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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef SPECTATORGUI_H
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#define SPECTATORGUI_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <vgui/IScheme.h>
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#include <vgui/KeyCode.h>
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#include <vgui_controls/Frame.h>
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#include <vgui_controls/EditablePanel.h>
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#include <vgui_controls/Button.h>
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#include <vgui_controls/ComboBox.h>
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#include <igameevents.h>
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#include "GameEventListener.h"
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#include <game/client/iviewport.h>
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class KeyValues;
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namespace vgui
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{
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class TextEntry;
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class Button;
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class Panel;
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class ImagePanel;
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class ComboBox;
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}
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#define BLACK_BAR_COLOR Color(0, 0, 0, 196)
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class IBaseFileSystem;
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//-----------------------------------------------------------------------------
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// Purpose: Spectator UI
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//-----------------------------------------------------------------------------
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class CSpectatorGUI : public vgui::EditablePanel, public IViewPortPanel
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{
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DECLARE_CLASS_SIMPLE( CSpectatorGUI, vgui::EditablePanel );
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public:
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CSpectatorGUI( IViewPort *pViewPort );
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virtual ~CSpectatorGUI();
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virtual const char *GetName( void ) { return PANEL_SPECGUI; }
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virtual void SetData(KeyValues *data) {};
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virtual void Reset() {};
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virtual void Update();
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virtual bool NeedsUpdate( void ) { return false; }
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virtual bool HasInputElements( void ) { return false; }
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virtual void ShowPanel( bool bShow );
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// both vgui::Frame and IViewPortPanel define these, so explicitly define them here as passthroughs to vgui
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vgui::VPANEL GetVPanel( void ) { return BaseClass::GetVPanel(); }
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virtual bool IsVisible() { return BaseClass::IsVisible(); }
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virtual void SetParent(vgui::VPANEL parent) { BaseClass::SetParent(parent); }
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virtual void OnThink();
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virtual int GetTopBarHeight() { return m_pTopBar->GetTall(); }
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virtual int GetBottomBarHeight() { return m_pBottomBarBlank->GetTall(); }
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virtual bool ShouldShowPlayerLabel( int specmode );
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virtual Color GetBlackBarColor( void ) { return BLACK_BAR_COLOR; }
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virtual const char *GetResFile( void ) { return "Resource/UI/Spectator.res"; }
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virtual GameActionSet_t GetPreferredActionSet() { return GAME_ACTION_SET_SPECTATOR; }
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protected:
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void SetLabelText(const char *textEntryName, const char *text);
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void SetLabelText(const char *textEntryName, wchar_t *text);
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void MoveLabelToFront(const char *textEntryName);
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void UpdateTimer();
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void SetLogoImage(const char *image);
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protected:
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enum { INSET_OFFSET = 2 } ;
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// vgui overrides
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virtual void PerformLayout();
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virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
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// virtual void OnCommand( const char *command );
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vgui::Panel *m_pTopBar;
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vgui::Panel *m_pBottomBarBlank;
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vgui::ImagePanel *m_pBannerImage;
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vgui::Label *m_pPlayerLabel;
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IViewPort *m_pViewPort;
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// bool m_bHelpShown;
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// bool m_bInsetVisible;
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bool m_bSpecScoreboard;
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};
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//-----------------------------------------------------------------------------
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// Purpose: the bottom bar panel, this is a separate panel because it
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// wants mouse input and the main window doesn't
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//----------------------------------------------------------------------------
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class CSpectatorMenu : public vgui::Frame, public IViewPortPanel, public CGameEventListener
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{
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DECLARE_CLASS_SIMPLE( CSpectatorMenu, vgui::Frame );
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public:
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CSpectatorMenu( IViewPort *pViewPort );
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~CSpectatorMenu() {}
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virtual const char *GetName( void ) { return PANEL_SPECMENU; }
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virtual void SetData(KeyValues *data) {};
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virtual void Reset( void ) { m_pPlayerList->DeleteAllItems(); }
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virtual void Update( void );
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virtual bool NeedsUpdate( void ) { return false; }
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virtual bool HasInputElements( void ) { return true; }
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virtual void ShowPanel( bool bShow );
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virtual void FireGameEvent( IGameEvent *event );
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// both vgui::Frame and IViewPortPanel define these, so explicitly define them here as passthroughs to vgui
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virtual bool IsVisible() { return BaseClass::IsVisible(); }
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vgui::VPANEL GetVPanel( void ) { return BaseClass::GetVPanel(); }
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virtual void SetParent(vgui::VPANEL parent) { BaseClass::SetParent(parent); }
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virtual GameActionSet_t GetPreferredActionSet() { return GAME_ACTION_SET_SPECTATOR; }
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private:
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// VGUI2 overrides
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MESSAGE_FUNC_PARAMS( OnTextChanged, "TextChanged", data );
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virtual void OnCommand( const char *command );
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virtual void OnKeyCodePressed(vgui::KeyCode code);
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virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
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virtual void PerformLayout();
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void SetViewModeText( const char *text ) { m_pViewOptions->SetText( text ); }
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void SetPlayerFgColor( Color c1 ) { m_pPlayerList->SetFgColor(c1); }
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vgui::ComboBox *m_pPlayerList;
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vgui::ComboBox *m_pViewOptions;
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vgui::ComboBox *m_pConfigSettings;
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vgui::Button *m_pLeftButton;
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vgui::Button *m_pRightButton;
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IViewPort *m_pViewPort;
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ButtonCode_t m_iDuckKey;
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};
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extern CSpectatorGUI * g_pSpectatorGUI;
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#endif // SPECTATORGUI_H
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