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_NOTIFICATION_PANEL_H
#define QUEST_NOTIFICATION_PANEL_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui/VGUI.h>
#include "hudelement.h"
#include "vgui_controls/EditablePanel.h"
#include <../common/GameUI/cvarslider.h>
#include "vgui_controls/CheckButton.h"
#include "vgui_controls/ScrollableEditablePanel.h"
#include "econ_item_inventory.h"
using namespace vgui;
#define NEVER_REPEAT -1.f
class CQuestNotificationPanel;
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
class CQuestNotification
{
public:
CQuestNotification( CEconItem *pItem );
enum ENotificationType_t
{
NOTIFICATION_TYPE_NEW_QUEST = 0,
NOTIFICATION_TYPE_COMPLETED,
NOTIFICATION_TYPE_FULLY_COMPLETED,
NUM_NOTIFICATION_TYPES
};
virtual ~CQuestNotification() {}
virtual float Present( CQuestNotificationPanel* pNotificationPanel );
virtual void Update( CQuestNotificationPanel* pNotificationPanel ) = 0;
virtual bool IsDone() const = 0;
virtual bool ShouldPresent() const = 0;
virtual ENotificationType_t GetType() const = 0;
virtual float GetReplayTime() const = 0;
CEconItemHandle& GetItemHandle() { return m_hItem; }
protected:
CEconItemHandle m_hItem;
RealTimeCountdownTimer m_timerDialog;
RealTimeCountdownTimer m_timerShow;
};
//-----------------------------------------------------------------------------
// Notifications where we'll speak
//-----------------------------------------------------------------------------
class CQuestNotification_Speaking : public CQuestNotification
{
public:
CQuestNotification_Speaking( CEconItem *pItem );
virtual ~CQuestNotification_Speaking() {}
virtual float Present( CQuestNotificationPanel* pNotificationPanel ) OVERRIDE;
virtual void Update( CQuestNotificationPanel* pNotificationPanel ) OVERRIDE;
virtual bool IsDone() const OVERRIDE;
protected:
virtual const char *GetSoundEntry( const CQuestThemeDefinition* pTheme, int nClassIndex ) = 0;
const char *m_pszSoundToSpeak;
};
//-----------------------------------------------------------------------------
// New quest notification
//-----------------------------------------------------------------------------
class CQuestNotification_NewQuest : public CQuestNotification_Speaking
{
DECLARE_CLASS_SIMPLE( CQuestNotification_NewQuest, CQuestNotification_Speaking );
public:
CQuestNotification_NewQuest( CEconItem *pItem )
: CQuestNotification_Speaking( pItem )
{}
virtual ~CQuestNotification_NewQuest() {}
virtual bool ShouldPresent() const OVERRIDE;
ENotificationType_t GetType() const { return NOTIFICATION_TYPE_NEW_QUEST; }
virtual float GetReplayTime() const { return 300.f; }
static float k_flReplayTime;
protected:
virtual const char *GetSoundEntry( const CQuestThemeDefinition* pTheme, int nClassIndex ) OVERRIDE;
static CUtlVector< itemid_t > m_vecNotifiedItemIDs;
};
//-----------------------------------------------------------------------------
// Quest complete notification
//-----------------------------------------------------------------------------
class CQuestNotification_CompletedQuest : public CQuestNotification_Speaking
{
DECLARE_CLASS_SIMPLE( CQuestNotification_CompletedQuest, CQuestNotification_Speaking );
public:
CQuestNotification_CompletedQuest( CEconItem *pItem );
virtual ~CQuestNotification_CompletedQuest() {}
virtual bool ShouldPresent() const;
ENotificationType_t GetType() const { return NOTIFICATION_TYPE_COMPLETED; }
virtual float GetReplayTime() const { return NEVER_REPEAT; }
protected:
virtual const char *GetSoundEntry( const CQuestThemeDefinition* pTheme, int nClassIndex ) OVERRIDE;
RealTimeCountdownTimer m_PresentTimer;
};
class CQuestNotification_FullyCompletedQuest : public CQuestNotification_CompletedQuest
{
DECLARE_CLASS_SIMPLE( CQuestNotification_FullyCompletedQuest, CQuestNotification_CompletedQuest );
public:
CQuestNotification_FullyCompletedQuest( CEconItem *pItem ) : CQuestNotification_CompletedQuest( pItem )
{
}
virtual ~CQuestNotification_FullyCompletedQuest() {}
ENotificationType_t GetType() const { return NOTIFICATION_TYPE_FULLY_COMPLETED; }
protected:
virtual const char *GetSoundEntry( const CQuestThemeDefinition* pTheme, int nClassIndex ) OVERRIDE;
};
//-----------------------------------------------------------------------------
// The quest notification panel where a character tells the user about quest state
//-----------------------------------------------------------------------------
class CQuestNotificationPanel : public CHudElement, public EditablePanel
{
DECLARE_CLASS_SIMPLE( CQuestNotificationPanel, EditablePanel );
public:
CQuestNotificationPanel( const char *pszElementName );
virtual ~CQuestNotificationPanel();
virtual void ApplySchemeSettings( IScheme *pScheme ) OVERRIDE;
virtual void PerformLayout() OVERRIDE;
virtual void FireGameEvent( IGameEvent * event ) OVERRIDE;
virtual void Reset() OVERRIDE;
virtual bool ShouldDraw() OVERRIDE;
virtual void OnThink() OVERRIDE;
private:
bool ShouldPresent();
void Update();
void CheckForNotificationOpportunities();
bool AddNotificationForItem( const CEconItemView *pItem, CQuestNotification* pNotification );
void SetCharacterImage( const char *pszImageName );
CUtlVector< CQuestNotification* > m_vecNotifications;
float m_flTimeSinceLastShown;
bool m_bIsPresenting;
RealTimeCountdownTimer m_timerHoldUp;
RealTimeCountdownTimer m_timerNotificationCooldown;
RealTimeCountdownTimer m_animTimer;
EditablePanel *m_pMainContainer;
bool m_bInitialized;
CUtlMap< itemid_t, CCopyableUtlVector< float > > m_mapNotifiedItemIDs;
};
#endif // QUEST_NOTIFICATION_PANEL_H