Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_HUD_DISCONNECT_PROMPT_H
#define TF_HUD_DISCONNECT_PROMPT_H
#ifdef _WIN32
#pragma once
#endif
#include "confirm_dialog.h"
#include "tf_gc_client.h"
enum eDisconnectReason { REASON_QUIT, REASON_DISCONNECT };
class CTFDisconnectConfirmDialog : public CTFGenericConfirmDialog { DECLARE_CLASS_SIMPLE( CTFDisconnectConfirmDialog, CTFGenericConfirmDialog ); public: CTFDisconnectConfirmDialog( const char *pTitle, const char *pTextKey, const char *pConfirmBtnText, const char *pCancelBtnText, GenericConfirmDialogCallback callback, vgui::Panel *pParent );
virtual const char *GetResFile();
void SetReason( eDisconnectReason reason ); virtual void OnCommand( const char *command ); void AddConfirmCommand( const char *command ); void AddCancelCommand( const char *command );
private: CUtlVector< CUtlString > m_confirmCommands; CUtlVector< CUtlString > m_cancelCommands;
eDisconnectReason m_eReason; EAbandonGameStatus m_eAbandonStatus;
}; CTFDisconnectConfirmDialog * BuildDisconnectConfirmDialog();
class CTFRejoinConfirmDialog : public CTFGenericConfirmDialog { DECLARE_CLASS_SIMPLE( CTFRejoinConfirmDialog, CTFGenericConfirmDialog ); public: CTFRejoinConfirmDialog( const char *pTitle, const char *pTextKey, const char *pConfirmBtnText, const char *pCancelBtnText, GenericConfirmDialogCallback callback, vgui::Panel *pParent );
virtual const char *GetResFile();
void CloseRejoinWindow();
private:
EAbandonGameStatus m_eAbandonStatus;
};
bool HandleDisconnectAttempt();
#endif // TF_HUD_DISCONNECT_PROMPT_H
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