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upload "kind" alien swarm
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//========= Copyright © 1996-2005, 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 ASWCIRCULARPROGRESSBAR_H
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#define ASWCIRCULARPROGRESSBAR_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/Panel.h>
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#include <vgui_controls/CircularProgressBar.h>
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namespace vgui
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{
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class CircularProgressBar;
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//-----------------------------------------------------------------------------
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// Purpose: Progress Bar in the shape of a pie graph
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//-----------------------------------------------------------------------------
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class ASWCircularProgressBar : public CircularProgressBar
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{
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DECLARE_CLASS_SIMPLE( ASWCircularProgressBar, CircularProgressBar );
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public:
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ASWCircularProgressBar(Panel *parent, const char *panelName);
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~ASWCircularProgressBar();
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virtual void ApplySettings(KeyValues *inResourceData);
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virtual void ApplySchemeSettings(IScheme *pScheme);
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void SetFgImage(const char *imageName) { SetImage( imageName, PROGRESS_TEXTURE_FG ); }
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void SetBgImage(const char *imageName) { SetImage( imageName, PROGRESS_TEXTURE_BG ); }
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void SetIsOnCursor( bool bOnCursor ) { m_bIsOnCursor = bOnCursor; }
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void SetScale( float flScale ) { m_flScale = flScale; }
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float GetScale( void ) { return m_flScale; }
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void SetStartProgress( float fStartProgress ) { m_fStartProgress = fStartProgress; }
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float GetStartProgress() { return m_fStartProgress; }
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static void DrawCircleSegmentAtPosition( int x, int y, int w, int h, float flStartDegrees, float flEndDegrees, bool clockwise, float flRotation, float flUVRotation = 0.0f, float subrect_u = 0.0f, float subrect_v = 0.0f, float subrect_s = 1.0f, float subrect_t = 1.0f );
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protected:
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virtual void Paint();
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virtual void PaintBackground();
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virtual void SetImage(const char *imageName, progress_textures_t iPos);
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float GetMarineFacingYaw( int x, int y );
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private:
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bool m_bIsOnCursor;
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int m_iProgressDirection;
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float m_flScale;
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float m_fStartProgress;
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int m_nTextureId[NUM_PROGRESS_TEXTURES];
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char *m_pszImageName[NUM_PROGRESS_TEXTURES];
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int m_lenImageName[NUM_PROGRESS_TEXTURES];
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};
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} // namespace vgui
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#endif // ASWCIRCULARPROGRESSBAR_H
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