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upload "kind" alien swarm
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#ifndef _INCLUDED_ASW_VGUI_DEBUG_PANEL
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#define _INCLUDED_ASW_VGUI_DEBUG_PANEL
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#include "asw_vgui_ingame_panel.h"
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class ImageButton;
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namespace vgui
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{
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class Label;
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class Button;
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class ImagePanel;
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};
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// panel for showing/selecting an individual debug command
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class CASW_Debug_Panel_Entry : public vgui::Panel
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{
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public:
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DECLARE_CLASS_SIMPLE( CASW_Debug_Panel_Entry, vgui::Panel );
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CASW_Debug_Panel_Entry( vgui::Panel *pParent, const char *pElementName );
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virtual ~CASW_Debug_Panel_Entry();
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virtual void PerformLayout();
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virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
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virtual bool MouseClick(int x, int y, bool bRightClick, bool bDown);
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void LoadFromKeyValues( KeyValues *pEntryKey );
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virtual void OnThink();
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vgui::Label *m_pLabel;
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KeyValues *m_pEntryKeys;
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};
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// panel with commonly used debug commands
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class CASW_VGUI_Debug_Panel : public vgui::Panel, public CASW_VGUI_Ingame_Panel
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{
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public:
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DECLARE_CLASS_SIMPLE( CASW_VGUI_Debug_Panel, vgui::Panel );
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CASW_VGUI_Debug_Panel( vgui::Panel *pParent, const char *pElementName );
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virtual ~CASW_VGUI_Debug_Panel();
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virtual void PerformLayout();
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virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
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virtual void OnThink(); // called every frame before painting, but only if panel is visible
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virtual bool MouseClick(int x, int y, bool bRightClick, bool bDown);
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KeyValues *m_pDebugKV;
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vgui::Panel *m_pDebugBar;
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CUtlVector<ImageButton*> m_MenuButtons;
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vgui::Panel *m_pCurrentMenu;
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CUtlVector<CASW_Debug_Panel_Entry*> m_MenuEntries;
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KeyValues *m_pCurrentMenuKeys;
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};
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#endif /* _INCLUDED_ASW_VGUI_DEBUG_PANEL */
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