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