Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: This is an entity that represents a vgui screen
//
// $NoKeywords: $
//=============================================================================//
#ifndef VGUISCREEN_H
#define VGUISCREEN_H
#ifdef _WIN32
#pragma once
#endif
//-----------------------------------------------------------------------------
// This is an entity that represents a vgui screen
//-----------------------------------------------------------------------------
class CVGuiScreen : public CBaseEntity
{
public:
DECLARE_CLASS( CVGuiScreen, CBaseEntity );
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
CVGuiScreen();
virtual void Precache();
virtual bool KeyValue( const char *szKeyName, const char *szValue );
virtual void Spawn();
virtual void Activate();
virtual void OnRestore();
const char *GetPanelName() const;
// Sets the screen size + resolution
void SetActualSize( float flWidth, float flHeight );
// Activates/deactivates the screen
bool IsActive() const;
void SetActive( bool bActive );
// Is this screen only visible to teammates?
bool IsVisibleOnlyToTeammates() const;
void MakeVisibleOnlyToTeammates( bool bActive );
bool IsVisibleToTeam( int nTeam );
// Sets the overlay material
void SetOverlayMaterial( const char *pMaterial );
void SetAttachedToViewModel( bool bAttached );
bool IsAttachedToViewModel() const;
void SetTransparency( bool bTransparent );
virtual int UpdateTransmitState( void );
virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo );
void SetPlayerOwner( CBasePlayer *pPlayer, bool bOwnerOnlyInput = false );
private:
void SetAttachmentIndex( int nIndex );
void SetPanelName( const char *pPanelName );
void InputSetActive( inputdata_t &inputdata );
void InputSetInactive( inputdata_t &inputdata );
string_t m_strOverlayMaterial;
CNetworkVar( float, m_flWidth );
CNetworkVar( float, m_flHeight );
CNetworkVar( int, m_nPanelName ); // The name of the panel
CNetworkVar( int, m_nAttachmentIndex );
CNetworkVar( int, m_nOverlayMaterial );
CNetworkVar( int, m_fScreenFlags );
CNetworkVar( EHANDLE, m_hPlayerOwner );
friend CVGuiScreen *CreateVGuiScreen( const char *pScreenClassname, const char *pScreenType, CBaseEntity *pAttachedTo, CBaseEntity *pOwner, int nAttachmentIndex );
};
void PrecacheVGuiScreen( const char *pScreenType );
void PrecacheVGuiScreenOverlayMaterial( const char *pMaterialName );
CVGuiScreen *CreateVGuiScreen( const char *pScreenClassname, const char *pScreenType, CBaseEntity *pAttachedTo, CBaseEntity *pOwner, int nAttachmentIndex );
void DestroyVGuiScreen( CVGuiScreen *pVGuiScreen );
#endif // VGUISCREEN_H