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diff --git a/game/client/tf/vgui/character_info_panel.h b/game/client/tf/vgui/character_info_panel.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef CHARACTER_INFO_PANEL_H
+#define CHARACTER_INFO_PANEL_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "econ_ui.h"
+#include "vgui_controls/PropertyDialog.h"
+#include "tf_shareddefs.h"
+#include "GameEventListener.h"
+#include "vgui_controls/Panel.h"
+#include "vgui_controls/PHandle.h"
+
+class CCharInfoLoadoutSubPanel;
+class CArmoryPanel;
+class CBackpackPanel;
+class CCraftingPanel;
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+class CServerNotConnectedToSteamDialog : public vgui::EditablePanel
+{
+ DECLARE_CLASS_SIMPLE( CServerNotConnectedToSteamDialog, vgui::EditablePanel );
+
+public:
+ CServerNotConnectedToSteamDialog( vgui::Panel *pParent, const char *pElementName );
+
+ virtual void ApplySchemeSettings( vgui::IScheme *scheme );
+ virtual void OnCommand( const char *command );
+};
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+class CCheatDetectionDialog : public vgui::EditablePanel
+{
+ DECLARE_CLASS_SIMPLE( CCheatDetectionDialog, vgui::EditablePanel );
+
+public:
+ CCheatDetectionDialog( vgui::Panel *pParent, const char *pElementName );
+
+ virtual void ApplySchemeSettings( vgui::IScheme *scheme );
+ virtual void OnCommand( const char *command );
+};
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+class CCharacterInfoPanel : public vgui::PropertyDialog, public IEconRootUI, public CGameEventListener
+{
+ DECLARE_CLASS_SIMPLE( CCharacterInfoPanel, vgui::PropertyDialog );
+public:
+ CCharacterInfoPanel( Panel *parent );
+ virtual ~CCharacterInfoPanel();
+
+ 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) OVERRIDE;
+ virtual void OnKeyCodePressed(vgui::KeyCode code) OVERRIDE;
+ virtual void OnThink();
+
+ void OpenLoadoutToClass( int iClassIndex, bool bOpenClassLoadout );
+ void OpenLoadoutToBackpack( void );
+ void OpenLoadoutToCrafting( void );
+ void OpenLoadoutToArmory( void );
+ void SetCheckForRoomOnExit( bool bCheck ) { m_bCheckForRoomOnExit = bCheck; }
+
+ void FireGameEvent( IGameEvent *event );
+
+ CArmoryPanel *GetArmoryPanel( void );
+
+ MESSAGE_FUNC_PARAMS( OnOpenArmoryDirect, "OpenArmoryDirect", data );
+
+ //---------------------------------------
+ // 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 ) OVERRIDE;
+
+ // Sub panel access.
+ // These are panels that are parented to the root EconUI.
+ virtual CBackpackPanel *GetBackpackPanel( void );
+ virtual CCraftingPanel *GetCraftingPanel( void );
+
+ // Gamestats access
+ virtual void Gamestats_ItemTransaction( int eventID, CEconItemView *item, const char *pszReason = NULL, int iQuality = 0 );
+ 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 );
+ virtual void SetExperimentValue( uint64 experimentValue );
+
+ // 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.
+ virtual CItemPickupPanel *OpenItemPickupPanel( void );
+ virtual CItemDiscardPanel *OpenItemDiscardPanel( void );
+ 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 );
+
+ // 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 );
+
+ // Call this to set which team the class loadout should display
+ virtual void SetDefaultTeam( int iTeam );
+
+private:
+ void Close();
+ void NotifyListenersOfCloseEvent();
+
+ vgui::Panel *m_pNotificationsPresentPanel;
+ CCharInfoLoadoutSubPanel *m_pLoadoutPanel;
+ bool m_bCheckForRoomOnExit;
+ bool m_bPreventClosure;
+ int m_iClosePanel;
+ int m_iDefaultTeam;
+
+ CUtlVector< vgui::VPanelHandle > m_vecOnCloseListeners;
+};
+
+CCheatDetectionDialog *OpenCheatDetectionDialog( vgui::Panel *pParent, const char *pszCheatMessage );
+
+#endif // CHARACTER_INFO_PANEL_H