Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef QUEST_LOG_PANEL_H
#define QUEST_LOG_PANEL_H
#ifdef _WIN32
#pragma once
#endif
#include "vgui_controls/EditablePanel.h"
#include <game/client/iviewport.h>
#include "quest_item_panel.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// Creates the quest log if it doesnt exists, and gives you a pointer to it
//-----------------------------------------------------------------------------
class CQuestLogPanel *GetQuestLog();
//-----------------------------------------------------------------------------
// A scrollable list of quest items
//-----------------------------------------------------------------------------
class CScrollableQuestList : public EditablePanel { DECLARE_CLASS_SIMPLE( CScrollableQuestList, EditablePanel ); public: CScrollableQuestList( Panel *parent, const char *pszPanelName ); virtual ~CScrollableQuestList();
virtual void ApplySchemeSettings( IScheme *pScheme ) OVERRIDE; virtual void ApplySettings( KeyValues *inResourceData ) OVERRIDE; virtual void PerformLayout( void ) OVERRIDE; virtual void OnThink() OVERRIDE; virtual void OnCommand( const char *command ) OVERRIDE;
void DirtyQuestLayout() { m_bQuestsLayoutDirty = true; } void PopulateQuestLists(); void QuestCompletedResponse(); bool AnyQuestItemPanelsInState( CQuestItemPanel::EItemPanelState_t eState ) const; void PositionQuestItemPanels();
void SetSelected( CQuestItemPanel *pItem, bool bImmediately ); void SetCompletingPanel( const CQuestItemPanel *pItem ) { m_pCompletingPanel = pItem; } const CQuestItemPanel *GetCompletingPanel() const { return m_pCompletingPanel; } void UpdateEmptyMessage();
protected:
bool m_bQuestsLayoutDirty; EditablePanel *m_pContainer; CUtlVector< CQuestItemPanel* > m_vecQuestItemPanels; CQuestItemPanel* m_spCompletingPanel; const CQuestItemPanel* m_pCompletingPanel;
CUtlString m_pszNoQuests; CUtlString m_pszNeedAPass; CUtlString m_pszNotPossible;
CPanelAnimationVarAliasType( int, m_iEntryStep, "entry_step", "0", "proportional_int" ); CPanelAnimationVarAliasType( int, m_iEntryStartingX, "entry_x", "0", "proportional_int" ); CPanelAnimationVarAliasType( int, m_iEntryStartingY, "entry_y", "0", "proportional_int" ); };
//-----------------------------------------------------------------------------
// The default quest log panel
//-----------------------------------------------------------------------------
class CQuestLogPanel : public EditablePanel, public IViewPortPanel, public CGameEventListener { DECLARE_CLASS_SIMPLE( CQuestLogPanel, EditablePanel ); public: CQuestLogPanel( IViewPort *pViewPort ); virtual ~CQuestLogPanel();
void AttachToGameUI(); virtual const char *GetName( void ) OVERRIDE; virtual void SetData( KeyValues *data ) OVERRIDE {} virtual void Reset() OVERRIDE { Update(); SetVisible( true ); } virtual void Update() OVERRIDE { return; } virtual bool NeedsUpdate( void ) OVERRIDE { return false; } virtual bool HasInputElements( void ) OVERRIDE { return true; } virtual void ShowPanel( bool bShow ) OVERRIDE;
// both vgui::Frame and IViewPortPanel define these, so explicitly define them here as passthroughs to vgui
vgui::VPANEL GetVPanel( void ){ return BaseClass::GetVPanel(); } virtual bool IsVisible() OVERRIDE { return BaseClass::IsVisible(); } virtual void SetParent( vgui::VPANEL parent ) OVERRIDE { BaseClass::SetParent( parent ); }
virtual void ApplySchemeSettings( IScheme *pScheme ) OVERRIDE; virtual void PerformLayout() OVERRIDE; virtual void OnCommand( const char *pCommand ) OVERRIDE; virtual void FireGameEvent( IGameEvent *event ) OVERRIDE; virtual void SetVisible( bool bState ) OVERRIDE; virtual void OnKeyCodePressed( KeyCode code ) OVERRIDE; virtual void OnKeyCodeTyped(KeyCode code) OVERRIDE;
virtual GameActionSet_t GetPreferredActionSet() { return GAME_ACTION_SET_NONE; }
void QuestCompletedResponse(); void UpdateQuestsItemPanels(); void MarkQuestsDirty();
void UpdateBadgeProgressPanels();
bool AnyQuestItemPanelsInState( CQuestItemPanel::EItemPanelState_t eState ) const;
MESSAGE_FUNC( OnCompleteQuest, "CompleteQuest" );
private:
CScrollableQuestList *m_pQuestList;
class CItemModelPanel *m_pMouseOverItemPanel; class CItemModelPanelToolTip *m_pMouseOverTooltip;
EditablePanel *m_pProgressPanel;
class CQuestTooltip *m_pToolTip; EditablePanel *m_pToolTipEmbeddedPanel;
ButtonCode_t m_iQuestLogKey; bool m_bWaitingForComplete; bool m_bInventoryDirty;
Button *m_pDebugButton; };
#endif // QUEST_LOG_PANEL_H
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