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:
//
//=============================================================================
// Author: Matthew D. Campbell (matt@turtlerockstudios.com), 2003
#ifndef CAREER_BOX_H
#define CAREER_BOX_H
#ifdef _WIN32
#pragma once
#endif
#include <KeyValues.h>
#include <vgui_controls/Frame.h>
#include <vgui_controls/Label.h>
#include <vgui_controls/Button.h>
#include <vgui_controls/TextEntry.h>
#include "weapon_csbase.h"
#include "buy_presets/buy_presets.h"
#include "buypreset_listbox.h"
#include "buypreset_weaponsetlabel.h"
class ConVarToggleCheckButton;
//--------------------------------------------------------------------------------------------------------------
/**
* Base class for career popup dialogs (handles custom backgrounds, etc)
*/
class CCareerBaseBox : public vgui::Frame
{
public:
CCareerBaseBox(vgui::Panel *parent, const char *panelName, bool loadResources = true, bool useCareerButtons = false );
virtual void ShowWindow();
void DoModal();
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
virtual void PaintBackground();
virtual void PaintBorder();
virtual void PerformLayout();
void SetLabelText( const char *text );
void SetLabelText( const wchar_t *text );
void SetCancelButtonAsDefault();
vgui::Button * GetOkButton() { return m_pOkButton; }
virtual vgui::Panel *CreateControlByName(const char *controlName);
private:
typedef vgui::Frame BaseClass;
vgui::Button *m_pOkButton;
vgui::Button *m_pCancelButton;
vgui::Dar<vgui::Button *> m_buttons;
vgui::Dar<ConVarToggleCheckButton *> m_conVarCheckButtons;
Color m_bgColor;
Color m_borderColor;
vgui::Label *m_pTextLabel;
bool m_cancelFocus;
protected:
void SetLabelVisible( bool visible ) { m_pTextLabel->SetVisible( visible ); }
virtual void OnKeyCodeTyped( vgui::KeyCode code );
virtual void OnCommand( const char *command ); ///< Handle button presses
void AddButton( vgui::Button *pButton ); ///< Add a button to our list of buttons for rollover sounds
};
//--------------------------------------------------------------------------------------------------------------
/**
* Popup dialog with functionality similar to QueryBox, bot with different layout
*/
class CCareerQueryBox : public CCareerBaseBox
{
public:
CCareerQueryBox(vgui::Panel *parent, const char *panelName, const char *resourceName = NULL);
CCareerQueryBox(const char *title, const char *labelText, const char *panelName, vgui::Panel *parent = NULL);
CCareerQueryBox(const wchar_t *title, const wchar_t *labelText, const char *panelName, vgui::Panel *parent = NULL);
virtual ~CCareerQueryBox();
private:
typedef CCareerBaseBox BaseClass;
};
//--------------------------------------------------------------------------------------------------------------
/**
* Popup dialog for selecting and editing a primary weapon (ammo to buy, side-availability)
*/
class CWeaponSelectBox : public CCareerBaseBox
{
public:
CWeaponSelectBox( vgui::Panel *parent, WeaponSet *pWeaponSet, bool isSecondary );
virtual ~CWeaponSelectBox();
virtual void ActivateBuildMode();
void UpdateClips();
protected:
virtual void OnCommand( const char *command );
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
private:
void PopulateControls();
void SetClipsVisible( bool visible );
CSWeaponID GetSelectedWeaponID();
typedef CCareerBaseBox BaseClass;
vgui::ComboBox *m_pClips; ///< Number of clips to purchase
vgui::Label *m_pBullets; ///< Label showing "M of N Bullets"
WeaponSet *m_pWeaponSet; ///< WeaponSet being edited
bool m_isSecondary; ///< is this weapon primary or secondary?
BuyPresetListBox *m_pListBox; ///< List of weapons from which to choose
int m_numWeapons;
CSWeaponID *m_weaponIDs;
};
//--------------------------------------------------------------------------------------------------------------
/**
* Base class for editing grenades and equipment
*/
class CBaseSelectBox : public CCareerBaseBox
{
typedef CCareerBaseBox BaseClass;
public:
CBaseSelectBox( vgui::Panel *parent, const char *panelName, bool loadResources = true ) : BaseClass( parent, panelName, loadResources ) {}
virtual void OnControlChanged() = 0;
};
//--------------------------------------------------------------------------------------------------------------
/**
* Popup dialog for editing grenades in a buy preset fallback
*/
class CGrenadeSelectBox : public CBaseSelectBox
{
typedef CBaseSelectBox BaseClass;
public:
CGrenadeSelectBox( vgui::Panel *parent, WeaponSet *pWeaponSet );
void OnControlChanged(); ///< Updates item costs
private:
WeaponSet *m_pWeaponSet; ///< WeaponSet being edited
// Equipment controls
vgui::ComboBox *m_pHEGrenade;
EquipmentLabel *m_pHEGrenadeImage;
vgui::Label *m_pHELabel;
vgui::ComboBox *m_pSmokeGrenade;
EquipmentLabel *m_pSmokeGrenadeImage;
vgui::Label *m_pSmokeLabel;
vgui::ComboBox *m_pFlashbangs;
EquipmentLabel *m_pFlashbangImage;
vgui::Label *m_pFlashLabel;
virtual void OnCommand( const char *command );
};
//--------------------------------------------------------------------------------------------------------------
/**
* Popup dialog for selecting an equipment set
*/
class CEquipmentSelectBox : public CBaseSelectBox
{
typedef CBaseSelectBox BaseClass;
public:
CEquipmentSelectBox( vgui::Panel *parent, WeaponSet *pWeaponSet );
void OnControlChanged();
private:
WeaponSet *m_pWeaponSet; ///< WeaponSet being edited
// Equipment controls
vgui::ComboBox *m_pKevlar;
vgui::Label *m_pKevlarLabel;
EquipmentLabel *m_pKevlarImage;
vgui::ComboBox *m_pHelmet;
vgui::Label *m_pHelmetLabel;
EquipmentLabel *m_pHelmetImage;
vgui::ComboBox *m_pDefuser;
vgui::Label *m_pDefuserLabel;
EquipmentLabel *m_pDefuserImage;
vgui::ComboBox *m_pNightvision;
vgui::Label *m_pNightvisionLabel;
EquipmentLabel *m_pNightvisionImage;
virtual void OnCommand( const char *command );
};
#endif // CAREER_BOX_H