Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TOOL_ITEMS_H
#define TOOL_ITEMS_H
#ifdef _WIN32
#pragma once
#endif
#include "item_model_panel.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CBaseToolUsageDialog : public vgui::EditablePanel { DECLARE_CLASS_SIMPLE( CBaseToolUsageDialog, vgui::EditablePanel );
public: CBaseToolUsageDialog( vgui::Panel *pParent, const char *panelName, CEconItemView *pTool, CEconItemView *pToolSubject );
virtual void ApplySchemeSettings( vgui::IScheme *scheme ); virtual void PerformLayout(); virtual void OnCommand( const char *command ); virtual void OnKeyCodeTyped( vgui::KeyCode code ) OVERRIDE; virtual void OnKeyCodePressed( vgui::KeyCode code ) OVERRIDE;
virtual void Apply( void ) { return; }
inline CEconItemView *GetToolItem() { return m_pToolModelPanel->GetItem(); }; inline CEconItemView *GetSubjectItem() { return m_pSubjectModelPanel->GetItem(); };
protected: CItemModelPanel *m_pToolModelPanel; CItemModelPanel *m_pSubjectModelPanel; CItemModelPanel *m_pMouseOverItemPanel; CItemModelPanelToolTip *m_pMouseOverTooltip; vgui::Label *m_pTitleLabel;
const char *m_pszInternalPanelName; };
// Utility function for tool dialogs.
void MakeModalAndBringToFront( vgui::EditablePanel *dialog );
bool ToolCanApplyTo( CEconItemView *pTool, CEconItemView *pToolSubject );
// Given a tool and an item to apply the tool's effects upon,
// gather required information from the user and
// send a change request to the GC.
bool ApplyTool( vgui::Panel *pParent, CEconItemView *pTool, CEconItemView *pToolSubject );
#endif // TOOL_ITEMS_H
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