//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef TF_HUD_MENU_TAUNT_SELECTION_H #define TF_HUD_MENU_TAUNT_SELECTION_H #ifdef _WIN32 #pragma once #endif #include #include #include #include #include "base_loadout_panel.h" using namespace vgui; #define NUM_TAUNT_SLOTS 8 class CHudMenuTauntSelection : public CHudElement, public EditablePanel { DECLARE_CLASS_SIMPLE( CHudMenuTauntSelection, EditablePanel ); public: CHudMenuTauntSelection( const char *pElementName ); virtual void ApplySchemeSettings( IScheme *scheme ); virtual bool ShouldDraw( void ); virtual void FireGameEvent( IGameEvent *event ); virtual void SetVisible( bool state ); int HudElementKeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding ); virtual int GetRenderGroupPriority( void ) { return 90; } void SelectTaunt( int iTaunt ); virtual GameActionSet_t GetPreferredActionSet() { return GAME_ACTION_SET_IN_GAME_HUD; } private: void SetSelectedItem( int iSlot ); void FindTauntKeyBinding( void ); void UpdateItemModelPanels(); private: CItemModelPanel *m_pItemModelPanels[NUM_TAUNT_SLOTS]; // CIconPanel *m_pKeyIcons[NUM_TAUNT_SLOTS]; // CExLabel *m_pKeyLabels[NUM_TAUNT_SLOTS]; int m_iSelectedItem; }; #endif // TF_HUD_MENU_TAUNT_SELECTION_H