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_PVE_WINPANEL_H
#define TF_HUD_PVE_WINPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/EditablePanel.h>
#include <game/client/iviewport.h>
#include <vgui/IScheme.h>
#include "hud.h"
#include "hudelement.h"
#include "tf_shareddefs.h"
using namespace vgui;
class CCreditDisplayPanel;
class CTFPVEWinPanel : public EditablePanel, public CGameEventListener, public IViewPortPanel { private: DECLARE_CLASS_SIMPLE( CTFPVEWinPanel, EditablePanel );
public: CTFPVEWinPanel( IViewPort *pViewPort );
virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); virtual void ApplySettings( KeyValues *inResourceData ); virtual void FireGameEvent( IGameEvent * event ); virtual void OnTick();
virtual int GetRenderGroupPriority() { return 70; }
virtual void SetParent( vgui::VPANEL parent ) { BaseClass::SetParent( parent ); } virtual const char *GetName( void ){ return PANEL_PVE_WIN; } virtual void SetData( KeyValues *data ){ return; } virtual void Reset(); virtual void Update(); virtual bool NeedsUpdate( void ) { return false; } virtual bool HasInputElements( void ) { return true; } virtual void ShowPanel( bool bShow ){ }; vgui::VPANEL GetVPanel( void ) { return BaseClass::GetVPanel(); } virtual bool IsVisible() { return BaseClass::IsVisible(); }
virtual GameActionSet_t GetPreferredActionSet() { return GAME_ACTION_SET_NONE; }
private:
vgui::ScalableImagePanel *m_pRespecBackground; vgui::EditablePanel *m_pRespecContainerPanel; vgui::Label *m_pRespecTextLabel; vgui::Label *m_pRespecCountLabel;
bool m_bShouldBeVisible; };
#endif //TF_HUD_PVE_WINPANEL_H
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