Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_HUD_MENU_EUREKA_TELEPORT_H
#define TF_HUD_MENU_EUREKA_TELEPORT_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/EditablePanel.h>
#include <vgui_controls/Label.h>
#include "IconPanel.h"
#include "tf_controls.h"
#include "hudelement.h"
#include "tf_hud_menu_engy_build.h"
using namespace vgui;
class CHudEurekaEffectTeleportMenu : public CHudElement, public EditablePanel
{
DECLARE_CLASS_SIMPLE( CHudEurekaEffectTeleportMenu, EditablePanel );
public:
CHudEurekaEffectTeleportMenu( const char *pElementName );
virtual void ApplySchemeSettings( IScheme *pScheme ) OVERRIDE;
virtual bool ShouldDraw( void ) OVERRIDE;
virtual void SetVisible( bool bState ) OVERRIDE;
virtual void OnTick( void ) OVERRIDE;
int HudElementKeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding );
virtual int GetRenderGroupPriority() OVERRIDE { return 51; }
void WantsToTeleport( void );
virtual GameActionSet_t GetPreferredActionSet() { return GAME_ACTION_SET_IN_GAME_HUD; }
private:
void SetSelectedItem( eEurekaTeleportTargets eSelectedTeleportTarget );
void SendTeleportMessage( eEurekaTeleportTargets eTeleportTarget );
bool CanTeleport() const;
void UpdateHintLabels( void ); // show/hide the bright and dim build, destroy hint labels
bool m_bWantsToTeleport;
eEurekaTeleportTargets m_eSelectedTeleportTarget;
buildmenulayouts_t m_eCurrentBuildMenuLayout;
EditablePanel *m_pAvilableTargets[EUREKA_NUM_TARGETS];
EditablePanel *m_pUnavailableTargets[EUREKA_NUM_TARGETS];
CIconPanel *m_pActiveSelection;
};
#endif // TF_HUD_MENU_EUREKA_TELEPORT_H