Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef SPECTATORGUI_H
#define SPECTATORGUI_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui/IScheme.h>
#include <vgui/KeyCode.h>
#include <vgui_controls/Frame.h>
#include <vgui_controls/EditablePanel.h>
#include <vgui_controls/Button.h>
#include <vgui_controls/ComboBox.h>
#include <igameevents.h>
#include "GameEventListener.h"
#include <game/client/iviewport.h>
class KeyValues;
namespace vgui { class TextEntry; class Button; class Panel; class ImagePanel; class ComboBox; }
#define BLACK_BAR_COLOR Color(0, 0, 0, 196)
class IBaseFileSystem;
//-----------------------------------------------------------------------------
// Purpose: Spectator UI
//-----------------------------------------------------------------------------
class CSpectatorGUI : public vgui::EditablePanel, public IViewPortPanel { DECLARE_CLASS_SIMPLE( CSpectatorGUI, vgui::EditablePanel );
public: CSpectatorGUI( IViewPort *pViewPort ); virtual ~CSpectatorGUI();
virtual const char *GetName( void ) { return PANEL_SPECGUI; } virtual void SetData(KeyValues *data) {}; virtual void Reset() {}; virtual void Update(); virtual bool NeedsUpdate( void ) { return false; } virtual bool HasInputElements( void ) { return false; } 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 void OnThink();
virtual int GetTopBarHeight() { return m_pTopBar->GetTall(); } virtual int GetBottomBarHeight() { return m_pBottomBarBlank->GetTall(); } virtual bool ShouldShowPlayerLabel( int specmode );
virtual Color GetBlackBarColor( void ) { return BLACK_BAR_COLOR; }
virtual const char *GetResFile( void );
virtual GameActionSet_t GetPreferredActionSet() { return GAME_ACTION_SET_SPECTATOR; } protected:
void SetLabelText(const char *textEntryName, const char *text); void SetLabelText(const char *textEntryName, wchar_t *text); void MoveLabelToFront(const char *textEntryName); void UpdateTimer(); void SetLogoImage(const char *image);
protected: enum { INSET_OFFSET = 2 } ;
// vgui overrides
virtual void PerformLayout(); virtual void ApplySchemeSettings(vgui::IScheme *pScheme); // virtual void OnCommand( const char *command );
vgui::Panel *m_pTopBar; vgui::Panel *m_pBottomBarBlank;
vgui::ImagePanel *m_pBannerImage; vgui::Label *m_pPlayerLabel;
IViewPort *m_pViewPort;
// bool m_bHelpShown;
// bool m_bInsetVisible;
bool m_bSpecScoreboard; };
//-----------------------------------------------------------------------------
// Purpose: the bottom bar panel, this is a separate panel because it
// wants mouse input and the main window doesn't
//----------------------------------------------------------------------------
class CSpectatorMenu : public vgui::Frame, public IViewPortPanel, public CGameEventListener { DECLARE_CLASS_SIMPLE( CSpectatorMenu, vgui::Frame );
public: CSpectatorMenu( IViewPort *pViewPort ); ~CSpectatorMenu() {}
virtual const char *GetName( void ) { return PANEL_SPECMENU; } virtual void SetData(KeyValues *data) {}; virtual void Reset( void ) { m_pPlayerList->DeleteAllItems(); } virtual void Update( void ); virtual bool NeedsUpdate( void ) { return false; } virtual bool HasInputElements( void ) { return true; } virtual void ShowPanel( bool bShow ); virtual void FireGameEvent( IGameEvent *event );
// both vgui::Frame and IViewPortPanel define these, so explicitly define them here as passthroughs to vgui
virtual bool IsVisible() { return BaseClass::IsVisible(); } vgui::VPANEL GetVPanel( void ) { return BaseClass::GetVPanel(); } virtual void SetParent(vgui::VPANEL parent) { BaseClass::SetParent(parent); }
virtual GameActionSet_t GetPreferredActionSet() { return GAME_ACTION_SET_SPECTATOR; }
private: // VGUI2 overrides
MESSAGE_FUNC_PARAMS( OnTextChanged, "TextChanged", data ); virtual void OnCommand( const char *command ); virtual void OnKeyCodePressed(vgui::KeyCode code); virtual void ApplySchemeSettings(vgui::IScheme *pScheme); virtual void PerformLayout();
void SetViewModeText( const char *text ) { m_pViewOptions->SetText( text ); } void SetPlayerFgColor( Color c1 ) { m_pPlayerList->SetFgColor(c1); }
vgui::ComboBox *m_pPlayerList; vgui::ComboBox *m_pViewOptions; vgui::ComboBox *m_pConfigSettings;
vgui::Button *m_pLeftButton; vgui::Button *m_pRightButton;
IViewPort *m_pViewPort; ButtonCode_t m_iDuckKey; };
extern CSpectatorGUI * g_pSpectatorGUI;
#endif // SPECTATORGUI_H
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