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Comparing 2006 Base SDK to Fortress Forever 2.46

cl_dll/game_controls/teammenu.h

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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef TEAMMENU_H #define TEAMMENU_H
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/// =============== Fortress Forever ============== /// ======== A modification for Half-Life 2 ======= /// /// @file teammenu2.h /// @author Gavin "Mirvin_Monkey" Bramhill /// @date August 15, 2005 /// @brief New team selection menu /// /// REVISIONS /// --------- /// Aug 15, 2005 Mirv: First creation #ifndef TEAMMENU_H #define TEAMMENU_H
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#include #include #include #include #include namespace vgui { class RichText; class HTML; } class TeamFortressViewport; //----------------------------------------------------------------------------- // Purpose: Displays the team menu //----------------------------------------------------------------------------- class CTeamMenu : public vgui::Frame, public IViewPortPanel { private: DECLARE_CLASS_SIMPLE( CTeamMenu, vgui::Frame ); public: CTeamMenu(IViewPort *pViewPort); virtual ~CTeamMenu(); virtual const char *GetName( void ) { return PANEL_TEAM; } virtual void SetData(KeyValues *data) {}; virtual void Reset() {}; virtual void Update(); virtual bool NeedsUpdate( void ) { return false; } virtual bool HasInputElements( void ) { return true; } virtual void ShowPanel( bool bShow ); // both vgui::Frame and IViewPortPanel define these, so explicitly define them here as passthroughs to vgui vgui::VPANEL GetVPanel( void ) { return BaseClass::GetVPanel(); } virtual bool IsVisible() { return BaseClass::IsVisible(); } virtual void SetParent( vgui::VPANEL parent ) { BaseClass::SetParent( parent ); } public: void AutoAssign(); protected: // int GetNumTeams() { return m_iNumTeams; } // VGUI2 overrides virtual void ApplySchemeSettings(vgui::IScheme *pScheme); virtual void OnKeyCodePressed(vgui::KeyCode code); // helper functions virtual void SetLabelText(const char *textEntryName, const char *text); virtual void LoadMapPage( const char *mapName ); // virtual void MakeTeamButtons( void ); // command callbacks // MESSAGE_FUNC_INT( OnTeamButton, "TeamButton", team ); IViewPort *m_pViewPort; vgui::RichText *m_pMapInfo; vgui::HTML *m_pMapInfoHTML; // int m_iNumTeams; int m_iJumpKey; int m_iScoreBoardKey; char m_szMapName[ MAX_PATH ]; }; #endif // TEAMMENU_H
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#include #include #include #include #include #include class TeamButton; namespace vgui { class TextEntry; class IScheme; class FFButton; //----------------------------------------------------------------------------- // Purpose: displays the team menu //----------------------------------------------------------------------------- class CTeamMenu : public Frame, public IViewPortPanel, public IGameEventListener2 { private: DECLARE_CLASS_SIMPLE(CTeamMenu, Frame); public: CTeamMenu(IViewPort *pViewPort); virtual ~CTeamMenu(); virtual const char *GetName() { return PANEL_TEAM; } virtual void SetData(KeyValues *data); virtual void Reset(); virtual void Update(); virtual void ShowPanel(bool bShow); virtual void OnKeyCodePressed(KeyCode code); virtual void OnKeyCodeReleased(KeyCode code); virtual bool IsVisible() { return BaseClass::IsVisible(); } virtual void SetParent(VPANEL parent) { BaseClass::SetParent(parent); } virtual bool NeedsUpdate() { return false; } virtual bool HasInputElements() { return true; } virtual void ApplySchemeSettings(IScheme *pScheme); virtual void FireGameEvent( IGameEvent *event); // both Frame and IViewPortPanel define these, so explicitly define them here as passthroughs to vgui VPANEL GetVPanel() { return BaseClass::GetVPanel(); } private: void UpdateMapDescriptionText(); void UpdateServerInfo(); void UpdateTeamButtons(); public: protected: // vgui overrides virtual void OnCommand(const char *command); IViewPort *m_pViewPort; // ServerInfo elements FFButton *m_pServerInfoButton; HTML *m_pServerInfoHost; // MapDescription elements Label *m_pMapDescriptionHead; RichText *m_pMapDescriptionText; // ClassSelection elements TeamButton *m_pTeamButtons[4]; FFButton *m_pSpectateButton; FFButton *m_pAutoAssignButton; // Other FFButton *m_pFlythroughButton; FFButton *m_pMapScreenshotButton; // Click to display the map screenshot char m_szServerName[255]; }; } #endif // TEAMMENU_H