Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef CL_DEMOEDITORPANEL_H
#define CL_DEMOEDITORPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Frame.h>
namespace vgui { class Button; class Label; class ListPanel; };
class CBaseDemoAction; class CNewActionButton; class CBaseActionEditDialog;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CDemoEditorPanel : public vgui::Frame { DECLARE_CLASS_SIMPLE( CDemoEditorPanel, vgui::Frame );
public: CDemoEditorPanel( vgui::Panel *parent ); ~CDemoEditorPanel();
virtual void OnTick();
// Command issued
virtual void OnCommand(const char *command);
void OnVDMChanged( void );
void OnRefresh();
protected:
bool IsNewActionCommand( char const *command );
void CreateNewAction( char const *actiontype );
void OnEdit(); void OnDelete(); void OnSave(); void OnRevert();
void PurgeActionList(); void PopulateActionList();
CBaseDemoAction *FindActionByName( char const *name );
vgui::Label *m_pCurrentDemo; vgui::Button *m_pSave; vgui::Button *m_pRevert; vgui::Button *m_pOK; vgui::Button *m_pCancel;
CNewActionButton *m_pNew; vgui::Button *m_pEdit; vgui::Button *m_pDelete;
vgui::ListPanel *m_pActions; vgui::DHANDLE< CBaseActionEditDialog > m_hCurrentEditor;
};
#endif // CL_DEMOEDITORPANEL_H
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