//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef TF_HUD_TRAINING_H #define TF_HUD_TRAINING_H #ifdef _WIN32 #pragma once #endif #include #include #include "tf_controls.h" #include "GameEventListener.h" #include "c_tf_objective_resource.h" #include "IconPanel.h" #include "tf_gamerules.h" #include "proxyentity.h" #include "materialsystem/imaterial.h" #include "materialsystem/imaterialvar.h" #define MAX_TRAINING_MSG_LENGTH 512 extern int Training_GetCompletedTrainingClasses(); extern void Training_MarkClassComplete( int iClass, int iStage ); //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CTFHudTraining : public vgui::EditablePanel, public CGameEventListener { DECLARE_CLASS_SIMPLE( CTFHudTraining, vgui::EditablePanel ); public: CTFHudTraining( vgui::Panel *parent, const char *name ); virtual ~CTFHudTraining(); static bool FormatTrainingText( const char* input, wchar_t* output ); virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); virtual void Reset(); virtual void FireGameEvent( IGameEvent *event ); virtual bool IsVisible( void ); virtual void OnTick(); void SetTrainingText( char *msg ); void SetTrainingObjective( char *msg ); private: CExRichText *m_pMsgLabel; CExLabel *m_pPressSpacebarToContinueLabel; }; #endif // TF_HUD_TRAINING_H