Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef NAVPROGRESS_H
#define NAVPROGRESS_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Frame.h>
#include <vgui_controls/ProgressBar.h>
#include <game/client/iviewport.h>
class CNavProgress : public vgui::Frame, public IViewPortPanel { private: DECLARE_CLASS_SIMPLE( CNavProgress, vgui::Frame );
public: CNavProgress(IViewPort *pViewPort); virtual ~CNavProgress();
virtual const char *GetName( void ) { return PANEL_NAV_PROGRESS; } virtual void SetData(KeyValues *data); virtual void Reset(); virtual void Update(); virtual bool NeedsUpdate( void ) { return false; } virtual bool HasInputElements( void ) { return true; } virtual void ShowPanel( bool bShow );
// both vgui::Frame and IViewPortPanel define these, so explicitly define them here as passthroughs to vgui
vgui::VPANEL GetVPanel( void ) { return BaseClass::GetVPanel(); } virtual bool IsVisible() { return BaseClass::IsVisible(); } virtual void SetParent( vgui::VPANEL parent ) { BaseClass::SetParent( parent ); }
virtual GameActionSet_t GetPreferredActionSet() { return GAME_ACTION_SET_NONE; }
public:
virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); virtual void PerformLayout(); void Init( const char *title, int numTicks, int currentTick );
protected: IViewPort *m_pViewPort;
int m_numTicks; int m_currentTick;
vgui::Label * m_pTitle; vgui::Label * m_pText; vgui::Panel * m_pProgressBarBorder; vgui::Panel * m_pProgressBar; vgui::Panel * m_pProgressBarSizer; };
#endif // NAVPROGRESS_H
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