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_TRAINING_H
#define TF_HUD_TRAINING_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/EditablePanel.h>
#include <vgui_controls/ImagePanel.h>
#include "tf_controls.h"
#include "GameEventListener.h"
#include "c_tf_objective_resource.h"
#include "IconPanel.h"
#include "tf_gamerules.h"
#include "proxyentity.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
#define MAX_TRAINING_MSG_LENGTH 512
extern int Training_GetCompletedTrainingClasses();
extern void Training_MarkClassComplete( int iClass, int iStage );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CTFHudTraining : public vgui::EditablePanel, public CGameEventListener
{
DECLARE_CLASS_SIMPLE( CTFHudTraining, vgui::EditablePanel );
public:
CTFHudTraining( vgui::Panel *parent, const char *name );
virtual ~CTFHudTraining();
static bool FormatTrainingText( const char* input, wchar_t* output );
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
virtual void Reset();
virtual void FireGameEvent( IGameEvent *event );
virtual bool IsVisible( void );
virtual void OnTick();
void SetTrainingText( char *msg );
void SetTrainingObjective( char *msg );
private:
CExRichText *m_pMsgLabel;
CExLabel *m_pPressSpacebarToContinueLabel;
};
#endif // TF_HUD_TRAINING_H