94 lines
2.8 KiB
C
94 lines
2.8 KiB
C
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//========= Copyright <20> 1996-2006, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef COMMENTARY_MODELVIEWER_H
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#define COMMENTARY_MODELVIEWER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <vgui_controls/Frame.h>
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#include <game/client/iviewport.h>
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// FIXME!!!!!!
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//#include "basemodelpanel.h"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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/*
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// FIXME!!!!!!
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// FIXME!!!!!!
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// FIXME!!!!!!
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This should be using the NEW model panels... "CBaseModelPanel" in basemodel_panel.h/.cpp
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Need to comment this out so we can remove the dependence on the old CModelPanel from all but TF.
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This will make it so people don't accidently use it or get confused by its similar structure when
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working with the new class.
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class CCommentaryModelPanel : public CModelPanel
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{
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public:
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DECLARE_CLASS_SIMPLE( CCommentaryModelPanel, CModelPanel );
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CCommentaryModelPanel( vgui::Panel *parent, const char *name );
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};
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*/
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CCommentaryModelViewer : public vgui::Frame, public IViewPortPanel
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{
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DECLARE_CLASS_SIMPLE( CCommentaryModelViewer, vgui::Frame );
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public:
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explicit CCommentaryModelViewer(IViewPort *pViewPort);
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virtual ~CCommentaryModelViewer();
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virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
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virtual void PerformLayout( void );
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virtual void OnCommand( const char *command );
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virtual void OnKeyCodePressed( vgui::KeyCode code );
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virtual void OnThink( void );
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void SetModel( const char *pszName, const char *pszAttached );
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void HandleMovementInput( void );
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// IViewPortPanel
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public:
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virtual const char *GetName( void ) { return PANEL_COMMENTARY_MODELVIEWER; }
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virtual void SetData(KeyValues *data) {};
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virtual void Reset() {};
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virtual void Update() {};
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virtual bool NeedsUpdate( void ) { return false; }
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virtual bool HasInputElements( void ) { return true; }
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virtual void ShowPanel( bool bShow );
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// both vgui::Frame and IViewPortPanel define these, so explicitly define them here as passthroughs to vgui
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vgui::VPANEL GetVPanel( void ) { return BaseClass::GetVPanel(); }
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virtual bool IsVisible() { return BaseClass::IsVisible(); }
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virtual void SetParent( vgui::VPANEL parent ) { BaseClass::SetParent( parent ); }
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virtual bool WantsBackgroundBlurred( void ) { return false; }
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private:
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IViewPort *m_pViewPort;
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// FIXME!!!!!!
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//CCommentaryModelPanel *m_pModelPanel;
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Vector m_vecResetPos;
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Vector m_vecResetAngles;
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bool m_bTranslating;
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float m_flYawSpeed;
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float m_flZoomSpeed;
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};
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#endif // COMMENTARY_MODELVIEWER_H
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