Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: All matchmaking dialogs inherit from this
//
//=============================================================================//
#ifndef BASEDIALOG_H
#define BASEDIALOG_H
#ifdef _WIN32
#pragma once
#endif
#include "dialogmenu.h"
#include "vgui_controls/Label.h"
#include "vgui_controls/KeyRepeat.h"
#include "KeyValues.h"
#include "BasePanel.h"
#if !defined( _X360 )
#include "xbox/xboxstubs.h"
#endif
class CFooterPanel;
//-----------------------------------------------------------------------------
// Purpose: A Label with an extra string to hold a session property lookup key
//-----------------------------------------------------------------------------
class CPropertyLabel : public vgui::Label { DECLARE_CLASS_SIMPLE( CPropertyLabel, vgui::Label );
public: CPropertyLabel( Panel *parent, const char *panelName, const char *text ) : BaseClass( parent, panelName, text ) { }
virtual void ApplySettings( KeyValues *pResourceData ) { BaseClass::ApplySettings( pResourceData );
m_szPropertyString[0] = 0; const char *pString = pResourceData->GetString( "PropertyString", NULL ); if ( pString ) { Q_strncpy( m_szPropertyString, pString, sizeof( m_szPropertyString ) ); } }
char m_szPropertyString[ MAX_PATH ]; };
//--------------------------------
// CBaseDialog
//--------------------------------
class CBaseDialog : public vgui::Frame { DECLARE_CLASS_SIMPLE( CBaseDialog, vgui::Frame );
public: CBaseDialog( vgui::Panel *parent, const char *pName ); ~CBaseDialog();
// IPanel interface
virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); virtual void ApplySettings( KeyValues *pResourceData ); virtual void PerformLayout(); virtual void Activate();
virtual void OnKeyCodePressed( vgui::KeyCode code ); virtual void OnKeyCodeReleased( vgui::KeyCode code); virtual void OnCommand( const char *pCommand ); virtual void OnClose(); virtual void OnThink();
virtual void OverrideMenuItem( KeyValues *pKeys ); virtual void SwapMenuItems( int iOne, int iTwo );
virtual void HandleKeyRepeated( vgui::KeyCode code );
protected: int m_nBorderWidth; int m_nMinWide;
CDialogMenu m_Menu; vgui::Label *m_pTitle; vgui::Panel *m_pParent;
KeyValues *m_pFooterInfo; int m_nButtonGap;
vgui::CKeyRepeatHandler m_KeyRepeat; };
//---------------------------------------------------------------------
// Helper object to display the map picture and descriptive text
//---------------------------------------------------------------------
class CScenarioInfoPanel : public vgui::EditablePanel { DECLARE_CLASS_SIMPLE( CScenarioInfoPanel, vgui::EditablePanel );
public: CScenarioInfoPanel( vgui::Panel *parent, const char *pName ); ~CScenarioInfoPanel();
virtual void PerformLayout(); virtual void ApplySettings( KeyValues *pResourceData ); virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
vgui::ImagePanel *m_pMapImage; CPropertyLabel *m_pTitle; CPropertyLabel *m_pSubtitle; CPropertyLabel *m_pDescOne; CPropertyLabel *m_pDescTwo; CPropertyLabel *m_pDescThree; CPropertyLabel *m_pValueTwo; CPropertyLabel *m_pValueThree; };
#endif // BASEDIALOG_H
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