Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef REPLAY_RENDEROVERLAY_H
#define REPLAY_RENDEROVERLAY_H
#ifdef _WIN32
#pragma once
#endif
//-----------------------------------------------------------------------------
#include "vgui_controls/Frame.h"
#include "vgui_controls/ProgressBar.h"
#include "replay/rendermovieparams.h"
//-----------------------------------------------------------------------------
class CExButton; class CExLabel; class IQuickTimeMovieMaker; class CReplay; class CReplayRenderer;
//-----------------------------------------------------------------------------
class CReplayRenderOverlay : public vgui::Frame { DECLARE_CLASS_SIMPLE( CReplayRenderOverlay, vgui::Frame ); public: CReplayRenderOverlay( Panel *pParent ); ~CReplayRenderOverlay();
void Show(); void Hide();
CReplayRenderer *m_pRenderer;
private: virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); virtual void PerformLayout(); virtual void OnTick(); virtual void OnMousePressed( vgui::MouseCode nCode ); virtual void OnKeyCodeTyped( vgui::KeyCode nCode ); virtual void OnCommand( const char *pCommand );
private: MESSAGE_FUNC_PTR( OnCheckButtonChecked, "CheckButtonChecked", pPanel );
#if _DEBUG
bool m_bReloadScheme; #endif
int m_unNumFrames; float m_flStartTime; float m_flPreviousTimeLeft; EditablePanel *m_pBottom; vgui::ProgressBar *m_pRenderProgress; vgui::CheckButton *m_pPreviewCheckButton; CExButton *m_pCancelButton; CExLabel *m_pTitleLabel; CExLabel *m_pFilenameLabel; CExLabel *m_pProgressLabel; };
//-----------------------------------------------------------------------------
void ReplayUI_OpenReplayRenderOverlay(); void ReplayUI_HideRenderOverlay();
//-----------------------------------------------------------------------------
#endif // REPLAY_RENDEROVERLAY_H
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