Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Clients CBaseObject
//
// $NoKeywords: $
//=============================================================================//
#ifndef OBJECTCONTROLPANEL_H
#define OBJECTCONTROLPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include "c_vguiscreen.h"
namespace vgui { class Panel; class Label; class Button; }
class C_BaseObject; class CRotationSlider; class C_TFPlayer;
//-----------------------------------------------------------------------------
// Base class for all vgui screens on objects:
//-----------------------------------------------------------------------------
class CObjectControlPanel : public CVGuiScreenPanel { DECLARE_CLASS( CObjectControlPanel, CVGuiScreenPanel );
public: CObjectControlPanel( vgui::Panel *parent, const char *panelName );
virtual bool Init( KeyValues* pKeyValues, VGuiScreenInitData_t* pInitData ); virtual void OnCommand( const char *command ); virtual void OnTick();
protected: // Method to add controls to particular panels
vgui::Panel *GetActivePanel() { return m_pActivePanel; }
// Override these to deal with various controls in various modes
virtual void OnTickActive( C_BaseObject *pObj, C_TFPlayer *pLocalPlayer );
C_BaseObject *GetOwningObject() const;
// This should update the current panel and return that panel.
virtual vgui::Panel* TickCurrentPanel();
// Send a message to the owner.
void SendToServerObject( const char *pMsg );
private:
vgui::EditablePanel *m_pActivePanel;
vgui::Panel *m_pCurrentPanel; };
// This is used for child panels. It forwards the messages to the parent panel.
class CCommandChainingPanel : public vgui::EditablePanel { typedef vgui::EditablePanel BaseClass;
public: CCommandChainingPanel( vgui::Panel *parent, const char *panelName ) : BaseClass( parent, panelName ) { SetPaintBackgroundEnabled( false ); }
void OnCommand( const char *command ) { BaseClass::OnCommand( command ); if (GetParent()) { GetParent()->OnCommand(command); } } };
//-----------------------------------------------------------------------------
// This is a panel for an object that has rotational controls
//-----------------------------------------------------------------------------
class CRotatingObjectControlPanel : public CObjectControlPanel { DECLARE_CLASS( CRotatingObjectControlPanel, CObjectControlPanel );
public: CRotatingObjectControlPanel( vgui::Panel *parent, const char *panelName );
virtual bool Init( KeyValues* pKeyValues, VGuiScreenInitData_t* pInitData );
protected: virtual void OnTickActive( C_BaseObject *pObj, C_TFPlayer *pLocalPlayer );
private: CRotationSlider *m_pRotationSlider; vgui::Label *m_pRotationLabel; };
#endif // OBJECTCONTROLPANEL_H
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