Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef ITEM_SLOT_PANEL_H
#define ITEM_SLOT_PANEL_H
#include "base_loadout_panel.h"
class CItemCriteriaSelectionPanel;
//-----------------------------------------------------------------------------
// A loadout screen that handles modifying the loadout of a specific item
//-----------------------------------------------------------------------------
class CItemSlotPanel : public CBaseLoadoutPanel { DECLARE_CLASS_SIMPLE( CItemSlotPanel, CBaseLoadoutPanel ); public: CItemSlotPanel( vgui::Panel *parent ); ~CItemSlotPanel();
virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); virtual void PerformLayout( void );
virtual void AddNewItemPanel( int iPanelIndex ) OVERRIDE; virtual void UpdateModelPanels( void ) OVERRIDE; virtual int GetNumItemPanels( void ) OVERRIDE; virtual void OnShowPanel( bool bVisible, bool bReturningFromArmory ) OVERRIDE;
MESSAGE_FUNC_PTR( OnItemPanelMouseReleased, "ItemPanelMouseReleased", panel ); MESSAGE_FUNC_PARAMS( OnSelectionReturned, "SelectionReturned", data ); MESSAGE_FUNC( OnCancelSelection, "CancelSelection" ); virtual void OnCommand( const char *command );
void SetItem( CEconItem* pItem );
private: CEconItem *m_pItem;
struct ItemSlot_t { CAttribute_ItemSlotCriteria m_slotCriteriaAttribute; itemid_t m_ulOriginalID; bool m_bHasSlot; }; CUtlVector< ItemSlot_t > m_itemSlots;
int m_iCurrentSlotIndex; CItemSelectionCriteria m_selectionCriteria; CItemCriteriaSelectionPanel *m_pSelectionPanel; };
#endif // ITEM_SLOT_PANEL_H
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