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