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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_PVE_WINPANEL_H
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#define TF_HUD_PVE_WINPANEL_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 <game/client/iviewport.h>
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#include <vgui/IScheme.h>
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#include "hud.h"
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#include "hudelement.h"
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#include "tf_shareddefs.h"
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using namespace vgui;
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class CCreditDisplayPanel;
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class CTFPVEWinPanel : public EditablePanel, public CGameEventListener, public IViewPortPanel
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{
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private:
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DECLARE_CLASS_SIMPLE( CTFPVEWinPanel, EditablePanel );
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public:
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CTFPVEWinPanel( IViewPort *pViewPort );
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virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
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virtual void ApplySettings( KeyValues *inResourceData );
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virtual void FireGameEvent( IGameEvent * event );
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virtual void OnTick();
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virtual int GetRenderGroupPriority() { return 70; }
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virtual void SetParent( vgui::VPANEL parent ) { BaseClass::SetParent( parent ); }
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virtual const char *GetName( void ){ return PANEL_PVE_WIN; }
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virtual void SetData( KeyValues *data ){ return; }
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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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vgui::VPANEL GetVPanel( void ) { return BaseClass::GetVPanel(); }
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virtual bool IsVisible() { return BaseClass::IsVisible(); }
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virtual GameActionSet_t GetPreferredActionSet() { return GAME_ACTION_SET_NONE; }
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private:
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vgui::ScalableImagePanel *m_pRespecBackground;
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vgui::EditablePanel *m_pRespecContainerPanel;
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vgui::Label *m_pRespecTextLabel;
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vgui::Label *m_pRespecCountLabel;
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bool m_bShouldBeVisible;
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};
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#endif //TF_HUD_PVE_WINPANEL_H
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