Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef COMMENTARY_MODELVIEWER_H
#define COMMENTARY_MODELVIEWER_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Frame.h>
#include <game/client/iviewport.h>
#include "basemodelpanel.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CCommentaryModelPanel : public CModelPanel { public: DECLARE_CLASS_SIMPLE( CCommentaryModelPanel, CModelPanel );
CCommentaryModelPanel( vgui::Panel *parent, const char *name ); };
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CCommentaryModelViewer : public vgui::Frame, public IViewPortPanel { DECLARE_CLASS_SIMPLE( CCommentaryModelViewer, vgui::Frame ); public: CCommentaryModelViewer(IViewPort *pViewPort); virtual ~CCommentaryModelViewer();
virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); virtual void PerformLayout( void ); virtual void OnCommand( const char *command ); virtual void OnKeyCodePressed( vgui::KeyCode code ); virtual void OnThink( void );
void SetModel( const char *pszName, const char *pszAttached );
void HandleMovementInput( void );
// IViewPortPanel
public: virtual const char *GetName( void ) { return PANEL_COMMENTARY_MODELVIEWER; } 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_MENUCONTROLS; }
private: IViewPort *m_pViewPort; CCommentaryModelPanel *m_pModelPanel;
Vector m_vecResetPos; Vector m_vecResetAngles; bool m_bTranslating; float m_flYawSpeed; float m_flZoomSpeed; };
#endif // COMMENTARY_MODELVIEWER_H
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