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 SELECT_PLAYER_DIALOG_H
#define SELECT_PLAYER_DIALOG_H
#ifdef _WIN32
#pragma once
#endif
#include "vgui_controls/EditablePanel.h"
#include "vgui_controls/ScrollableEditablePanel.h"
#include "tf_controls.h"
#include "vgui_avatarimage.h"
// Select Player Dialog states
enum
{
SPDS_SELECTING_PLAYER,
SPDS_SELECTING_FROM_FRIENDS,
SPDS_SELECTING_FROM_SERVER,
SPDS_NUM_STATES,
};
// Button that displays the name & avatar image of a potential target
class CSelectPlayerTargetPanel : public vgui::EditablePanel
{
DECLARE_CLASS_SIMPLE( CSelectPlayerTargetPanel, vgui::EditablePanel );
public:
CSelectPlayerTargetPanel( vgui::Panel *parent, const char *name ) : vgui::EditablePanel( parent, name )
{
m_pAvatar = new CAvatarImagePanel( this, "avatar" );
m_pButton = new CExButton( this, "button", "", parent );
}
~CSelectPlayerTargetPanel( void )
{
m_pAvatar->MarkForDeletion();
m_pButton->MarkForDeletion();
}
void SetInfo( const CSteamID &steamID, const char *pszName );
CAvatarImagePanel *GetAvatar( void ) { return m_pAvatar; }
CExButton *GetButton( void ) { return m_pButton; }
private:
// Embedded panels
CAvatarImagePanel *m_pAvatar;
CExButton *m_pButton;
};
//-----------------------------------------------------------------------------
// A dialog that allows users to select who they want to do something with
//-----------------------------------------------------------------------------
class CSelectPlayerDialog : public vgui::EditablePanel
{
DECLARE_CLASS_SIMPLE( CSelectPlayerDialog, vgui::EditablePanel );
public:
CSelectPlayerDialog( vgui::Panel *parent );
~CSelectPlayerDialog( void );
virtual void ApplySettings( KeyValues *inResourceData );
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
virtual void PerformLayout( void );
virtual void OnCommand( const char *command );
void UpdateState( void );
virtual void UpdatePlayerList( void );
virtual void Reset( void );
virtual void SetupSelectFriends( void );
virtual void SetupSelectServer( bool bFriendsOnly );
virtual bool AllowOutOfGameFriends() { return false; }
virtual void OnSelectPlayer( const CSteamID &steamID ) = 0;
protected:
virtual const char *GetResFile() { return "resource/ui/SelectPlayerDialog.res"; }
struct partner_info_t
{
CSteamID m_steamID;
CUtlString m_name;
};
static int SortPartnerInfoFunc( const partner_info_t *pA, const partner_info_t *pB );
vgui::EditablePanel *m_pStatePanels[SPDS_NUM_STATES];
int m_iCurrentState;
CExButton *m_pSelectFromServerButton;
CExButton *m_pCancelButton;
vgui::EditablePanel *m_pPlayerList;
vgui::ScrollableEditablePanel *m_pPlayerListScroller;
CUtlVector<partner_info_t> m_PlayerInfoList;
CUtlVector<CSelectPlayerTargetPanel*> m_pPlayerPanels;
KeyValues *m_pButtonKV;
bool m_bReapplyButtonKVs;
bool m_bAllowSameTeam;
bool m_bAllowOutsideServer;
};
#endif // SELECT_PLAYER_DIALOG_H