Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef INTROMENU_H
#define INTROMENU_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Frame.h>
#include <vgui_controls/Button.h>
#include <vgui_controls/Label.h>
#include <game/client/iviewport.h>
namespace vgui
{
class TextEntry;
}
class CIntroMenu : public vgui::Frame, public IViewPortPanel
{
private:
DECLARE_CLASS_SIMPLE( CIntroMenu, vgui::Frame );
public:
CIntroMenu( IViewPort *pViewPort );
virtual ~CIntroMenu();
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
virtual const char *GetName( void ){ return PANEL_INTRO; }
virtual void SetData( KeyValues *data ){ return; }
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_IN_GAME_HUD; }
protected:
// vgui overrides
virtual void OnCommand( const char *command );
IViewPort *m_pViewPort;
vgui::Label *m_pTitleLabel;
};
#endif // INTROMENU_H