void CFolderStats::OnFocus(LTBOOL bFocus) { if (bFocus) { if (!g_pGameClientShell->IsMultiplayerGame()) { // Request the player data to be updated (This may take a // frame or two to happen in a single-player game...in // multiplayer games the values are updated constantly... HMESSAGEWRITE hMessage = g_pLTClient->StartMessage(MID_PLAYER_SUMMARY); g_pLTClient->EndMessage(hMessage); } else { UpdateData(); } m_nKey = GetCommandKey(COMMAND_ID_FRAGCOUNT); bOKtoDismiss = !IsKeyDown(m_nKey); SetSelection(GetIndex(m_pBack)); } else { SetSelection(kNoSelection); RemoveFree(); } CBaseFolder::OnFocus(bFocus); }
void CFolderViewInventory::OnFocus(LTBOOL bFocus) { if (bFocus) { m_nLastWeapon = WMGR_INVALID_ID; m_szModel[0] = '\0'; m_szSkin[0] = '\0'; BuildInventoryList(); if (!m_controlArray.GetSize()) { CLTGUITextItemCtrl *pCtrl = AddTextItem(IDS_NO_INVENTORY,LTNULL,LTNULL,LTTRUE,GetLargeFont()); pCtrl->Enable(LTFALSE); } m_nKey = GetCommandKey(COMMAND_ID_INVENTORY); bOKtoDismiss = !IsKeyDown(m_nKey); } else { SetSelection(kNoSelection); ClearInventoryList(); } CBaseSelectionFolder::OnFocus(bFocus); }