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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef CLASS_LOADOUT_PANEL_H
#define CLASS_LOADOUT_PANEL_H
#ifdef _WIN32
#pragma once
#endif
#include "base_loadout_panel.h"
#include "tf_playermodelpanel.h"
#include "item_selection_panel.h"
#include <../common/GameUI/cvarslider.h>
#include <vgui/VGUI.h>
#include "vgui_controls/CheckButton.h"
#define NUM_ITEM_PANELS_IN_LOADOUT CLASS_LOADOUT_POSITION_COUNT
class CLoadoutPresetPanel;
class CLoadoutItemOptionsPanel : public vgui::EditablePanel { DECLARE_CLASS_SIMPLE( CLoadoutItemOptionsPanel, vgui::EditablePanel ); public: CLoadoutItemOptionsPanel( Panel *parent, const char *pName ); virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); virtual void PerformLayout( void );
virtual void OnCommand( const char *command ); virtual void OnMessage( const KeyValues* pParams, vgui::VPANEL hFromPanel );
void SetItemSlot( loadout_positions_t eItemSlot, int iClassIndex ); loadout_positions_t GetItemSlot() const { return m_eItemSlot; } void UpdateItemOptionsUI();
private:
void AddControlsParticleEffect( void ) const; void AddControlsSetStyle( void ) const; CEconItemView* GetItem( void ) const;
class vgui::PanelListPanel *m_pListPanel; CCvarSlider *m_pHatParticleSlider; CExButton *m_pSetStyleButton; vgui::CheckButton *m_pHatParticleUseHeadButton;
int m_iCurrentClassIndex; loadout_positions_t m_eItemSlot; };
//-----------------------------------------------------------------------------
// A loadout screen that handles modifying the loadout of a specific class
//-----------------------------------------------------------------------------
class CClassLoadoutPanel : public CBaseLoadoutPanel { DECLARE_CLASS_SIMPLE( CClassLoadoutPanel, CBaseLoadoutPanel ); public: CClassLoadoutPanel( vgui::Panel *parent ); ~CClassLoadoutPanel();
virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); virtual void ApplySettings( KeyValues *inResourceData ) OVERRIDE; virtual void PerformLayout( void ); virtual void FireGameEvent( IGameEvent *event );
virtual void AddNewItemPanel( int iPanelIndex ) OVERRIDE; virtual void UpdateModelPanels( void ); virtual int GetNumItemPanels( void ) { return NUM_ITEM_PANELS_IN_LOADOUT; }; virtual void OnShowPanel( bool bVisible, bool bReturningFromArmory ); virtual void PostShowPanel( bool bVisible ); virtual void OnKeyCodePressed( vgui::KeyCode code ) OVERRIDE; virtual void OnNavigateTo( const char* panelName ) OVERRIDE; virtual void OnNavigateFrom( const char* panelName ) OVERRIDE;
void SetClass( int iClass ); void SetTeam( int iTeam );
int GetNumRelevantSlots() const; CEconItemView *GetItemInSlot( int iSlot );
MESSAGE_FUNC_PTR( OnItemPanelMouseReleased, "ItemPanelMouseReleased", panel ); MESSAGE_FUNC_PARAMS( OnSelectionReturned, "SelectionReturned", data ); MESSAGE_FUNC( OnCancelSelection, "CancelSelection" ); MESSAGE_FUNC( OnClosing, "Closing" ); virtual void OnCommand( const char *command ); virtual void OnMessage( const KeyValues* pParams, vgui::VPANEL hFromPanel );
void SetSelectionPanel( CEquipSlotItemSelectionPanel *pPanel ) { m_pSelectionPanel = pPanel; } void UpdatePassiveAttributes( void );
bool IsInSelectionPanel() const { return m_pSelectionPanel != NULL; } CEquipSlotItemSelectionPanel *GetItemSelectionPanel() { return m_pSelectionPanel; }
bool IsEditingTauntSlots() const { return m_bInTauntLoadoutMode; }
enum classloadoutpage_t { CHARACTER_LOADOUT_PAGE, TAUNT_LOADOUT_PAGE }; void SetLoadoutPage( classloadoutpage_t loadoutPage );
protected: virtual void SetBorderForItem( CItemModelPanel *pItemPanel, bool bMouseOver ); void AddAttribPassiveText( const class CEconAttributeDescription& AttrDesc, INOUT_Z_CAP(iNumPassiveChars) wchar_t *out_wszPassiveDesc, int iNumPassiveChars ); void RespawnPlayer(); virtual void ApplyKVsToItemPanels( void ) OVERRIDE; void ClearItemOptionsMenu( void ); void SetOptionsButtonText( int nIndex, const char* pszText ); static bool AnyOptionsAvailableForItem( const CEconItemView *pItem );
int m_iCurrentClassIndex; int m_iCurrentTeamIndex; int m_iCurrentSlotIndex; bool m_bLoadoutHasChanged; bool m_bInTauntLoadoutMode; CTFPlayerModelPanel *m_pPlayerModelPanel; CEquipSlotItemSelectionPanel *m_pSelectionPanel; vgui::Label *m_pTauntHintLabel; CExLabel *m_pTauntLabel; CExLabel *m_pTauntCaratLabel; CExLabel *m_pPassiveAttribsLabel; Panel *m_pTopLinePanel;
CExButton *m_pBuildablesButton; CExImageButton *m_pCharacterLoadoutButton; CExImageButton *m_pTauntLoadoutButton;
CLoadoutPresetPanel *m_pLoadoutPresetPanel;
CExplanationPopup *m_pPresetsExplanationPopup; CExplanationPopup *m_pTauntsExplanationPopup;
KeyValues *m_pItemOptionPanelKVs; CUtlVector< CExButton * > m_vecItemOptionButtons; CLoadoutItemOptionsPanel *m_pItemOptionPanel;
private: void UpdatePageButtonColor( CExImageButton *pPageButton, bool bIsActive );
enum PageButtonColors_t { LOADED = 0, NOTLOADED, FG = 0, BG, DEFAULT = 0, ARMED, DEPRESSED }; Color m_aDefaultColors[2][2][3]; // [LOADED|NOTLOADED][FG|BG][DEFAULT|ARMED|DEPRESSED]
};
extern CClassLoadoutPanel *g_pClassLoadoutPanel;
#endif // CLASS_LOADOUT_PANEL_H
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