Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_MAPINFOMENU_H
#define TF_MAPINFOMENU_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Frame.h>
#include "vgui_controls/KeyRepeat.h"
//-----------------------------------------------------------------------------
// Purpose: displays the MapInfo menu
//-----------------------------------------------------------------------------
class CTFMapInfoMenu : public vgui::Frame, public IViewPortPanel { private: DECLARE_CLASS_SIMPLE( CTFMapInfoMenu, vgui::Frame );
public: CTFMapInfoMenu( IViewPort *pViewPort ); virtual ~CTFMapInfoMenu();
virtual const char *GetName( void ){ return PANEL_MAPINFO; } virtual void SetData( KeyValues *data ){} virtual void Reset(){ Update(); } virtual void Update(); virtual bool NeedsUpdate( void ){ return false; } virtual bool HasInputElements( void ){ return true; } virtual void ShowPanel( bool bShow );
// both vgui::Frame and IViewPortPanel define these, so explicitly define them here as passthroughs to vgui
vgui::VPANEL GetVPanel( void ){ return BaseClass::GetVPanel(); } virtual bool IsVisible(){ return BaseClass::IsVisible(); } virtual void SetParent( vgui::VPANEL parent ){ BaseClass::SetParent( parent ); }
virtual GameActionSet_t GetPreferredActionSet() { return GAME_ACTION_SET_IN_GAME_HUD; }
protected: virtual void OnKeyCodePressed(vgui::KeyCode code); virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); virtual void OnCommand( const char *command ); virtual void OnKeyCodeReleased( vgui::KeyCode code ); virtual void OnThink(); private: // helper functions
void LoadMapPage(); void SetMapTitle(); bool HasViewedMovieForMap(); bool CheckForIntroMovie(); void CheckIntroState(); void CheckBackContinueButtons();
protected: IViewPort *m_pViewPort; CExLabel *m_pTitle; CExRichText *m_pMapInfo;
#ifdef _X360
CTFFooter *m_pFooter; #else
CExButton *m_pContinue; CExButton *m_pBack; CExButton *m_pIntro; CSCHintIcon *m_pContinueHintIcon; CSCHintIcon *m_pBackHintIcon; CSCHintIcon *m_pIntroHintIcon; #endif
vgui::ImagePanel *m_pMapImage;
char m_szMapName[MAX_PATH];
vgui::CKeyRepeatHandler m_KeyRepeat; };
#endif // TF_MAPINFOMENU_H
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