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60 lines
1.5 KiB
60 lines
1.5 KiB
5 years ago
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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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//=============================================================================
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#ifndef INTROMENU_H
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#define INTROMENU_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <vgui_controls/Frame.h>
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#include <vgui_controls/Button.h>
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#include <vgui_controls/Label.h>
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#include <game/client/iviewport.h>
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namespace vgui
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{
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class TextEntry;
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}
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class CIntroMenu : public vgui::Frame, public IViewPortPanel
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{
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private:
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DECLARE_CLASS_SIMPLE( CIntroMenu, vgui::Frame );
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public:
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CIntroMenu( IViewPort *pViewPort );
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virtual ~CIntroMenu();
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virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
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virtual const char *GetName( void ){ return PANEL_INTRO; }
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virtual void SetData( KeyValues *data ){ return; }
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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 true; }
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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 GameActionSet_t GetPreferredActionSet() { return GAME_ACTION_SET_IN_GAME_HUD; }
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protected:
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// vgui overrides
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virtual void OnCommand( const char *command );
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IViewPort *m_pViewPort;
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vgui::Label *m_pTitleLabel;
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};
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#endif // INTROMENU_H
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