Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef SELECT_PLAYER_DIALOG_H
#define SELECT_PLAYER_DIALOG_H
#ifdef _WIN32
#pragma once
#endif
#include "vgui_controls/EditablePanel.h"
#include "vgui_controls/ScrollableEditablePanel.h"
#include "tf_controls.h"
#include "vgui_avatarimage.h"
// Select Player Dialog states
enum { SPDS_SELECTING_PLAYER, SPDS_SELECTING_FROM_FRIENDS, SPDS_SELECTING_FROM_SERVER,
SPDS_NUM_STATES, };
// Button that displays the name & avatar image of a potential target
class CSelectPlayerTargetPanel : public vgui::EditablePanel { DECLARE_CLASS_SIMPLE( CSelectPlayerTargetPanel, vgui::EditablePanel ); public: CSelectPlayerTargetPanel( vgui::Panel *parent, const char *name ) : vgui::EditablePanel( parent, name ) { m_pAvatar = new CAvatarImagePanel( this, "avatar" ); m_pButton = new CExButton( this, "button", "", parent ); } ~CSelectPlayerTargetPanel( void ) { m_pAvatar->MarkForDeletion(); m_pButton->MarkForDeletion(); }
void SetInfo( const CSteamID &steamID, const char *pszName );
CAvatarImagePanel *GetAvatar( void ) { return m_pAvatar; } CExButton *GetButton( void ) { return m_pButton; }
private: // Embedded panels
CAvatarImagePanel *m_pAvatar; CExButton *m_pButton; };
//-----------------------------------------------------------------------------
// A dialog that allows users to select who they want to do something with
//-----------------------------------------------------------------------------
class CSelectPlayerDialog : public vgui::EditablePanel { DECLARE_CLASS_SIMPLE( CSelectPlayerDialog, vgui::EditablePanel ); public: CSelectPlayerDialog( vgui::Panel *parent ); ~CSelectPlayerDialog( void );
virtual void ApplySettings( KeyValues *inResourceData ); virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); virtual void PerformLayout( void ); virtual void OnCommand( const char *command );
void UpdateState( void ); virtual void UpdatePlayerList( void ); virtual void Reset( void ); virtual void SetupSelectFriends( void ); virtual void SetupSelectServer( bool bFriendsOnly );
virtual bool AllowOutOfGameFriends() { return false; }
virtual void OnSelectPlayer( const CSteamID &steamID ) = 0;
protected: virtual const char *GetResFile() { return "resource/ui/SelectPlayerDialog.res"; }
struct partner_info_t { CSteamID m_steamID; CUtlString m_name; }; static int SortPartnerInfoFunc( const partner_info_t *pA, const partner_info_t *pB );
vgui::EditablePanel *m_pStatePanels[SPDS_NUM_STATES]; int m_iCurrentState; CExButton *m_pSelectFromServerButton; CExButton *m_pCancelButton;
vgui::EditablePanel *m_pPlayerList; vgui::ScrollableEditablePanel *m_pPlayerListScroller; CUtlVector<partner_info_t> m_PlayerInfoList; CUtlVector<CSelectPlayerTargetPanel*> m_pPlayerPanels; KeyValues *m_pButtonKV; bool m_bReapplyButtonKVs; bool m_bAllowSameTeam; bool m_bAllowOutsideServer; };
#endif // SELECT_PLAYER_DIALOG_H
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