Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Client DLL VGUI2 Viewport
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#pragma warning( disable : 4800 ) // disable forcing int to bool performance warning
// VGUI panel includes
#include <vgui_controls/Panel.h>
#include <vgui/ISurface.h>
#include <KeyValues.h>
#include <vgui/Cursor.h>
#include <vgui/IScheme.h>
#include <vgui/IVGui.h>
#include <vgui/ILocalize.h>
#include <vgui/VGUI.h>
// client dll/engine defines
#include "hud.h"
#include <voice_status.h>
// viewport definitions
#include <baseviewport.h>
#include "SDKViewport.h"
#include "vguicenterprint.h"
#include "text_message.h"
void SDKViewport::ApplySchemeSettings( vgui::IScheme *pScheme ) { BaseClass::ApplySchemeSettings( pScheme );
gHUD.InitColors( pScheme );
SetPaintBackgroundEnabled( false ); }
IViewPortPanel* SDKViewport::CreatePanelByName(const char *szPanelName) { IViewPortPanel* newpanel = NULL;
// Up here, strcmp against each type of panel we know how to create.
// else if ( Q_strcmp(PANEL_OVERVIEW, szPanelName) == 0 )
// {
// newpanel = new CCSMapOverview( this );
// }
// create a generic base panel, don't add twice
newpanel = BaseClass::CreatePanelByName( szPanelName );
return newpanel; }
void SDKViewport::CreateDefaultPanels( void ) { BaseClass::CreateDefaultPanels(); }
int SDKViewport::GetDeathMessageStartHeight( void ) { int x = YRES(2);
IViewPortPanel *spectator = gViewPortInterface->FindPanelByName( PANEL_SPECGUI );
//TODO: Link to actual height of spectator bar
if ( spectator && spectator->IsVisible() ) { x += YRES(52); }
return x; }
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