Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2008, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=====================================================================================//
#ifndef _BASEMODFACTORYBASEPANEL_H__
#define _BASEMODFACTORYBASEPANEL_H__
#include "vgui_controls/Panel.h"
#include "vgui_controls/Frame.h"
#include "vgui_controls/Button.h"
#include "tier1/utllinkedlist.h"
#include "avi/ibik.h"
#include "ixboxsystem.h"
#include "matchmaking/imatchframework.h"
namespace BaseModUI {
//=============================================================================
//
//=============================================================================
class CBaseModPanel : public vgui::EditablePanel, public IMatchEventsSink { DECLARE_CLASS_SIMPLE( CBaseModPanel, vgui::EditablePanel );
public: CBaseModPanel(); ~CBaseModPanel();
// IMatchEventSink implementation
public: virtual void OnEvent( KeyValues *pEvent );
public: static CBaseModPanel& GetSingleton(); static CBaseModPanel* GetSingletonPtr();
void ReloadScheme();
bool IsLevelLoading();
void OnGameUIActivated(); void OnGameUIHidden(); void OpenFrontScreen(); void RunFrame(); void OnLevelLoadingStarted( char const *levelName, bool bShowProgressDialog ); void OnLevelLoadingFinished( KeyValues *kvEvent ); bool UpdateProgressBar(float progress, const char *statusText); void OnCreditsFinished(void);
bool IsReadyToWriteConfig( void ); void StartExitingProcess( bool bWarmRestart );
void SetLastActiveUserId( int userId ); int GetLastActiveUserId();
bool IsMenuBackgroundMovieValid( void );
bool IsBackgroundMusicPlaying(); bool StartBackgroundMusic( float fVol ); void UpdateBackgroundMusicVolume( float fVol ); void ReleaseBackgroundMusic();
void SafeNavigateTo( Panel *pExpectedFrom, Panel *pDesiredTo, bool bAllowStealFocus );
#if defined( _GAMECONSOLE ) && defined( _DEMO )
void OnDemoTimeout(); #endif
protected: CBaseModPanel(const CBaseModPanel&); CBaseModPanel& operator=(const CBaseModPanel&);
void ApplySchemeSettings(vgui::IScheme *pScheme); void PaintBackground();
void OnCommand(const char *command); void OnSetFocus(); virtual bool RequestInfo( KeyValues *data );
MESSAGE_FUNC( OnMovedPopupToFront, "OnMovedPopupToFront" );
private: void DrawColoredText( vgui::HFont hFont, int x, int y, unsigned int color, const char *pAnsiText ); void DrawCopyStats(); void OnEngineLevelLoadingSession( KeyValues *pEvent ); bool ActivateBackgroundEffects();
// Background movie playback
bool InitBackgroundMovie( void ); void CalculateMovieParameters( void ); bool RenderBackgroundMovie( float *pflFadeDelta ); // Render and update our BIK movie in the background
void ShutdownBackgroundMovie( void );
BIKMaterial_t m_BIKHandle; IMaterial *m_pMovieMaterial; float m_flU0, m_flV0, m_flU1, m_flV1; float m_flMovieFadeInTime; // Time to be fully faded in
bool m_bMovieFailed;
static CBaseModPanel* m_CFactoryBasePanel;
bool m_LevelLoading; vgui::HScheme m_UIScheme; int m_lastActiveUserId;
vgui::HFont m_hDefaultFont;
int m_iBackgroundImageID; int m_iFadeToBackgroundImageID; int m_iMovieTransitionImage;
int m_DelayActivation; int m_ExitingFrameCount; bool m_bWarmRestartMode; bool m_bClosingAllWindows;
float m_flBlurScale; float m_flLastBlurTime;
CUtlString m_backgroundMusic; int m_nBackgroundMusicGUID; bool m_bFadeMusicUp; }; };
#endif
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