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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Clients CBaseObject
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef OBJECTCONTROLPANEL_H
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#define OBJECTCONTROLPANEL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "c_vguiscreen.h"
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namespace vgui
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{
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class Panel;
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class Label;
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class Button;
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}
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class C_BaseObject;
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class CRotationSlider;
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class C_BaseTFPlayer;
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//-----------------------------------------------------------------------------
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// Base class for all vgui screens on objects:
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//-----------------------------------------------------------------------------
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class CObjectControlPanel : public CVGuiScreenPanel
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{
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DECLARE_CLASS( CObjectControlPanel, CVGuiScreenPanel );
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public:
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CObjectControlPanel( vgui::Panel *parent, const char *panelName );
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virtual bool Init( KeyValues* pKeyValues, VGuiScreenInitData_t* pInitData );
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virtual void OnCommand( const char *command );
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virtual void OnTick();
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protected:
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// Method to add controls to particular panels
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vgui::Panel *GetActivePanel() { return m_pActivePanel; }
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vgui::Panel *GetDeterioratingPanel() { return m_pDeterioratingPanel; }
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vgui::Panel *GetDismantlingPanel() { return m_pDismantlingPanel; }
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// Override these to deal with various controls in various modes
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virtual void OnTickDeteriorating( C_BaseObject *pObj, C_BaseTFPlayer *pLocalPlayer );
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virtual void OnTickActive( C_BaseObject *pObj, C_BaseTFPlayer *pLocalPlayer );
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virtual void OnTickDismantling( C_BaseObject *pObj, C_BaseTFPlayer *pLocalPlayer );
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C_BaseObject *GetOwningObject() const;
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// This should update the current panel and return that panel.
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virtual vgui::Panel* TickCurrentPanel();
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// The dismantle button has its own logic about whether or not to hide itself.
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// Use this to make it go away.
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void ShowDismantleButton( bool bShow );
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void ShowOwnerLabel( bool bShow );
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void ShowHealthLabel( bool bShow );
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// Send a message to the owner.
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void SendToServerObject( const char *pMsg );
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private:
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// Operations performed through the controls
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void AssumeControl();
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void Dismantle();
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void StartDismantling();
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void StopDismantling();
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bool IsDismantling() const;
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vgui::EditablePanel *m_pActivePanel;
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vgui::EditablePanel *m_pDeterioratingPanel;
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vgui::EditablePanel *m_pDismantlingPanel;
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vgui::Label *m_pHealthLabel;
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vgui::Label *m_pOwnerLabel;
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vgui::Button *m_pDismantleButton;
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vgui::Button *m_pAssumeControlButton;
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vgui::Label *m_pDismantleTimeLabel;
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vgui::Panel *m_pCurrentPanel;
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bool m_bDismantled;
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float m_flDismantleTime;
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};
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// This is used for child panels. It forwards the messages to the parent panel.
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class CCommandChainingPanel : public vgui::EditablePanel
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{
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typedef vgui::EditablePanel BaseClass;
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public:
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CCommandChainingPanel( vgui::Panel *parent, const char *panelName ) :
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BaseClass( parent, panelName )
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{
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SetPaintBackgroundEnabled( false );
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}
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void OnCommand( const char *command )
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{
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BaseClass::OnCommand( command );
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if (GetParent())
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{
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GetParent()->OnCommand(command);
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}
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}
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};
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//-----------------------------------------------------------------------------
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// This is a panel for an object that has rotational controls
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//-----------------------------------------------------------------------------
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class CRotatingObjectControlPanel : public CObjectControlPanel
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{
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DECLARE_CLASS( CRotatingObjectControlPanel, CObjectControlPanel );
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public:
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CRotatingObjectControlPanel( vgui::Panel *parent, const char *panelName );
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virtual bool Init( KeyValues* pKeyValues, VGuiScreenInitData_t* pInitData );
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protected:
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virtual void OnTickActive( C_BaseObject *pObj, C_BaseTFPlayer *pLocalPlayer );
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private:
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CRotationSlider *m_pRotationSlider;
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vgui::Label *m_pRotationLabel;
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};
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#endif // OBJECTCONTROLPANEL_H
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