Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef REPLAYBROWSER_BASEPAGE_H
#define REPLAYBROWSER_BASEPAGE_H
#ifdef _WIN32
#pragma once
#endif
#include "vgui_controls/PropertyPage.h"
#include "replaybrowseritemmanager.h"
#include "replay/genericclassbased_replay.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CReplayListPanel; class CExLabel; class CReplayDetailsPanel;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CReplayBrowserBasePage : public PropertyPage { DECLARE_CLASS_SIMPLE( CReplayBrowserBasePage, PropertyPage ); public: CReplayBrowserBasePage( Panel *pParent ); virtual ~CReplayBrowserBasePage();
void DeleteDetailsPanelAndShowReplayList(); bool IsDetailsViewOpen(); void GoBack();
// Movie-only stuff
void FreeDetailsPanelMovieLock(); virtual void ApplySchemeSettings( IScheme *pScheme ); virtual void OnCommand( const char *pCommand ); virtual void PerformLayout();
MESSAGE_FUNC( OnPageShow, "PageShow" ); MESSAGE_FUNC( OnSelectionStarted, "SelectionStarted" ); MESSAGE_FUNC( OnSelectionEnded, "SelectionEnded" ); MESSAGE_FUNC( OnCancelSelection, "CancelSelection" ); MESSAGE_FUNC_PARAMS( OnReplayItemDeleted, "ReplayItemDeleted", pParams ); MESSAGE_FUNC_PARAMS( OnTextChanged, "TextChanged", data );
void AddReplay( ReplayHandle_t hReplay ); void DeleteReplay( ReplayHandle_t hReplay );
void OnTick();
virtual void CleanupUIForReplayItem( ReplayItemHandle_t hReplayItem );
vgui::TextEntry *m_pSearchTextEntry; CReplayListPanel *m_pReplayList; DHANDLE< CReplayDetailsPanel > m_hReplayDetailsPanel; };
#endif // REPLAYBROWSER_BASEPAGE_H
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