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upload "kind" alien swarm
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#ifndef _INCLUDED_CAMPAIGN_PANEL_H
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#define _INCLUDED_CAMPAIGN_PANEL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <vgui/VGUI.h>
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#include <vgui_controls/EditablePanel.h>
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#include <vgui_controls/ImagePanel.h>
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#include <vgui_controls/Label.h>
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#include "asw_shareddefs.h"
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#include "asw_campaign_info.h"
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namespace vgui
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{
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class WrappedLabel;
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class ImagePanel;
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class IBorder;
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class ProgressBar;
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};
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class ObjectiveMapMarkPanel;
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class CASW_Campaign_Info;
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class C_ASW_Campaign_Save;
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class CampaignMapLocation;
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//class ChatEchoPanel;
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class SoftLine;
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class MapEdgesBox;
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class PlayersWaitingPanel;
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class CampaignMapSearchLights;
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class CNB_Header_Footer;
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class CNB_Button;
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class CNB_Commander_List;
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class CNB_Campaign_Mission_Details;
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class CNB_Vote_Panel;
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#define ASW_NUM_CAMPAIGN_LABELS 16
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#define ASW_CAMPAIGN_PANEL_PLAYERS 6
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// this panel shows the campaign map and allows the players to decide which mission to try next
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class CampaignPanel : public vgui::EditablePanel
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{
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DECLARE_CLASS_SIMPLE( CampaignPanel, vgui::EditablePanel );
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public:
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CampaignPanel(vgui::Panel *parent, const char *name);
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virtual ~CampaignPanel();
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virtual void OnThink();
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virtual void Paint();
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virtual void PerformLayout();
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void ApplySchemeSettings( vgui::IScheme *scheme );
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void OnCommand(const char *command);
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void OnTick();
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void SetStage(int i);
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void SetHighlightedMission(int iMission);
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void LocationClicked(int iMission);
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void LocationOver(int iMission);
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bool IsMissionVisible(int i);
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void UpdateLocationLabels();
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void FadeOutLocationLabels();
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void GetMapBounds(int &x, int &y, int &w, int &t);
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void GetConstellationBracket(int &x, int &y, int &w, int &t);
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// get the coords of the various bracketing areas
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void GetSurfaceBracket(int &x, int &y, int &w, int &t);
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void AddSoftLines();
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void PositionSoftLines();
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void PositionLocationDots();
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CASW_Campaign_Info* GetCampaignInfo();
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C_ASW_Campaign_Save* GetCampaignSave();
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CNB_Header_Footer* m_pHeaderFooter;
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vgui::Label *m_pLeaderLabel;
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CNB_Button *m_pLaunchButton;
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CNB_Button *m_pFriendsButton;
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CNB_Commander_List *m_pCommanderList;
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CNB_Campaign_Mission_Details *m_pMissionDetails;
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vgui::ImagePanel* m_pBackDrop;
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vgui::ImagePanel* m_pGalacticMap;
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vgui::ImagePanel* m_pGalaxyLines;
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vgui::ImagePanel* m_pSurfaceMap;
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vgui::ImagePanel* m_pSurfaceMapLayer[3];
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vgui::Label* m_pMouseOverLabel;
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vgui::Label* m_pMouseOverGlowLabel;
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vgui::Panel* m_pMapBorder;
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vgui::Label* m_pTimeLeftLabel;
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CUtlVector<SoftLine*> m_pSoftLine;
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void SetLabelPos(int iLabelIndex, int x, int y);
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vgui::Label* m_pMapLabels[ASW_NUM_CAMPAIGN_LABELS];
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CampaignMapSearchLights* m_pLights;
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CampaignMapLocation* m_pLocationPanel[ASW_MAX_MISSIONS_PER_CAMPAIGN];
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vgui::ImagePanel* m_pCurrentLocationImage;
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MapEdgesBox* m_pMapEdges;
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MapEdgesBox* m_pGalaxyEdges;
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vgui::HFont m_LargeFont;
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vgui::IBorder *m_pButtonBorder;
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ObjectiveMapMarkPanel* m_pBracket;
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CNB_Vote_Panel *m_pVotePanel;
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// the different stages of the campaign map animation
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enum
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{
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CMP_NONE,
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CMP_FADING_IN,
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CMP_LINES_SOUND,
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CMP_BRACKETING_CONSTELLATION,
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CMP_ZOOMING_SURFACE_MAP,
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CMP_FADE_LOCATIONS_IN,
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CMP_WAITING
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};
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// temp unused stages
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enum
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{
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CMP_BRACKETING_PLANET,
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};
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bool m_bVoted;
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bool m_bSetTitle;
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int m_iStage;
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bool m_bCurrentAnimating;
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int m_CurrentAnimatingToX;
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int m_CurrentAnimatingToY;
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float m_fNextStageTime;
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int m_iHighlightedMission;
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bool m_bShowGalaxy;
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int m_iLocationOver;
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int m_iLastLabelBlipSound;
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bool m_bSetAlpha;
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bool m_bAddedLines;
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// map generation progress bar
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void UpdateMapGenerationStatus();
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vgui::Label *m_pStatusLabel;
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vgui::ProgressBar *m_pProgressBar[ASW_MAX_READY_PLAYERS];
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vgui::Label *m_pProgressLabel[ASW_MAX_READY_PLAYERS];
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};
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#endif // _INCLUDED_CAMPAIGN_PANEL_H
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