Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. //=============================================================================
  6. #ifndef INTROMENU_H
  7. #define INTROMENU_H
  8. #ifdef _WIN32
  9. #pragma once
  10. #endif
  11. #include <vgui_controls/Frame.h>
  12. #include <vgui_controls/Button.h>
  13. #include <vgui_controls/Label.h>
  14. #include <game/client/iviewport.h>
  15. namespace vgui
  16. {
  17. class TextEntry;
  18. }
  19. class CIntroMenu : public vgui::Frame, public IViewPortPanel
  20. {
  21. private:
  22. DECLARE_CLASS_SIMPLE( CIntroMenu, vgui::Frame );
  23. public:
  24. CIntroMenu( IViewPort *pViewPort );
  25. virtual ~CIntroMenu();
  26. virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
  27. virtual const char *GetName( void ){ return PANEL_INTRO; }
  28. virtual void SetData( KeyValues *data ){ return; }
  29. virtual void Reset();
  30. virtual void Update();
  31. virtual bool NeedsUpdate( void ) { return false; }
  32. virtual bool HasInputElements( void ) { return true; }
  33. virtual void ShowPanel( bool bShow );
  34. // both vgui::Frame and IViewPortPanel define these, so explicitly define them here as passthroughs to vgui
  35. vgui::VPANEL GetVPanel( void ) { return BaseClass::GetVPanel(); }
  36. virtual bool IsVisible() { return BaseClass::IsVisible(); }
  37. virtual void SetParent( vgui::VPANEL parent ) { BaseClass::SetParent( parent ); }
  38. virtual GameActionSet_t GetPreferredActionSet() { return GAME_ACTION_SET_IN_GAME_HUD; }
  39. protected:
  40. // vgui overrides
  41. virtual void OnCommand( const char *command );
  42. IViewPort *m_pViewPort;
  43. vgui::Label *m_pTitleLabel;
  44. };
  45. #endif // INTROMENU_H