#ifndef _INCLUDED_HOLDOUT_RESUPPLY_FRAME_H #define _INCLUDED_HOLDOUT_RESUPPLY_FRAME_H #ifdef _WIN32 #pragma once #endif #include #include namespace vgui { class Label; class ImagePanel; } class LoadoutPanel; // this panel allows you to choose new weapons for the next holdout wave class Holdout_Resupply_Frame : public vgui::Frame { DECLARE_CLASS_SIMPLE( Holdout_Resupply_Frame, vgui::EditablePanel ); public: Holdout_Resupply_Frame( vgui::Panel *parent, const char *name ); virtual ~Holdout_Resupply_Frame(); virtual void PerformLayout(); virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); virtual void OnThink(); virtual void OnCommand( const char *command ); static bool HasResupplyFrameOpen(); protected: vgui::EditablePanel *m_pBackground; vgui::Label *m_pTitleLabel; vgui::Label *m_pCountdownLabel; vgui::Label *m_pCountdownTimeLabel; vgui::Button *m_pOkayButton; LoadoutPanel *m_pLoadoutPanel; // Note: this panel will call cl_loadout when player picks an item // TODO: some kind of 'OKAY DONE' button }; #endif // _INCLUDED_HOLDOUT_RESUPPLY_FRAME_H