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245 lines
7.0 KiB
245 lines
7.0 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The main manager of the UI
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//
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// $Revision: $
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// $NoKeywords: $
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//===========================================================================//
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#include "uimanager.h"
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#include "legion.h"
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#include "appframework/vguimatsysapp.h"
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#include "vgui/IVGui.h"
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#include "vgui/ISurface.h"
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#include "VGuiMatSurface/IMatSystemSurface.h"
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#include "vgui_controls/controls.h"
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#include "vgui/ILocalize.h"
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#include "vgui_controls/EditablePanel.h"
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#include "vgui_controls/AnimationController.h"
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#include "filesystem.h"
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#include "tier3/tier3.h"
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#include "vgui_controls/consoledialog.h"
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#include "inputmanager.h"
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//-----------------------------------------------------------------------------
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// Console dialog for use in legion
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//-----------------------------------------------------------------------------
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class CLegionConsoleDialog : public vgui::CConsoleDialog
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{
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DECLARE_CLASS_SIMPLE( CLegionConsoleDialog, vgui::CConsoleDialog );
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public:
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CLegionConsoleDialog( vgui::Panel *pParent, const char *pName );
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virtual ~CLegionConsoleDialog();
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virtual void OnClose();
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MESSAGE_FUNC_CHARPTR( OnCommandSubmitted, "CommandSubmitted", command );
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};
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CLegionConsoleDialog::CLegionConsoleDialog( vgui::Panel *pParent, const char *pName ) : BaseClass ( pParent, pName )
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{
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AddActionSignalTarget( this );
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}
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CLegionConsoleDialog::~CLegionConsoleDialog()
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{
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g_pUIManager->HideConsole( );
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}
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//-----------------------------------------------------------------------------
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// A command was sent by the console
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//-----------------------------------------------------------------------------
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void CLegionConsoleDialog::OnCommandSubmitted( const char *pCommand )
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{
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g_pInputManager->AddCommand( pCommand );
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}
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//-----------------------------------------------------------------------------
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// Deals with close
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//-----------------------------------------------------------------------------
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void CLegionConsoleDialog::OnClose()
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{
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g_pUIManager->HideConsole( );
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}
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//-----------------------------------------------------------------------------
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// Singleton accessor
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//-----------------------------------------------------------------------------
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static CUIManager s_UIManager;
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extern CUIManager *g_pUIManager = &s_UIManager;
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static const char *s_pRootPanelNames[UI_ROOT_PANEL_COUNT] =
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{
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"RootGamePanel",
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"RootMenuPanel",
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"RootToolsPanel",
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};
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CUIManager::CUIManager()
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{
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}
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//-----------------------------------------------------------------------------
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// Init, shutdown
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//-----------------------------------------------------------------------------
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bool CUIManager::Init()
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{
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COMPILE_TIME_ASSERT( sizeof(s_pRootPanelNames) / sizeof(const char*) == UI_ROOT_PANEL_COUNT );
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// load the base localization file
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if (! vgui::scheme()->LoadSchemeFromFile("resource/legion.res", "Legion" ) )
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return false;
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vgui::filesystem()->AddSearchPath( "platform", "PLATFORM" );
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vgui::localize()->AddFile( vgui::filesystem(), "Resource/vgui_%language%.txt" );
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// start vgui
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g_pVGui->Start();
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// Run a frame to get the embedded panel to be the right size
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g_pVGui->RunFrame();
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int w, h;
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m_hEmbeddedPanel = g_pVGuiSurface->GetEmbeddedPanel();
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vgui::ipanel()->GetSize( m_hEmbeddedPanel, w, h );
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// add our root panels
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for ( int i = 0; i < UI_ROOT_PANEL_COUNT; ++i )
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{
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m_pRootPanels[i] = new vgui::EditablePanel( NULL, s_pRootPanelNames[i] );
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m_pRootPanels[i]->SetParent( m_hEmbeddedPanel );
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m_pRootPanels[i]->SetZPos( i );
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m_pRootPanels[i]->SetBounds( 0, 0, w, h );
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m_pRootPanels[i]->SetPaintBorderEnabled( false );
