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 LOADINGDIALOG_H
#define LOADINGDIALOG_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Frame.h>
#include <vgui_controls/HTML.h>
//-----------------------------------------------------------------------------
// Purpose: Dialog for displaying level loading status
//-----------------------------------------------------------------------------
class CLoadingDialog : public vgui::Frame
{
DECLARE_CLASS_SIMPLE( CLoadingDialog, vgui::Frame );
public:
CLoadingDialog( vgui::Panel *parent );
~CLoadingDialog();
void Open();
bool SetProgressPoint(float fraction);
void SetStatusText(const char *statusText);
void SetSecondaryProgress(float progress);
void SetSecondaryProgressText(const char *statusText);
bool SetShowProgressText( bool show );
void DisplayGenericError(const char *failureReason, const char *extendedReason = NULL);
void DisplayVACBannedError();
void DisplayNoSteamConnectionError();
void DisplayLoggedInElsewhereError();
protected:
virtual void OnCommand(const char *command);
virtual void PerformLayout();
virtual void OnThink();
virtual void OnClose();
virtual void OnKeyCodeTyped(vgui::KeyCode code);
virtual void OnKeyCodePressed(vgui::KeyCode code);
virtual void PaintBackground( void );
private:
void SetupControlSettings( bool bForceShowProgressText );
void SetupControlSettingsForErrorDisplay( const char *settingsFile );
void HideOtherDialogs( bool bHide );
vgui::ProgressBar *m_pProgress;
vgui::ProgressBar *m_pProgress2;
vgui::Label *m_pInfoLabel;
vgui::Label *m_pTimeRemainingLabel;
vgui::Button *m_pCancelButton;
vgui::Panel *m_pLoadingBackground;
bool m_bShowingSecondaryProgress;
float m_flSecondaryProgress;
float m_flLastSecondaryProgressUpdateTime;
float m_flSecondaryProgressStartTime;
bool m_bShowingVACInfo;
bool m_bCenter;
bool m_bConsoleStyle;
float m_flProgressFraction;
CPanelAnimationVar( int, m_iAdditionalIndentX, "AdditionalIndentX", "0" );
CPanelAnimationVar( int, m_iAdditionalIndentY, "AdditionalIndentY", "0" );
};
// singleton accessor
CLoadingDialog *LoadingDialog();
#endif // LOADINGDIALOG_H