source-engine/game/client/swarm/vgui/nb_mission_panel.h
2023-10-03 17:23:56 +03:00

88 lines
2.1 KiB
C++

#ifndef _INCLUDED_NB_MISSION_PANEL_H
#define _INCLUDED_NB_MISSION_PANEL_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui/VGUI.h>
#include <vgui_controls/EditablePanel.h>
#include <vgui_controls/Frame.h>
// == MANAGED_CLASS_DECLARATIONS_START: Do not edit by hand ==
class vgui::Label;
class vgui::ImagePanel;
class vgui::Button;
class CNB_Header_Footer;
// == MANAGED_CLASS_DECLARATIONS_END ==
class ObjectiveListBox;
class ObjectiveDetailsPanel;
class ObjectiveMap;
class ObjectiveIcons;
class CNB_Button;
class CNB_Island;
namespace BaseModUI
{
class DropDownMenu;
}
class CNB_Mission_Panel : public vgui::EditablePanel
{
DECLARE_CLASS_SIMPLE( CNB_Mission_Panel, vgui::EditablePanel );
public:
CNB_Mission_Panel( vgui::Panel *parent, const char *name );
virtual ~CNB_Mission_Panel();
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
virtual void PerformLayout();
virtual void OnThink();
virtual void OnCommand( const char *command );
// == MANAGED_MEMBER_POINTERS_START: Do not edit by hand ==
vgui::Label *m_pRetriesLabel;
// == MANAGED_MEMBER_POINTERS_END ==
CNB_Header_Footer *m_pHeaderFooter;
CNB_Button *m_pBackButton;
BaseModUI::DropDownMenu* m_drpDifficulty;
BaseModUI::DropDownMenu* m_drpFixedSkillPoints;
BaseModUI::DropDownMenu* m_drpFriendlyFire;
BaseModUI::DropDownMenu* m_drpOnslaught;
ObjectiveListBox* m_pObjectiveList;
ObjectiveDetailsPanel* m_pObjectiveDetails;
ObjectiveMap* m_pObjectiveMap;
CNB_Island* m_pObjectiveListBoxIsland;
CNB_Island* m_pObjectiveMapIsland;
CNB_Island* m_pObjectiveDetailsIsland;
CNB_Island* m_pDifficultyIsland;
vgui::Label *m_pDifficultyDescription;
bool m_bSelectedFirstObjective;
int m_iLastSkillLevel;
int m_iLastFixedSkillPoints;
int m_iLastHardcoreFF;
int m_iLastOnslaught;
};
class InGameMissionPanelFrame : public vgui::Frame
{
DECLARE_CLASS_SIMPLE( InGameMissionPanelFrame, vgui::Frame );
InGameMissionPanelFrame(Panel *parent, const char *panelName, bool showTaskbarIcon = true);
virtual ~InGameMissionPanelFrame();
virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
virtual void PerformLayout();
private:
int m_iAnimated;
};
#endif // _INCLUDED_NB_MISSION_PANEL_H