source-engine/game/client/swarm/vgui/asw_vgui_frame.h
2023-10-03 17:23:56 +03:00

56 lines
1.5 KiB
C++

#ifndef _INCLUDED_ASW_VGUI_FRAME_H
#define _INCLUDED_ASW_VGUI_FRAME_H
#include <vgui_controls/Frame.h>
#include <vgui_controls/PropertyPage.h>
#include <vgui_controls/Slider.h>
#include <vgui/IScheme.h>
#include "vgui_controls\PanelListPanel.h"
#include "vgui_controls\ComboBox.h"
#include "vgui/IScheme.h"
#include "asw_vgui_ingame_panel.h"
namespace vgui {
class ImagePanel;
};
class C_ASW_Hack;
// a panel that can frame other asw ingame panels. Can be dragged around and closed (and minimised?)
class CASW_VGUI_Frame : public vgui::Panel, public CASW_VGUI_Ingame_Panel
{
DECLARE_CLASS_SIMPLE( CASW_VGUI_Frame, vgui::Panel );
CASW_VGUI_Frame( vgui::Panel *pParent, const char *pElementName, const char *szTitle );
virtual ~CASW_VGUI_Frame();
virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
virtual void OnThink(); // called every frame before painting, but only if panel is visible
virtual void PerformLayout();
bool MouseClick(int x, int y, bool bRightClick, bool bDown);
vgui::Label* m_pTitleLabel;
vgui::ImagePanel *m_pCloseImage;
vgui::Panel* m_pTitleBarLeft;
vgui::Panel* m_pTitleBarRight;
vgui::ImagePanel *m_pMiniImage;
bool m_bFrameMinimized;
bool m_bMouseOverTitleBar;
bool m_bDragging; // are we currently dragging the window around?
int m_iDragOffsetX;
int m_iDragOffsetY;
bool m_bMouseOverCloseIcon;
bool m_bMouseOverMiniIcon;
// overall scale of this window
int m_iTitleBarHeight;
float m_fScale;
C_ASW_Hack* m_pNotifyHackOnClose;
};
#endif /* _INCLUDED_ASW_VGUI_FRAME_H */