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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef ECON_SAMPLE_ROOTUI_H
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#define ECON_SAMPLE_ROOTUI_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "econ_ui.h"
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#include "vgui_controls/Frame.h"
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#include "GameEventListener.h"
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#include "backpack_panel.h"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CEconSampleRootUI : public vgui::Frame, public IEconRootUI, public CGameEventListener
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{
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DECLARE_CLASS_SIMPLE( CEconSampleRootUI, vgui::Frame );
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public:
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CEconSampleRootUI( vgui::Panel *parent );
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virtual ~CEconSampleRootUI();
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virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
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virtual void PerformLayout( void );
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virtual void OnCommand( const char *command );
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virtual void ShowPanel( bool bShow );
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virtual void OnKeyCodeTyped(vgui::KeyCode code);
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void SetCheckForRoomOnExit( bool bCheck ) { m_bCheckForRoomOnExit = bCheck; }
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void FireGameEvent( IGameEvent *event );
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//---------------------------------------
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// IEconRootUI
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virtual IEconRootUI *OpenEconUI( int iDirectToPage = 0, bool bCheckForInventorySpaceOnExit = false );
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virtual void CloseEconUI( void );
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virtual bool IsUIPanelVisible( EconBaseUIPanels_t iPanel );
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virtual void SetPreventClosure( bool bPrevent ) { m_bPreventClosure = bPrevent; }
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// Sub panel access.
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// These are panels that are parented to the root EconUI.
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virtual CBackpackPanel *GetBackpackPanel( void ) { return NULL; }
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virtual CCraftingPanel *GetCraftingPanel( void ) { return NULL; }
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// Gamestats access
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virtual void Gamestats_ItemTransaction( int eventID, CEconItemView *item, const char *pszReason = NULL, int iQuality = 0 ) { return; }
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virtual void Gamestats_Store( int eventID, CEconItemView* item=NULL, const char* panelName=NULL,
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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; }
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virtual void SetExperimentValue( uint64 experimentValue ) { return; }
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// Open separate economy panels (they're not parented to the root EconUI)
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// This is here so that games can customize the implementation of these panels.
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CItemPickupPanel *OpenItemPickupPanel( void );
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CItemDiscardPanel *OpenItemDiscardPanel( void );
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// Store
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virtual void CreateStorePanel( void );
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virtual CStorePanel *OpenStorePanel( int iItemDef, bool bAddToCart );
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virtual CStorePanel *GetStorePanel( void );
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// When the root UI is closed, send an "EconUIClosed" message to pListener.
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virtual void AddPanelCloseListener( vgui::Panel *pListener ) { AssertMsg( 0, "Implement me!" ); }
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// 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
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virtual void SetClosePanel( int iPanel ) { AssertMsg( 0, "Implement me!" ); }
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// Call this to set which team the class loadout should display
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virtual void SetDefaultTeam( int iTeam ) { AssertMsg( 0, "Implement me!" ); }
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protected:
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void OpenSubPanel( EconBaseUIPanels_t nPanel );
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void UpdateSubPanelVisibility( void );
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void OpenTradingStartDialog( void );
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private:
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bool m_bPreventClosure;
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bool m_bCheckForRoomOnExit;
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EconBaseUIPanels_t m_nVisiblePanel;
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CBackpackPanel *m_pBackpackPanel;
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};
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#endif // ECON_SAMPLE_ROOTUI_H
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