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 "buysubmenu.h"
#include <KeyValues.h>
#include <vgui_controls/WizardPanel.h>
#include <filesystem.h>
#include <game/client/iviewport.h>
#include <cdll_client_int.h>
#include "mouseoverpanelbutton.h"
// #include "cs_gamerules.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CBuySubMenu::CBuySubMenu(vgui::Panel *parent, const char *name) : WizardSubPanel(parent, name)
{
m_NextPanel = NULL;
m_pFirstButton = NULL;
SetProportional(true);
m_pPanel = new EditablePanel( this, "ItemInfo" );// info window about these items
m_pPanel->SetProportional( true );
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CBuySubMenu::~CBuySubMenu()
{
}
//-----------------------------------------------------------------------------
// Purpose: magic override to allow vgui to create mouse over buttons for us
//-----------------------------------------------------------------------------
Panel *CBuySubMenu::CreateControlByName( const char *controlName )
{
if( !Q_stricmp( "MouseOverPanelButton", controlName ) )
{
MouseOverPanelButton *newButton = CreateNewMouseOverPanelButton( m_pPanel );
if( !m_pFirstButton )
{
m_pFirstButton = newButton;
}
return newButton;
}
else
{
return BaseClass::CreateControlByName( controlName );
}
}
//-----------------------------------------------------------------------------
// Purpose: Make the first buttons page get displayed when the menu becomes visible
//-----------------------------------------------------------------------------
void CBuySubMenu::SetVisible( bool state )
{
BaseClass::SetVisible( state );
for( int i = 0; i< GetChildCount(); i++ ) // get all the buy buttons to performlayout
{
MouseOverPanelButton *buyButton = dynamic_cast<MouseOverPanelButton *>(GetChild(i));
if ( buyButton )
{
if( buyButton == m_pFirstButton && state == true )
buyButton->ShowPage();
else
buyButton->HidePage();
buyButton->InvalidateLayout();
}
}
}
CBuySubMenu* CBuySubMenu::CreateNewSubMenu()
{
return new CBuySubMenu( this );
}
MouseOverPanelButton* CBuySubMenu::CreateNewMouseOverPanelButton(EditablePanel *panel)
{
return new MouseOverPanelButton(this, NULL, panel);
}
//-----------------------------------------------------------------------------
// Purpose: Called when the user picks a class
//-----------------------------------------------------------------------------
void CBuySubMenu::OnCommand( const char *command)
{
if ( Q_strstr( command, ".res" ) ) // if its a .res file then its a new menu
{
int i;
// check the cache
for ( i = 0; i < m_SubMenus.Count(); i++ )
{
if ( !Q_stricmp( m_SubMenus[i].filename, command ) )
{
m_NextPanel = m_SubMenus[i].panel;
Assert( m_NextPanel );
m_NextPanel->InvalidateLayout(); // force it to reset it prices
break;
}
}
if ( i == m_SubMenus.Count() )
{
// not there, add a new entry
SubMenuEntry_t newEntry;
memset( &newEntry, 0x0, sizeof( newEntry ) );
CBuySubMenu *newMenu = CreateNewSubMenu();
newMenu->LoadControlSettings( command );
m_NextPanel = newMenu;
Q_strncpy( newEntry.filename, command, sizeof( newEntry.filename ) );
newEntry.panel = newMenu;
m_SubMenus.AddToTail( newEntry );
}
GetWizardPanel()->OnNextButton();
}
else
{
GetWizardPanel()->Close();
gViewPortInterface->ShowBackGround( false );
if ( Q_stricmp( command, "vguicancel" ) != 0 )
engine->ClientCmd( command );
BaseClass::OnCommand(command);
}
}
//-----------------------------------------------------------------------------
// Purpose: Causes the panel to delete itself when it closes
//-----------------------------------------------------------------------------
void CBuySubMenu::DeleteSubPanels()
{
if ( m_NextPanel )
{
m_NextPanel->SetVisible( false );
m_NextPanel = NULL;
}
m_pFirstButton = NULL;
}
//-----------------------------------------------------------------------------
// Purpose: return the next panel to show
//-----------------------------------------------------------------------------
vgui::WizardSubPanel *CBuySubMenu::GetNextSubPanel()
{
return m_NextPanel;
}