Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef LOADINGDIALOG_H
#define LOADINGDIALOG_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Frame.h>
#include <vgui_controls/HTML.h>
//-----------------------------------------------------------------------------
// Purpose: Dialog for displaying level loading status
//-----------------------------------------------------------------------------
class CLoadingDialog : public vgui::Frame { DECLARE_CLASS_SIMPLE( CLoadingDialog, vgui::Frame ); public: CLoadingDialog( vgui::Panel *parent ); ~CLoadingDialog();
void Open(); bool SetProgressPoint(float fraction); void SetStatusText(const char *statusText); void SetSecondaryProgress(float progress); void SetSecondaryProgressText(const char *statusText); bool SetShowProgressText( bool show );
void DisplayGenericError(const char *failureReason, const char *extendedReason = NULL); void DisplayVACBannedError(); void DisplayNoSteamConnectionError(); void DisplayLoggedInElsewhereError();
protected: virtual void OnCommand(const char *command); virtual void PerformLayout(); virtual void OnThink(); virtual void OnClose(); virtual void OnKeyCodePressed(vgui::KeyCode code); virtual void PaintBackground( void ); private: void SetupControlSettings( bool bForceShowProgressText ); void SetupControlSettingsForErrorDisplay( const char *settingsFile ); void HideOtherDialogs( bool bHide );
vgui::ProgressBar *m_pProgress; vgui::ProgressBar *m_pProgress2; vgui::Label *m_pInfoLabel; vgui::Label *m_pTimeRemainingLabel; vgui::Button *m_pCancelButton; vgui::Panel *m_pLoadingBackground;
bool m_bShowingSecondaryProgress; float m_flSecondaryProgress; float m_flLastSecondaryProgressUpdateTime; float m_flSecondaryProgressStartTime; bool m_bShowingVACInfo; bool m_bCenter; bool m_bConsoleStyle; float m_flProgressFraction;
CPanelAnimationVar( int, m_iAdditionalIndentX, "AdditionalIndentX", "0" ); CPanelAnimationVar( int, m_iAdditionalIndentY, "AdditionalIndentY", "0" ); };
// singleton accessor
CLoadingDialog *LoadingDialog();
#endif // LOADINGDIALOG_H
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