Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef COMMENTARY_MODELVIEWER_H
#define COMMENTARY_MODELVIEWER_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Frame.h>
#include <game/client/iviewport.h>
#include "basemodelpanel.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CCommentaryModelPanel : public CModelPanel
{
public:
DECLARE_CLASS_SIMPLE( CCommentaryModelPanel, CModelPanel );
CCommentaryModelPanel( vgui::Panel *parent, const char *name );
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CCommentaryModelViewer : public vgui::Frame, public IViewPortPanel
{
DECLARE_CLASS_SIMPLE( CCommentaryModelViewer, vgui::Frame );
public:
CCommentaryModelViewer(IViewPort *pViewPort);
virtual ~CCommentaryModelViewer();
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
virtual void PerformLayout( void );
virtual void OnCommand( const char *command );
virtual void OnKeyCodePressed( vgui::KeyCode code );
virtual void OnThink( void );
void SetModel( const char *pszName, const char *pszAttached );
void HandleMovementInput( void );
// IViewPortPanel
public:
virtual const char *GetName( void ) { return PANEL_COMMENTARY_MODELVIEWER; }
virtual void SetData(KeyValues *data) {};
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_MENUCONTROLS; }
private:
IViewPort *m_pViewPort;
CCommentaryModelPanel *m_pModelPanel;
Vector m_vecResetPos;
Vector m_vecResetAngles;
bool m_bTranslating;
float m_flYawSpeed;
float m_flZoomSpeed;
};
#endif // COMMENTARY_MODELVIEWER_H