//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef TF_ROUNDINFO_H #define TF_ROUNDINFO_H #ifdef _WIN32 #pragma once #endif //----------------------------------------------------------------------------- // Purpose: displays the RoundInfo menu //----------------------------------------------------------------------------- class RoundInfoOverlay; class CTFRoundInfo : public vgui::Frame, public IViewPortPanel, public CGameEventListener { private: DECLARE_CLASS_SIMPLE( CTFRoundInfo, vgui::Frame ); public: CTFRoundInfo( IViewPort *pViewPort ); virtual const char *GetName( void ){ return PANEL_ROUNDINFO; } virtual void SetData( KeyValues *data ); virtual void Reset(){ Update(); } virtual void Update(); virtual bool NeedsUpdate( void ){ return false; } virtual bool HasInputElements( void ){ return true; } 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 FireGameEvent( IGameEvent *event ); virtual GameActionSet_t GetPreferredActionSet() { return GAME_ACTION_SET_IN_GAME_HUD; } protected: virtual void OnKeyCodePressed( vgui::KeyCode code ); virtual void PerformLayout(); virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); virtual void OnCommand( const char *command ); void UpdateImage( vgui::ImagePanel *pImagePanel, const char *pszImageName ); protected: IViewPort *m_pViewPort; CExLabel *m_pTitle; vgui::ImagePanel *m_pMapImage; #ifdef _X360 CTFFooter *m_pFooter; #else CExButton *m_pContinue; #endif char m_szMapImage[MAX_ROUND_IMAGE_NAME]; RoundInfoOverlay *m_pOverlay; int m_iFoundPoints; int m_iNextRoundPoints[2]; }; #endif // TF_ROUNDINFO_H