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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 HUD_VOTE_H
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#define HUD_VOTE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "hudelement.h"
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#include <vgui_controls/EditablePanel.h>
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#include <vgui_controls/SectionedListPanel.h>
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#include <vgui_controls/Frame.h>
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#include <vgui_controls/Button.h>
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#include <networkstringtabledefs.h>
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extern INetworkStringTable *g_pStringTableServerMapCycle;
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#ifdef TF_CLIENT_DLL
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extern INetworkStringTable *g_pStringTableServerPopFiles;
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extern INetworkStringTable *g_pStringTableServerMapCycleMvM;
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#endif
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namespace vgui
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{
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class SectionedListPanel;
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class ComboBox;
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class ImageList;
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};
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class VoteBarPanel : public vgui::Panel, public CGameEventListener
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{
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DECLARE_CLASS_SIMPLE( VoteBarPanel, vgui::Panel );
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VoteBarPanel( vgui::Panel *parent, const char *panelName );
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virtual void Paint( void );
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virtual void FireGameEvent( IGameEvent *event );
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private:
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int m_nVoteOptionCount[MAX_VOTE_OPTIONS]; // Vote options counter
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int m_nPotentialVotes; // If set, draw a line at this point to show the required bar length
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CPanelAnimationVarAliasType( int, m_iBoxSize, "box_size", "16", "proportional_int" );
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CPanelAnimationVarAliasType( int, m_iSpacer, "spacer", "4", "proportional_int" );
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CPanelAnimationVarAliasType( int, m_iBoxInset, "box_inset", "1", "proportional_int" );
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CPanelAnimationVarAliasType( int, m_nYesTextureId, "yes_texture", "vgui/hud/vote_yes", "textureid" );
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CPanelAnimationVarAliasType( int, m_nNoTextureId, "no_texture", "vgui/hud/vote_no", "textureid" );
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};
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//-----------------------------------------------------------------------------
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// Purpose: A selection UI for votes that require additional parameters - such as players, maps
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//-----------------------------------------------------------------------------
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class CVoteSetupDialog : public vgui::Frame
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{
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DECLARE_CLASS_SIMPLE( CVoteSetupDialog, vgui::Frame );
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public:
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CVoteSetupDialog( vgui::Panel *parent );
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~CVoteSetupDialog();
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virtual void Activate();
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virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
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virtual void PostApplySchemeSettings( vgui::IScheme *pScheme );
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virtual void ApplySettings(KeyValues *inResourceData);
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void UpdateCurrentMap( void );
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void AddVoteIssues( CUtlStringList &m_VoteSetupIssues );
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void AddVoteIssueParams_MapCycle( CUtlStringList &m_VoteSetupMapCycle );
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#ifdef TF_CLIENT_DLL
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void AddVoteIssueParams_PopFiles( CUtlStringList &m_VoteSetupPopFiles );
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#endif
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private:
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//MESSAGE_FUNC( OnItemSelected, "ItemSelected" );
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MESSAGE_FUNC_PTR( OnItemSelected, "ItemSelected", panel );
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virtual void OnCommand( const char *command );
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virtual void OnClose( void );
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void RefreshIssueParameters( void );
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void ResetData( void );
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vgui::ComboBox *m_pComboBox;
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vgui::SectionedListPanel *m_pVoteSetupList;
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vgui::SectionedListPanel *m_pVoteParameterList;
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vgui::Button *m_pCallVoteButton;
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vgui::ImageList *m_pImageList;
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CUtlVector<const char*> m_VoteIssues;
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CUtlVector<const char*> m_VoteIssuesMapCycle;
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#ifdef TF_CLIENT_DLL
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CUtlVector<const char*> m_VoteIssuesPopFiles;
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#endif
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CPanelAnimationVarAliasType( int, m_iIssueWidth, "issue_width", "100", "proportional_int" );
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CPanelAnimationVarAliasType( int, m_iParameterWidth, "parameter_width", "150", "proportional_int" );
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bool m_bVoteButtonEnabled;
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char m_szCurrentMap[MAX_MAP_NAME];
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vgui::HFont m_hHeaderFont;
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Color m_HeaderFGColor;
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vgui::HFont m_hIssueFont;
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Color m_IssueFGColor;
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Color m_IssueFGColorDisabled;
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};
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class CHudVote : public vgui::EditablePanel, public CHudElement
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{
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DECLARE_CLASS_SIMPLE( CHudVote, vgui::EditablePanel );
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CHudVote( const char *pElementName );
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virtual void LevelInit( void );
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virtual void Init( void );
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virtual bool ShouldDraw( void );
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virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
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virtual void FireGameEvent( IGameEvent *event );
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virtual void OnThink();
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virtual int KeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding );
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// NOTE: Any MsgFunc_*() methods added here need to check IsPlayingDemo().
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void MsgFunc_CallVoteFailed( bf_read &msg );
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void MsgFunc_VoteStart( bf_read &msg );
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void MsgFunc_VotePass( bf_read &msg );
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void MsgFunc_VoteFailed( bf_read &msg );
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void MsgFunc_VoteSetup( bf_read &msg );
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void PropagateOptionParameters( void );
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void ShowVoteUI( void );
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bool IsVoteUIActive( void );
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private:
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bool IsPlayingDemo() const;
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void SetVoteActive( bool bActive );
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EditablePanel *m_pVoteActive;
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VoteBarPanel *m_voteBar;
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EditablePanel *m_pVoteFailed;
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EditablePanel *m_pVotePassed;
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EditablePanel *m_pCallVoteFailed;
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CVoteSetupDialog *m_pVoteSetupDialog;
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CUtlStringList m_VoteSetupIssues;
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CUtlStringList m_VoteSetupMapCycle;
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#ifdef TF_CLIENT_DLL
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CUtlStringList m_VoteSetupPopFiles;
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#endif
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CUtlStringList m_VoteSetupChoices;
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bool m_bVoteActive;
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float m_flVoteResultCycleTime; // what time will we cycle to the result
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float m_flHideTime; // what time will we hide
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bool m_bVotePassed; // what mode are we going to cycle to
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int m_nVoteOptionCount[MAX_VOTE_OPTIONS]; // Vote options counter
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int m_nPotentialVotes; // If set, draw a line at this point to show the required bar length
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bool m_bIsYesNoVote;
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int m_nVoteChoicesCount;
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bool m_bPlayerVoted;
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float m_flPostVotedHideTime;
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bool m_bShowVoteActivePanel;
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int m_iVoteCallerIdx;
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};
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#endif // HUD_VOTE_H
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