//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #ifndef INTROMENU_H #define INTROMENU_H #ifdef _WIN32 #pragma once #endif #include #include #include #include namespace vgui { class TextEntry; } class CIntroMenu : public vgui::Frame, public IViewPortPanel { private: DECLARE_CLASS_SIMPLE( CIntroMenu, vgui::Frame ); public: CIntroMenu( IViewPort *pViewPort ); virtual ~CIntroMenu(); virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); virtual const char *GetName( void ){ return PANEL_INTRO; } virtual void SetData( KeyValues *data ){ return; } virtual void Reset(); virtual void Update(); virtual bool NeedsUpdate( void ) { return false; } virtual bool HasInputElements( void ) { return true; } virtual void ShowPanel( bool bShow ); // both vgui::Frame and IViewPortPanel define these, so explicitly define them here as passthroughs to vgui vgui::VPANEL GetVPanel( void ) { return BaseClass::GetVPanel(); } virtual bool IsVisible() { return BaseClass::IsVisible(); } virtual void SetParent( vgui::VPANEL parent ) { BaseClass::SetParent( parent ); } virtual GameActionSet_t GetPreferredActionSet() { return GAME_ACTION_SET_IN_GAME_HUD; } protected: // vgui overrides virtual void OnCommand( const char *command ); IViewPort *m_pViewPort; vgui::Label *m_pTitleLabel; }; #endif // INTROMENU_H