Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef NAVPROGRESS_H
#define NAVPROGRESS_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Frame.h>
#include <vgui_controls/ProgressBar.h>
#include <game/client/iviewport.h>
class CNavProgress : public vgui::Frame, public IViewPortPanel
{
private:
DECLARE_CLASS_SIMPLE( CNavProgress, vgui::Frame );
public:
CNavProgress(IViewPort *pViewPort);
virtual ~CNavProgress();
virtual const char *GetName( void ) { return PANEL_NAV_PROGRESS; }
virtual void SetData(KeyValues *data);
virtual void Reset();
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_NONE; }
public:
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
virtual void PerformLayout();
void Init( const char *title, int numTicks, int currentTick );
protected:
IViewPort *m_pViewPort;
int m_numTicks;
int m_currentTick;
vgui::Label * m_pTitle;
vgui::Label * m_pText;
vgui::Panel * m_pProgressBarBorder;
vgui::Panel * m_pProgressBar;
vgui::Panel * m_pProgressBarSizer;
};
#endif // NAVPROGRESS_H