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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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// $NoKeywords: $
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//=============================================================================//
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#ifndef TF_HUD_MENU_EUREKA_TELEPORT_H
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#define TF_HUD_MENU_EUREKA_TELEPORT_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/EditablePanel.h>
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#include <vgui_controls/Label.h>
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#include "IconPanel.h"
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#include "tf_controls.h"
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#include "hudelement.h"
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#include "tf_hud_menu_engy_build.h"
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using namespace vgui;
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class CHudEurekaEffectTeleportMenu : public CHudElement, public EditablePanel
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{
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DECLARE_CLASS_SIMPLE( CHudEurekaEffectTeleportMenu, EditablePanel );
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public:
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CHudEurekaEffectTeleportMenu( const char *pElementName );
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virtual void ApplySchemeSettings( IScheme *pScheme ) OVERRIDE;
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virtual bool ShouldDraw( void ) OVERRIDE;
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virtual void SetVisible( bool bState ) OVERRIDE;
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virtual void OnTick( void ) OVERRIDE;
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int HudElementKeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding );
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virtual int GetRenderGroupPriority() OVERRIDE { return 51; }
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void WantsToTeleport( void );
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virtual GameActionSet_t GetPreferredActionSet() { return GAME_ACTION_SET_IN_GAME_HUD; }
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private:
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void SetSelectedItem( eEurekaTeleportTargets eSelectedTeleportTarget );
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void SendTeleportMessage( eEurekaTeleportTargets eTeleportTarget );
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bool CanTeleport() const;
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void UpdateHintLabels( void ); // show/hide the bright and dim build, destroy hint labels
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bool m_bWantsToTeleport;
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eEurekaTeleportTargets m_eSelectedTeleportTarget;
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buildmenulayouts_t m_eCurrentBuildMenuLayout;
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EditablePanel *m_pAvilableTargets[EUREKA_NUM_TARGETS];
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EditablePanel *m_pUnavailableTargets[EUREKA_NUM_TARGETS];
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CIconPanel *m_pActiveSelection;
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};
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#endif // TF_HUD_MENU_EUREKA_TELEPORT_H
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