Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "vgui_int.h"
#include "ienginevgui.h"
#include "vgui_rootpanel_sdk.h"
#include "vgui/IVGui.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
C_SDKRootPanel *g_pRootPanel = NULL;
//-----------------------------------------------------------------------------
// Global functions.
//-----------------------------------------------------------------------------
void VGUI_CreateClientDLLRootPanel( void ) { g_pRootPanel = new C_SDKRootPanel( enginevgui->GetPanel( PANEL_CLIENTDLL ) ); }
void VGUI_DestroyClientDLLRootPanel( void ) { delete g_pRootPanel; g_pRootPanel = NULL; }
vgui::VPANEL VGui_GetClientDLLRootPanel( void ) { return g_pRootPanel->GetVPanel(); }
//-----------------------------------------------------------------------------
// C_SDKRootPanel implementation.
//-----------------------------------------------------------------------------
C_SDKRootPanel::C_SDKRootPanel( vgui::VPANEL parent ) : BaseClass( NULL, "SDK Root Panel" ) { SetParent( parent ); SetPaintEnabled( false ); SetPaintBorderEnabled( false ); SetPaintBackgroundEnabled( false );
// This panel does post child painting
SetPostChildPaintEnabled( true );
// Make it screen sized
SetBounds( 0, 0, ScreenWidth(), ScreenHeight() );
// Ask for OnTick messages
vgui::ivgui()->AddTickSignal( GetVPanel() ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_SDKRootPanel::~C_SDKRootPanel( void ) { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_SDKRootPanel::PostChildPaint() { BaseClass::PostChildPaint();
// Draw all panel effects
RenderPanelEffects(); }
//-----------------------------------------------------------------------------
// Purpose: For each panel effect, check if it wants to draw and draw it on
// this panel/surface if so
//-----------------------------------------------------------------------------
void C_SDKRootPanel::RenderPanelEffects( void ) { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_SDKRootPanel::OnTick( void ) { }
//-----------------------------------------------------------------------------
// Purpose: Reset effects on level load/shutdown
//-----------------------------------------------------------------------------
void C_SDKRootPanel::LevelInit( void ) { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_SDKRootPanel::LevelShutdown( void ) { }
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