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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/client/econ/econ_sample_rootui.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef ECON_SAMPLE_ROOTUI_H
+#define ECON_SAMPLE_ROOTUI_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "econ_ui.h"
+#include "vgui_controls/Frame.h"
+#include "GameEventListener.h"
+#include "backpack_panel.h"
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+class CEconSampleRootUI : public vgui::Frame, public IEconRootUI, public CGameEventListener
+{
+ DECLARE_CLASS_SIMPLE( CEconSampleRootUI, vgui::Frame );
+public:
+ CEconSampleRootUI( vgui::Panel *parent );
+ virtual ~CEconSampleRootUI();
+
+ virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
+ virtual void PerformLayout( void );
+ virtual void OnCommand( const char *command );
+ virtual void ShowPanel( bool bShow );
+ virtual void OnKeyCodeTyped(vgui::KeyCode code);
+
+ void SetCheckForRoomOnExit( bool bCheck ) { m_bCheckForRoomOnExit = bCheck; }
+
+ void FireGameEvent( IGameEvent *event );
+
+ //---------------------------------------
+ // IEconRootUI
+ virtual IEconRootUI *OpenEconUI( int iDirectToPage = 0, bool bCheckForInventorySpaceOnExit = false );
+ virtual void CloseEconUI( void );
+ virtual bool IsUIPanelVisible( EconBaseUIPanels_t iPanel );
+ virtual void SetPreventClosure( bool bPrevent ) { m_bPreventClosure = bPrevent; }
+
+ // Sub panel access.
+ // These are panels that are parented to the root EconUI.
+ virtual CBackpackPanel *GetBackpackPanel( void ) { return NULL; }
+ virtual CCraftingPanel *GetCraftingPanel( void ) { return NULL; }
+
+ // Gamestats access
+ virtual void Gamestats_ItemTransaction( int eventID, CEconItemView *item, const char *pszReason = NULL, int iQuality = 0 ) { return; }
+ virtual void Gamestats_Store( int eventID, CEconItemView* item=NULL, const char* panelName=NULL,
+ int classId=0, const cart_item_t* in_cartItem=NULL, int in_checkoutAttempts=0, const char* storeError=NULL, int in_totalPrice=0, int in_currencyCode=0 ) { return; }
+ virtual void SetExperimentValue( uint64 experimentValue ) { return; }
+
+ // Open separate economy panels (they're not parented to the root EconUI)
+ // This is here so that games can customize the implementation of these panels.
+ CItemPickupPanel *OpenItemPickupPanel( void );
+ CItemDiscardPanel *OpenItemDiscardPanel( void );
+ // Store
+ virtual void CreateStorePanel( void );
+ virtual CStorePanel *OpenStorePanel( int iItemDef, bool bAddToCart );
+ virtual CStorePanel *GetStorePanel( void );
+
+ // When the root UI is closed, send an "EconUIClosed" message to pListener.
+ virtual void AddPanelCloseListener( vgui::Panel *pListener ) { AssertMsg( 0, "Implement me!" ); }
+
+ // The panel at which we want back to actually close the UI - defaults to the root panel - a negative value can be passed in for class loadout panels
+ virtual void SetClosePanel( int iPanel ) { AssertMsg( 0, "Implement me!" ); }
+
+ // Call this to set which team the class loadout should display
+ virtual void SetDefaultTeam( int iTeam ) { AssertMsg( 0, "Implement me!" ); }
+
+protected:
+ void OpenSubPanel( EconBaseUIPanels_t nPanel );
+ void UpdateSubPanelVisibility( void );
+ void OpenTradingStartDialog( void );
+
+private:
+ bool m_bPreventClosure;
+ bool m_bCheckForRoomOnExit;
+ EconBaseUIPanels_t m_nVisiblePanel;
+
+ CBackpackPanel *m_pBackpackPanel;
+};
+
+#endif // ECON_SAMPLE_ROOTUI_H