mirror of
https://github.com/nillerusr/source-engine.git
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203 lines
5.9 KiB
C++
203 lines
5.9 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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//=============================================================================
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// Author: Matthew D. Campbell (matt@turtlerockstudios.com), 2003
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#ifndef CAREER_BOX_H
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#define CAREER_BOX_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <KeyValues.h>
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#include <vgui_controls/Frame.h>
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#include <vgui_controls/Label.h>
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#include <vgui_controls/Button.h>
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#include <vgui_controls/TextEntry.h>
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#include "weapon_csbase.h"
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#include "buy_presets/buy_presets.h"
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#include "buypreset_listbox.h"
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#include "buypreset_weaponsetlabel.h"
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class ConVarToggleCheckButton;
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Base class for career popup dialogs (handles custom backgrounds, etc)
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*/
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class CCareerBaseBox : public vgui::Frame
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{
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public:
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CCareerBaseBox(vgui::Panel *parent, const char *panelName, bool loadResources = true, bool useCareerButtons = false );
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virtual void ShowWindow();
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void DoModal();
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virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
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virtual void PaintBackground();
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virtual void PaintBorder();
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virtual void PerformLayout();
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void SetLabelText( const char *text );
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void SetLabelText( const wchar_t *text );
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void SetCancelButtonAsDefault();
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vgui::Button * GetOkButton() { return m_pOkButton; }
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virtual vgui::Panel *CreateControlByName(const char *controlName);
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private:
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typedef vgui::Frame BaseClass;
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vgui::Button *m_pOkButton;
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vgui::Button *m_pCancelButton;
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vgui::Dar<vgui::Button *> m_buttons;
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vgui::Dar<ConVarToggleCheckButton *> m_conVarCheckButtons;
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Color m_bgColor;
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Color m_borderColor;
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vgui::Label *m_pTextLabel;
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bool m_cancelFocus;
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protected:
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void SetLabelVisible( bool visible ) { m_pTextLabel->SetVisible( visible ); }
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virtual void OnKeyCodeTyped( vgui::KeyCode code );
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virtual void OnCommand( const char *command ); ///< Handle button presses
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void AddButton( vgui::Button *pButton ); ///< Add a button to our list of buttons for rollover sounds
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};
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Popup dialog with functionality similar to QueryBox, bot with different layout
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*/
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class CCareerQueryBox : public CCareerBaseBox
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{
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public:
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CCareerQueryBox(vgui::Panel *parent, const char *panelName, const char *resourceName = NULL);
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CCareerQueryBox(const char *title, const char *labelText, const char *panelName, vgui::Panel *parent = NULL);
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CCareerQueryBox(const wchar_t *title, const wchar_t *labelText, const char *panelName, vgui::Panel *parent = NULL);
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virtual ~CCareerQueryBox();
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private:
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typedef CCareerBaseBox BaseClass;
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};
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Popup dialog for selecting and editing a primary weapon (ammo to buy, side-availability)
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*/
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class CWeaponSelectBox : public CCareerBaseBox
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{
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public:
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CWeaponSelectBox( vgui::Panel *parent, WeaponSet *pWeaponSet, bool isSecondary );
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virtual ~CWeaponSelectBox();
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virtual void ActivateBuildMode();
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void UpdateClips();
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protected:
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virtual void OnCommand( const char *command );
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virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
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private:
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void PopulateControls();
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void SetClipsVisible( bool visible );
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CSWeaponID GetSelectedWeaponID();
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typedef CCareerBaseBox BaseClass;
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vgui::ComboBox *m_pClips; ///< Number of clips to purchase
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vgui::Label *m_pBullets; ///< Label showing "M of N Bullets"
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WeaponSet *m_pWeaponSet; ///< WeaponSet being edited
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bool m_isSecondary; ///< is this weapon primary or secondary?
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BuyPresetListBox *m_pListBox; ///< List of weapons from which to choose
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int m_numWeapons;
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CSWeaponID *m_weaponIDs;
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};
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Base class for editing grenades and equipment
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*/
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class CBaseSelectBox : public CCareerBaseBox
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{
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typedef CCareerBaseBox BaseClass;
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public:
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CBaseSelectBox( vgui::Panel *parent, const char *panelName, bool loadResources = true ) : BaseClass( parent, panelName, loadResources ) {}
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virtual void OnControlChanged() = 0;
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};
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Popup dialog for editing grenades in a buy preset fallback
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*/
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class CGrenadeSelectBox : public CBaseSelectBox
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{
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typedef CBaseSelectBox BaseClass;
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public:
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CGrenadeSelectBox( vgui::Panel *parent, WeaponSet *pWeaponSet );
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void OnControlChanged(); ///< Updates item costs
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private:
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WeaponSet *m_pWeaponSet; ///< WeaponSet being edited
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// Equipment controls
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vgui::ComboBox *m_pHEGrenade;
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EquipmentLabel *m_pHEGrenadeImage;
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vgui::Label *m_pHELabel;
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vgui::ComboBox *m_pSmokeGrenade;
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EquipmentLabel *m_pSmokeGrenadeImage;
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vgui::Label *m_pSmokeLabel;
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vgui::ComboBox *m_pFlashbangs;
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EquipmentLabel *m_pFlashbangImage;
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vgui::Label *m_pFlashLabel;
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virtual void OnCommand( const char *command );
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};
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Popup dialog for selecting an equipment set
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*/
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class CEquipmentSelectBox : public CBaseSelectBox
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{
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typedef CBaseSelectBox BaseClass;
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public:
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CEquipmentSelectBox( vgui::Panel *parent, WeaponSet *pWeaponSet );
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void OnControlChanged();
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private:
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WeaponSet *m_pWeaponSet; ///< WeaponSet being edited
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// Equipment controls
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vgui::ComboBox *m_pKevlar;
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vgui::Label *m_pKevlarLabel;
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EquipmentLabel *m_pKevlarImage;
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vgui::ComboBox *m_pHelmet;
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vgui::Label *m_pHelmetLabel;
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EquipmentLabel *m_pHelmetImage;
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vgui::ComboBox *m_pDefuser;
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vgui::Label *m_pDefuserLabel;
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EquipmentLabel *m_pDefuserImage;
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vgui::ComboBox *m_pNightvision;
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vgui::Label *m_pNightvisionLabel;
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EquipmentLabel *m_pNightvisionImage;
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virtual void OnCommand( const char *command );
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};
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#endif // CAREER_BOX_H
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