Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef DOD_BUTTON_H
#define DOD_BUTTON_H
#include "mouseoverpanelbutton.h"
#include "KeyValues.h"
#include <vgui/IScheme.h>
#include <vgui_controls/ProgressBar.h>
#include <vgui_controls/EditablePanel.h>
// a button with the bottom right corner cut out
/*
|``````````````| | PRESS ME! | |_____________/
*/
class CDODButtonShape { public: CDODButtonShape() { m_iWhiteTexture = -1; }
void DrawShapedBorder( int x, int y, int wide, int tall, Color fgcolor ); void DrawShapedBackground( int x, int y, int wide, int tall, Color bgcolor );
protected: int m_iWhiteTexture; };
class CDODButton : public vgui::Button, public CDODButtonShape { private: DECLARE_CLASS_SIMPLE( CDODButton, vgui::Button ); public: CDODButton(vgui::Panel *parent ) : vgui::Button( parent, "DODButton", "" ) { }
protected: virtual void PaintBackground(); virtual void PaintBorder(); };
class CDODClassInfoPanel : public vgui::EditablePanel { private: DECLARE_CLASS_SIMPLE( CDODClassInfoPanel, vgui::EditablePanel );
public: CDODClassInfoPanel( vgui::Panel *parent, const char *panelName ) : vgui::EditablePanel( parent, panelName ) { }
virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); virtual vgui::Panel *CreateControlByName( const char *controlName ); };
// Solid coloured progress bar with no border
class CDODProgressBar : public vgui::ProgressBar { private: DECLARE_CLASS_SIMPLE( CDODProgressBar, vgui::ProgressBar ); public: CDODProgressBar(vgui::Panel *parent) : vgui::ProgressBar( parent, "statBar" ) { }
protected: virtual void ApplySchemeSettings(vgui::IScheme *pScheme); };
#endif //DOD_BUTTON_H
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