Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "intromenu.h"
#include <networkstringtabledefs.h>
#include <cdll_client_int.h>
#include <vgui/IScheme.h>
#include <vgui/ILocalize.h>
#include <vgui/ISurface.h>
#include <filesystem.h>
#include <KeyValues.h>
#include <convar.h>
#include <game/client/iviewport.h>
#include "spectatorgui.h"
#include "gamerules.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CIntroMenu::CIntroMenu( IViewPort *pViewPort ) : Frame( NULL, PANEL_INTRO )
{
// initialize dialog
m_pViewPort = pViewPort;
m_pTitleLabel = NULL;
// load the new scheme early!!
SetScheme( "ClientScheme" );
SetMoveable( false );
SetSizeable( false );
SetProportional( true );
// hide the system buttons
SetTitleBarVisible( false );
Reset();
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CIntroMenu::~CIntroMenu()
{
}
//-----------------------------------------------------------------------------
// Purpose: Sets the color of the top and bottom bars
//-----------------------------------------------------------------------------
void CIntroMenu::ApplySchemeSettings( IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
LoadControlSettings("Resource/UI/IntroMenu.res");
m_pTitleLabel = dynamic_cast<Label *>( FindChildByName( "titlelabel" ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CIntroMenu::Reset( void )
{
Update();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CIntroMenu::Update( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CIntroMenu::OnCommand( const char *command )
{
if ( !Q_strcmp( command, "skip" ) )
{
engine->ClientCmd( "intro_skip" );
m_pViewPort->ShowPanel( this, false );
}
BaseClass::OnCommand( command );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CIntroMenu::ShowPanel( bool bShow )
{
if ( BaseClass::IsVisible() == bShow )
return;
m_pViewPort->ShowBackGround( bShow );
if ( bShow )
{
Activate();
if ( GameRules() )
{
SetDialogVariable( "gamemode", g_pVGuiLocalize->Find( GameRules()->GetGameTypeName() ) );
}
SetMouseInputEnabled( true );
}
else
{
SetVisible( false );
SetMouseInputEnabled( false );
}
}