Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "DemoPage.h"
#include <VGUI/IVGui.h>
#include <vgui_controls/Controls.h>
#include <Keyvalues.h>
#include <vgui_controls/Button.h>
using namespace vgui;
class ButtonDemo: public DemoPage { public: ButtonDemo(Panel *parent, const char *name); ~ButtonDemo();
void OnButtonClicked(); private: Button *m_pButton; DECLARE_PANELMAP(); };
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
ButtonDemo::ButtonDemo(Panel *parent, const char *name) : DemoPage(parent, name) { // Create a button.
m_pButton = new Button(this, "AButton", "ClickMe");
// Set its position.
m_pButton->SetPos(100, 100);
// Install a command that will be executed when the button is pressed
// Here we use a KeyValues command, this is mapped using the Message map
// below to a function.
m_pButton->SetCommand(new KeyValues ("ButtonClicked")); }
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
ButtonDemo::~ButtonDemo() { }
//-----------------------------------------------------------------------------
// Purpose: Respond to a message based action signal
//-----------------------------------------------------------------------------
void ButtonDemo::OnButtonClicked() { ivgui()->DPrintf("Button was clicked.\n"); }
MessageMapItem_t ButtonDemo::m_MessageMap[] = { MAP_MESSAGE( ButtonDemo, "ButtonClicked", OnButtonClicked ), };
IMPLEMENT_PANELMAP(ButtonDemo, DemoPage);
Panel* ButtonDemo_Create(Panel *parent) { return new ButtonDemo(parent, "ButtonDemo"); }
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