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