false );
CStorePanel::SetShouldShowWarnings( true );
CStorePanel::RequestPricesheet();
return NULL;
}
if ( !g_StorePanel )
return NULL;
engine->ClientCmd_Unrestricted( "gameui_activate" );
if ( iItemDef )
{
g_StorePanel->StartAtItemDef( iItemDef, bAddToCart );
}
g_StorePanel->ShowPanel( true );
return g_StorePanel;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CStorePanel *CEconSampleRootUI::GetStorePanel( void )
{
return g_StorePanel;
}
#ifdef _DEBUG
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Open_EconUI( const CCommand &args )
{
EconUI()->OpenEconUI();
}
ConCommand open_econui( "open_econui", Open_EconUI );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Open_EconUIBackpack( const CCommand &args )
{
EconUI()->OpenEconUI( ECONUI_BACKPACK );
}
ConCommand open_econui_backpack( "open_econui_backpack", Open_EconUIBackpack, "Open the backpack.", FCVAR_NONE );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Open_EconUICrafting( const CCommand &args )
{
EconUI()->OpenEconUI( ECONUI_CRAFTING );
}
ConCommand open_econui_crafting( "open_econui_crafting", Open_EconUICrafting, "Open the crafting screen.", FCVAR_NONE );
#endif // _DEBUG