Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_PING_PANEL_H
#define TF_PING_PANEL_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/EditablePanel.h>
#include <../common/GameUI/cvarslider.h>
using namespace vgui;
class CTFPingPanel : public EditablePanel, public CGameEventListener { DECLARE_CLASS_SIMPLE( CTFPingPanel, EditablePanel ) public: CTFPingPanel( Panel* pPanel, const char *pszName, EMatchGroup eMatchGroup ); ~CTFPingPanel();
virtual void ApplySchemeSettings( IScheme *pScheme ) OVERRIDE; virtual void PerformLayout() OVERRIDE; virtual void OnCommand( const char *command ) OVERRIDE;
virtual void FireGameEvent( IGameEvent *event ) OVERRIDE;
private: void CleanupPingPanels(); void UpdateCurrentPing();
MESSAGE_FUNC_PTR( OnCheckButtonChecked, "CheckButtonChecked", panel ); MESSAGE_FUNC( OnSliderMoved, "SliderMoved" );
CPanelAnimationVarAliasType( int, m_iDataCenterY, "datacenter_y", "0", "proportional_int" ); CPanelAnimationVarAliasType( int, m_iDataCenterYSpace, "datacenter_y_space", "0", "proportional_int" );
EditablePanel *m_pMainContainer; CheckButton *m_pCheckButton; Label *m_pCurrentPingLabel; CCvarSlider *m_pPingSlider;
struct PingPanelInfo { EditablePanel *m_pPanel; float m_flPopulationRatio; int m_nPing; }; CUtlVector< PingPanelInfo > m_vecDataCenterPingPanels;
EMatchGroup m_eMatchGroup; };
#endif // TF_PING_PANEL_H
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