Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef CL_DEMOACTIONEDITORS_H
#define CL_DEMOACTIONEDITORS_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Frame.h>
class CDemoEditorPanel;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CBaseActionEditDialog : public vgui::Frame
{
DECLARE_CLASS_SIMPLE( CBaseActionEditDialog, vgui::Frame );
public:
CBaseActionEditDialog( CDemoEditorPanel *parent, CBaseDemoAction *action, bool newaction );
virtual void Init( void );
virtual void OnClose();
virtual void OnCancel();
virtual void OnCommand( char const *commands );
// Returns true if changes were effected
virtual bool OnSaveChanges( void );
private:
vgui::Button *m_pOK;
vgui::Button *m_pCancel;
vgui::TextEntry *m_pActionName;
vgui::ComboBox *m_pStartType;
vgui::TextEntry *m_pStart;
protected:
CDemoEditorPanel *m_pEditor;
CBaseDemoAction *m_pAction;
bool m_bNewAction;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CBaseActionWithTargetDialog : public CBaseActionEditDialog
{
DECLARE_CLASS_SIMPLE( CBaseActionWithTargetDialog, CBaseActionEditDialog );
public:
CBaseActionWithTargetDialog( CDemoEditorPanel *parent, CBaseDemoAction *action, bool newaction );
// Also a pure baseclass
virtual void Init( void );
// Returns true if changes were effected
virtual bool OnSaveChanges( void );
private:
vgui::TextEntry *m_pActionTarget;
};
#endif // CL_DEMOACTIONEDITORS_H