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151 lines
3.2 KiB
151 lines
3.2 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "buymenu.h" |
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#include "buysubmenu.h" |
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using namespace vgui; |
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#include "mouseoverpanelbutton.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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//----------------------------------------------------------------------------- |
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// Purpose: Constructor |
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//----------------------------------------------------------------------------- |
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CBuyMenu::CBuyMenu(IViewPort *pViewPort) : WizardPanel( NULL, PANEL_BUY ) |
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{ |
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SetScheme("ClientScheme"); |
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SetTitle( "#Cstrike_Buy_Menu", true); |
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SetMoveable(false); |
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SetSizeable(false); |
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SetProportional(true); |
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// hide the system buttons |
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SetTitleBarVisible( false ); |
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SetAutoDelete( false ); // we reuse this panel, don't let WizardPanel delete us |
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LoadControlSettings( "Resource/UI/BuyMenu.res" ); |
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ShowButtons( false ); |
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m_pViewPort = pViewPort; |
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m_pMainMenu = new CBuySubMenu( this, "mainmenu" ); |
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m_pMainMenu->LoadControlSettings( "Resource/UI/MainBuyMenu.res" ); |
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m_pMainMenu->SetVisible( false ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Destructor |
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//----------------------------------------------------------------------------- |
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CBuyMenu::~CBuyMenu() |
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{ |
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if ( m_pMainMenu ) |
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m_pMainMenu->DeleteSubPanels(); //? |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: shows/hides the buy menu |
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//----------------------------------------------------------------------------- |
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void CBuyMenu::ShowPanel(bool bShow) |
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{ |
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if ( BaseClass::IsVisible() == bShow ) |
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return; |
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if ( bShow ) |
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{ |
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Update(); |
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Run( m_pMainMenu ); |
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SetMouseInputEnabled( true ); |
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engine->ClientCmd_Unrestricted( "gameui_preventescapetoshow\n" ); |
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} |
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else |
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{ |
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engine->ClientCmd_Unrestricted( "gameui_allowescapetoshow\n" ); |
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SetVisible( false ); |
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SetMouseInputEnabled( false ); |
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} |
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m_pViewPort->ShowBackGround( bShow ); |
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} |
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void CBuyMenu::Update() |
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{ |
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//Don't need to do anything, but do need to implement this function as base is pure virtual |
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} |
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void CBuyMenu::OnClose() |
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{ |
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engine->ClientCmd_Unrestricted( "gameui_allowescapetoshow\n" ); |
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BaseClass::OnClose(); |
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ResetHistory(); |
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} |
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void CBuyMenu::OnKeyCodePressed( vgui::KeyCode code ) |
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{ |
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int nDir = 0; |
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switch ( code ) |
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{ |
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case KEY_XBUTTON_UP: |
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case KEY_XSTICK1_UP: |
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case KEY_XSTICK2_UP: |
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case KEY_UP: |
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case STEAMCONTROLLER_DPAD_UP: |
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nDir = -1; |
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break; |
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case KEY_XBUTTON_DOWN: |
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case KEY_XSTICK1_DOWN: |
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case KEY_XSTICK2_DOWN: |
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case KEY_DOWN: |
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case STEAMCONTROLLER_DPAD_DOWN: |
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nDir = 1; |
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break; |
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} |
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if ( nDir != 0 ) |
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{ |
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Panel *pSubPanel = ( GetCurrentSubPanel() ? GetCurrentSubPanel() : m_pMainMenu ); |
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CUtlSortVector< SortedPanel_t, CSortedPanelYLess > vecSortedButtons; |
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VguiPanelGetSortedChildButtonList( pSubPanel, (void*)&vecSortedButtons, "&", 0 ); |
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if ( VguiPanelNavigateSortedChildButtonList( (void*)&vecSortedButtons, nDir ) != -1 ) |
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{ |
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// Handled! |
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return; |
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} |
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} |
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else |
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{ |
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BaseClass::OnKeyCodePressed( code ); |
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} |
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} |
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void CBuyMenu::OnKeyCodeTyped( KeyCode code ) |
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{ |
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if ( code == KEY_ESCAPE ) |
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{ |
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OnClose(); |
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} |
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else |
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{ |
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BaseClass::OnKeyCodeTyped( code ); |
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} |
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} |
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