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m_pRootPanels[i]->SetPaintBackgroundEnabled( false );
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m_pRootPanels[i]->SetPaintEnabled( false );
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m_pRootPanels[i]->SetKeyBoardInputEnabled( i != UI_ROOT_GAME );
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m_pRootPanels[i]->SetMouseInputEnabled( i != UI_ROOT_GAME );
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m_pRootPanels[i]->SetVisible( false );
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m_pRootPanels[i]->SetCursor( vgui::dc_crosshair );
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m_pRootPanels[i]->SetAutoResize( vgui::Panel::PIN_TOPLEFT, vgui::Panel::AUTORESIZE_DOWNANDRIGHT, 0, 0, 0, 0 );
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}
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m_hConsole = NULL;
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vgui::surface()->Invalidate( m_hEmbeddedPanel );
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return true;
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}
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void CUIManager::Shutdown()
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{
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g_pVGui->Stop();
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}
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//-----------------------------------------------------------------------------
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// Sets particular root panels to be visible
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//-----------------------------------------------------------------------------
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void CUIManager::EnablePanel( UIRootPanel_t id, bool bEnable )
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{
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m_pRootPanels[id]->SetVisible( bEnable );
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}
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//-----------------------------------------------------------------------------
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// Toggles the console
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//-----------------------------------------------------------------------------
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void CUIManager::ToggleConsole( const CCommand &args )
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{
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if ( !m_hConsole.Get() )
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{
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m_hConsole = new CLegionConsoleDialog( m_pRootPanels[UI_ROOT_TOOLS], "Console" );
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// set the console to taking up most of the right-half of the screen
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int swide, stall;
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vgui::surface()->GetScreenSize(swide, stall);
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int offset = vgui::scheme()->GetProportionalScaledValue(16);
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m_hConsole->SetBounds(
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swide / 2 - (offset * 4),
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offset,
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(swide / 2) + (offset * 3),
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stall - (offset * 8));
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m_hConsole->SetVisible( false );
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}
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bool bMakeVisible = !m_hConsole->IsVisible();
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EnablePanel( UI_ROOT_TOOLS, bMakeVisible );
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if ( bMakeVisible )
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{
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m_hConsole->Activate();
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}
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else
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{
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m_hConsole->Hide();
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}
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}
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//-----------------------------------------------------------------------------
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// Hides the console
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//-----------------------------------------------------------------------------
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void CUIManager::HideConsole()
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{
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EnablePanel( UI_ROOT_TOOLS, false );
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if ( m_hConsole.Get() )
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{
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m_hConsole->SetVisible( false );
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}
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}
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//-----------------------------------------------------------------------------
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// Per-frame update
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//-----------------------------------------------------------------------------
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void CUIManager::Update( )
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{
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vgui::GetAnimationController()->UpdateAnimations( IGameManager::CurrentTime() );
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g_pVGui->RunFrame();
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if ( !g_pVGui->IsRunning() )
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{
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IGameManager::Stop();
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}
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}
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//-----------------------------------------------------------------------------
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// Attempt to process an input event, return true if it sholdn't be chained to the rest of the game
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//-----------------------------------------------------------------------------
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bool CUIManager::ProcessInputEvent( const InputEvent_t& event )
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{
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return g_pMatSystemSurface->HandleInputEvent( event );
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}
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//-----------------------------------------------------------------------------
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// Draws the UI
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//-----------------------------------------------------------------------------
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void CUIManager::DrawUI()
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{
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g_pVGuiSurface->PaintTraverseEx( m_hEmbeddedPanel, true );
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}
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//-----------------------------------------------------------------------------
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// Push, pop menus
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//-----------------------------------------------------------------------------
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vgui::Panel *CUIManager::GetRootPanel( UIRootPanel_t id )
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{
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return m_pRootPanels[id];
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}
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