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_PVE_WINPANEL_H
#define TF_HUD_PVE_WINPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/EditablePanel.h>
#include <game/client/iviewport.h>
#include <vgui/IScheme.h>
#include "hud.h"
#include "hudelement.h"
#include "tf_shareddefs.h"
using namespace vgui;
class CCreditDisplayPanel;
class CTFPVEWinPanel : public EditablePanel, public CGameEventListener, public IViewPortPanel
{
private:
DECLARE_CLASS_SIMPLE( CTFPVEWinPanel, EditablePanel );
public:
CTFPVEWinPanel( IViewPort *pViewPort );
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
virtual void ApplySettings( KeyValues *inResourceData );
virtual void FireGameEvent( IGameEvent * event );
virtual void OnTick();
virtual int GetRenderGroupPriority() { return 70; }
virtual void SetParent( vgui::VPANEL parent ) { BaseClass::SetParent( parent ); }
virtual const char *GetName( void ){ return PANEL_PVE_WIN; }
virtual void SetData( KeyValues *data ){ return; }
virtual void Reset();
virtual void Update();
virtual bool NeedsUpdate( void ) { return false; }
virtual bool HasInputElements( void ) { return true; }
virtual void ShowPanel( bool bShow ){ };
vgui::VPANEL GetVPanel( void ) { return BaseClass::GetVPanel(); }
virtual bool IsVisible() { return BaseClass::IsVisible(); }
virtual GameActionSet_t GetPreferredActionSet() { return GAME_ACTION_SET_NONE; }
private:
vgui::ScalableImagePanel *m_pRespecBackground;
vgui::EditablePanel *m_pRespecContainerPanel;
vgui::Label *m_pRespecTextLabel;
vgui::Label *m_pRespecCountLabel;
bool m_bShouldBeVisible;
};
#endif //TF_HUD_PVE_WINPANEL_H