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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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#include "cbase.h"
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#include "buymenu.h"
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#include "buysubmenu.h"
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using namespace vgui;
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#include "mouseoverpanelbutton.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CBuyMenu::CBuyMenu(IViewPort *pViewPort) : WizardPanel( NULL, PANEL_BUY )
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{
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SetScheme("ClientScheme");
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SetTitle( "#Cstrike_Buy_Menu", true);
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SetMoveable(false);
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SetSizeable(false);
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SetProportional(true);
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// hide the system buttons
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SetTitleBarVisible( false );
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SetAutoDelete( false ); // we reuse this panel, don't let WizardPanel delete us
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LoadControlSettings( "Resource/UI/BuyMenu.res" );
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ShowButtons( false );
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m_pViewPort = pViewPort;
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m_pMainMenu = new CBuySubMenu( this, "mainmenu" );
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m_pMainMenu->LoadControlSettings( "Resource/UI/MainBuyMenu.res" );
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m_pMainMenu->SetVisible( false );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor
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//-----------------------------------------------------------------------------
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CBuyMenu::~CBuyMenu()
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{
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if ( m_pMainMenu )
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m_pMainMenu->DeleteSubPanels(); //?
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}
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//-----------------------------------------------------------------------------
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// Purpose: shows/hides the buy menu
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//-----------------------------------------------------------------------------
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void CBuyMenu::ShowPanel(bool bShow)
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{
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if ( BaseClass::IsVisible() == bShow )
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return;
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if ( bShow )
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{
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Update();
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Run( m_pMainMenu );
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SetMouseInputEnabled( true );
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engine->ClientCmd_Unrestricted( "gameui_preventescapetoshow\n" );
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}
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else
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{
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engine->ClientCmd_Unrestricted( "gameui_allowescapetoshow\n" );
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SetVisible( false );
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SetMouseInputEnabled( false );
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}
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m_pViewPort->ShowBackGround( bShow );
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}
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void CBuyMenu::Update()
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{
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//Don't need to do anything, but do need to implement this function as base is pure virtual
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}
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void CBuyMenu::OnClose()
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{
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engine->ClientCmd_Unrestricted( "gameui_allowescapetoshow\n" );
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BaseClass::OnClose();
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ResetHistory();
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}
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void CBuyMenu::OnKeyCodePressed( vgui::KeyCode code )
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{
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int nDir = 0;
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switch ( code )
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{
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case KEY_XBUTTON_UP:
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case KEY_XSTICK1_UP:
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case KEY_XSTICK2_UP:
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case KEY_UP:
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case STEAMCONTROLLER_DPAD_UP:
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nDir = -1;
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break;
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case KEY_XBUTTON_DOWN:
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case KEY_XSTICK1_DOWN:
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case KEY_XSTICK2_DOWN:
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case KEY_DOWN:
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case STEAMCONTROLLER_DPAD_DOWN:
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nDir = 1;
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break;
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}
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if ( nDir != 0 )
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{
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Panel *pSubPanel = ( GetCurrentSubPanel() ? GetCurrentSubPanel() : m_pMainMenu );
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CUtlSortVector< SortedPanel_t, CSortedPanelYLess > vecSortedButtons;
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VguiPanelGetSortedChildButtonList( pSubPanel, (void*)&vecSortedButtons, "&", 0 );
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if ( VguiPanelNavigateSortedChildButtonList( (void*)&vecSortedButtons, nDir ) != -1 )
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{
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// Handled!
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return;
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}
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}
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else
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{
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BaseClass::OnKeyCodePressed( code );
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}
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}
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void CBuyMenu::OnKeyCodeTyped( KeyCode code )
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{
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if ( code == KEY_ESCAPE )
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{
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OnClose();
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}
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else
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{
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BaseClass::OnKeyCodeTyped( code );
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}
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}
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