Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "buymenu.h"
#include "buysubmenu.h"
using namespace vgui;
#include "mouseoverpanelbutton.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CBuyMenu::CBuyMenu(IViewPort *pViewPort) : WizardPanel( NULL, PANEL_BUY ) { SetScheme("ClientScheme"); SetTitle( "#Cstrike_Buy_Menu", true);
SetMoveable(false); SetSizeable(false); SetProportional(true);
// hide the system buttons
SetTitleBarVisible( false );
SetAutoDelete( false ); // we reuse this panel, don't let WizardPanel delete us
LoadControlSettings( "Resource/UI/BuyMenu.res" ); ShowButtons( false );
m_pViewPort = pViewPort;
m_pMainMenu = new CBuySubMenu( this, "mainmenu" ); m_pMainMenu->LoadControlSettings( "Resource/UI/MainBuyMenu.res" ); m_pMainMenu->SetVisible( false ); }
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CBuyMenu::~CBuyMenu() { if ( m_pMainMenu ) m_pMainMenu->DeleteSubPanels(); //?
}
//-----------------------------------------------------------------------------
// Purpose: shows/hides the buy menu
//-----------------------------------------------------------------------------
void CBuyMenu::ShowPanel(bool bShow) { if ( BaseClass::IsVisible() == bShow ) return;
if ( bShow ) { Update();
Run( m_pMainMenu );
SetMouseInputEnabled( true );
engine->ClientCmd_Unrestricted( "gameui_preventescapetoshow\n" ); } else { engine->ClientCmd_Unrestricted( "gameui_allowescapetoshow\n" );
SetVisible( false ); SetMouseInputEnabled( false ); }
m_pViewPort->ShowBackGround( bShow ); }
void CBuyMenu::Update() { //Don't need to do anything, but do need to implement this function as base is pure virtual
} void CBuyMenu::OnClose() { engine->ClientCmd_Unrestricted( "gameui_allowescapetoshow\n" );
BaseClass::OnClose(); ResetHistory(); }
void CBuyMenu::OnKeyCodePressed( vgui::KeyCode code ) { int nDir = 0;
switch ( code ) { case KEY_XBUTTON_UP: case KEY_XSTICK1_UP: case KEY_XSTICK2_UP: case KEY_UP: case STEAMCONTROLLER_DPAD_UP: nDir = -1; break;
case KEY_XBUTTON_DOWN: case KEY_XSTICK1_DOWN: case KEY_XSTICK2_DOWN: case KEY_DOWN: case STEAMCONTROLLER_DPAD_DOWN: nDir = 1; break; }
if ( nDir != 0 ) { Panel *pSubPanel = ( GetCurrentSubPanel() ? GetCurrentSubPanel() : m_pMainMenu );
CUtlSortVector< SortedPanel_t, CSortedPanelYLess > vecSortedButtons; VguiPanelGetSortedChildButtonList( pSubPanel, (void*)&vecSortedButtons, "&", 0 );
if ( VguiPanelNavigateSortedChildButtonList( (void*)&vecSortedButtons, nDir ) != -1 ) { // Handled!
return; } } else { BaseClass::OnKeyCodePressed( code ); } }
void CBuyMenu::OnKeyCodeTyped( KeyCode code ) { if ( code == KEY_ESCAPE ) { OnClose(); } else { BaseClass::OnKeyCodeTyped( code ); } }
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