hl2_src-leak-2017/src/game/client/tf2/ObjectControlPanel.h

136 lines
3.7 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Clients CBaseObject
//
// $NoKeywords: $
//=============================================================================//
#ifndef OBJECTCONTROLPANEL_H
#define OBJECTCONTROLPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include "c_vguiscreen.h"
namespace vgui
{
class Panel;
class Label;
class Button;
}
class C_BaseObject;
class CRotationSlider;
class C_BaseTFPlayer;
//-----------------------------------------------------------------------------
// Base class for all vgui screens on objects:
//-----------------------------------------------------------------------------
class CObjectControlPanel : public CVGuiScreenPanel
{
DECLARE_CLASS( CObjectControlPanel, CVGuiScreenPanel );
public:
CObjectControlPanel( vgui::Panel *parent, const char *panelName );
virtual bool Init( KeyValues* pKeyValues, VGuiScreenInitData_t* pInitData );
virtual void OnCommand( const char *command );
virtual void OnTick();
protected:
// Method to add controls to particular panels
vgui::Panel *GetActivePanel() { return m_pActivePanel; }
vgui::Panel *GetDeterioratingPanel() { return m_pDeterioratingPanel; }
vgui::Panel *GetDismantlingPanel() { return m_pDismantlingPanel; }
// Override these to deal with various controls in various modes
virtual void OnTickDeteriorating( C_BaseObject *pObj, C_BaseTFPlayer *pLocalPlayer );
virtual void OnTickActive( C_BaseObject *pObj, C_BaseTFPlayer *pLocalPlayer );
virtual void OnTickDismantling( C_BaseObject *pObj, C_BaseTFPlayer *pLocalPlayer );
C_BaseObject *GetOwningObject() const;
// This should update the current panel and return that panel.
virtual vgui::Panel* TickCurrentPanel();
// The dismantle button has its own logic about whether or not to hide itself.
// Use this to make it go away.
void ShowDismantleButton( bool bShow );
void ShowOwnerLabel( bool bShow );
void ShowHealthLabel( bool bShow );
// Send a message to the owner.
void SendToServerObject( const char *pMsg );
private:
// Operations performed through the controls
void AssumeControl();
void Dismantle();
void StartDismantling();
void StopDismantling();
bool IsDismantling() const;
vgui::EditablePanel *m_pActivePanel;
vgui::EditablePanel *m_pDeterioratingPanel;
vgui::EditablePanel *m_pDismantlingPanel;
vgui::Label *m_pHealthLabel;
vgui::Label *m_pOwnerLabel;
vgui::Button *m_pDismantleButton;
vgui::Button *m_pAssumeControlButton;
vgui::Label *m_pDismantleTimeLabel;
vgui::Panel *m_pCurrentPanel;
bool m_bDismantled;
float m_flDismantleTime;
};
// This is used for child panels. It forwards the messages to the parent panel.
class CCommandChainingPanel : public vgui::EditablePanel
{
typedef vgui::EditablePanel BaseClass;
public:
CCommandChainingPanel( vgui::Panel *parent, const char *panelName ) :
BaseClass( parent, panelName )
{
SetPaintBackgroundEnabled( false );
}
void OnCommand( const char *command )
{
BaseClass::OnCommand( command );
if (GetParent())
{
GetParent()->OnCommand(command);
}
}
};
//-----------------------------------------------------------------------------
// This is a panel for an object that has rotational controls
//-----------------------------------------------------------------------------
class CRotatingObjectControlPanel : public CObjectControlPanel
{
DECLARE_CLASS( CRotatingObjectControlPanel, CObjectControlPanel );
public:
CRotatingObjectControlPanel( vgui::Panel *parent, const char *panelName );
virtual bool Init( KeyValues* pKeyValues, VGuiScreenInitData_t* pInitData );
protected:
virtual void OnTickActive( C_BaseObject *pObj, C_BaseTFPlayer *pLocalPlayer );
private:
CRotationSlider *m_pRotationSlider;
vgui::Label *m_pRotationLabel;
};
#endif // OBJECTCONTROLPANEL_H