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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: This is a panel which is rendered on top of an entity
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//
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// $Revision: $
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// $NoKeywords: $
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//=============================================================================//
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#ifndef VGUI_ENTITYPANEL_H
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#define VGUI_ENTITYPANEL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "c_baseentity.h"
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#include <vgui/MouseCode.h>
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#include "vgui_basepanel.h"
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// forward declarations
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class KeyValues;
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//-----------------------------------------------------------------------------
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// This is a base class for a panel which always is rendered on top of an entity
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//-----------------------------------------------------------------------------
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class CEntityPanel : public CBasePanel
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{
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public:
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DECLARE_CLASS( CEntityPanel, CBasePanel );
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// constructor
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CEntityPanel( vgui::Panel *pParent, const char *panelName );
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virtual void ComputeParent( void );
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virtual void ComputeAndSetSize( void );
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// Initialize from key values
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bool Init( KeyValues* pKeyValues, C_BaseEntity* pEntity );
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// Determine where our entity is in screen space.
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void GetEntityPosition( int& sx, int& sy );
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// Base implementation of ShouldDraw
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bool ShouldDraw();
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// called when we're ticked (updates our position)...
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virtual void OnTick( void );
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virtual void OnCursorEntered();
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virtual void OnCursorExited();
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const char *GetMouseOverText( void );
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C_BaseEntity* GetEntity() { return (C_BaseEntity*)m_pBaseEntity; }
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// Attach to a new entity
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void SetEntity( C_BaseEntity* pEntity );
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public:
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enum
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{
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MAX_ENTITY_MOUSEOVER = 256
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};
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// Offset from entity that we should draw
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int m_OffsetX, m_OffsetY;
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char m_szMouseOverText[ MAX_ENTITY_MOUSEOVER ];
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bool m_bShowInNormal;
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int m_iOrgWidth;
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int m_iOrgHeight;
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int m_iOrgOffsetX;
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int m_iOrgOffsetY;
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float m_flScale;
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private:
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// This is the entity to which we're attached
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EHANDLE m_pBaseEntity;
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};
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#endif // VGUI_ENTITYPANEL_H
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