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 );
}
}