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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef NAVPROGRESS_H
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#define NAVPROGRESS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <vgui_controls/Frame.h>
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#include <vgui_controls/ProgressBar.h>
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#include <game/client/iviewport.h>
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class CNavProgress : public vgui::Frame, public IViewPortPanel
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{
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private:
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DECLARE_CLASS_SIMPLE( CNavProgress, vgui::Frame );
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public:
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CNavProgress(IViewPort *pViewPort);
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virtual ~CNavProgress();
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virtual const char *GetName( void ) { return PANEL_NAV_PROGRESS; }
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virtual void SetData(KeyValues *data);
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virtual void Reset();
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virtual void Update();
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virtual bool NeedsUpdate( void ) { return false; }
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virtual bool HasInputElements( void ) { return true; }
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virtual void ShowPanel( bool bShow );
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// both vgui::Frame and IViewPortPanel define these, so explicitly define them here as passthroughs to vgui
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vgui::VPANEL GetVPanel( void ) { return BaseClass::GetVPanel(); }
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virtual bool IsVisible() { return BaseClass::IsVisible(); }
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virtual void SetParent( vgui::VPANEL parent ) { BaseClass::SetParent( parent ); }
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virtual GameActionSet_t GetPreferredActionSet() { return GAME_ACTION_SET_NONE; }
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public:
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virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
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virtual void PerformLayout();
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void Init( const char *title, int numTicks, int currentTick );
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protected:
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IViewPort *m_pViewPort;
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int m_numTicks;
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int m_currentTick;
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vgui::Label * m_pTitle;
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vgui::Label * m_pText;
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vgui::Panel * m_pProgressBarBorder;
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vgui::Panel * m_pProgressBar;
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vgui::Panel * m_pProgressBarSizer;
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};
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#endif // NAVPROGRESS_H
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