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);
}
Example #2
0
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);
}