Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: All matchmaking dialogs inherit from this
//
//=============================================================================//
#ifndef BASEDIALOG_H
#define BASEDIALOG_H
#ifdef _WIN32
#pragma once
#endif
#include "dialogmenu.h"
#include "vgui_controls/Label.h"
#include "vgui_controls/KeyRepeat.h"
#include "KeyValues.h"
#include "BasePanel.h"
#if !defined( _X360 )
#include "xbox/xboxstubs.h"
#endif
class CFooterPanel;
//-----------------------------------------------------------------------------
// Purpose: A Label with an extra string to hold a session property lookup key
//-----------------------------------------------------------------------------
class CPropertyLabel : public vgui::Label
{
DECLARE_CLASS_SIMPLE( CPropertyLabel, vgui::Label );
public:
CPropertyLabel( Panel *parent, const char *panelName, const char *text ) : BaseClass( parent, panelName, text )
{
}
virtual void ApplySettings( KeyValues *pResourceData )
{
BaseClass::ApplySettings( pResourceData );
m_szPropertyString[0] = 0;
const char *pString = pResourceData->GetString( "PropertyString", NULL );
if ( pString )
{
Q_strncpy( m_szPropertyString, pString, sizeof( m_szPropertyString ) );
}
}
char m_szPropertyString[ MAX_PATH ];
};
//--------------------------------
// CBaseDialog
//--------------------------------
class CBaseDialog : public vgui::Frame
{
DECLARE_CLASS_SIMPLE( CBaseDialog, vgui::Frame );
public:
CBaseDialog( vgui::Panel *parent, const char *pName );
~CBaseDialog();
// IPanel interface
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
virtual void ApplySettings( KeyValues *pResourceData );
virtual void PerformLayout();
virtual void Activate();
virtual void OnKeyCodePressed( vgui::KeyCode code );
virtual void OnKeyCodeReleased( vgui::KeyCode code);
virtual void OnCommand( const char *pCommand );
virtual void OnClose();
virtual void OnThink();
virtual void OverrideMenuItem( KeyValues *pKeys );
virtual void SwapMenuItems( int iOne, int iTwo );
virtual void HandleKeyRepeated( vgui::KeyCode code );
protected:
int m_nBorderWidth;
int m_nMinWide;
CDialogMenu m_Menu;
vgui::Label *m_pTitle;
vgui::Panel *m_pParent;
KeyValues *m_pFooterInfo;
int m_nButtonGap;
vgui::CKeyRepeatHandler m_KeyRepeat;
};
//---------------------------------------------------------------------
// Helper object to display the map picture and descriptive text
//---------------------------------------------------------------------
class CScenarioInfoPanel : public vgui::EditablePanel
{
DECLARE_CLASS_SIMPLE( CScenarioInfoPanel, vgui::EditablePanel );
public:
CScenarioInfoPanel( vgui::Panel *parent, const char *pName );
~CScenarioInfoPanel();
virtual void PerformLayout();
virtual void ApplySettings( KeyValues *pResourceData );
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
vgui::ImagePanel *m_pMapImage;
CPropertyLabel *m_pTitle;
CPropertyLabel *m_pSubtitle;
CPropertyLabel *m_pDescOne;
CPropertyLabel *m_pDescTwo;
CPropertyLabel *m_pDescThree;
CPropertyLabel *m_pValueTwo;
CPropertyLabel *m_pValueThree;
};
#endif // BASEDIALOG_H