2025-06-04 03:22:50 +02:00

59 lines
1.5 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_CSRootPanel_H
#define C_CSRootPanel_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Panel.h>
#include <vgui_controls/EditablePanel.h>
#include "utlvector.h"
class CPanelEffect;
class ITFHintItem;
// Serial under of effect, for safe lookup
typedef unsigned int EFFECT_HANDLE;
//-----------------------------------------------------------------------------
// Purpose: Sits between engine and client .dll panels
// Responsible for drawing screen overlays
//-----------------------------------------------------------------------------
class C_CSRootPanel : public vgui::Panel
{
typedef vgui::Panel BaseClass;
public:
C_CSRootPanel( vgui::VPANEL parent, int slot, const char *panelName = "CounterStrike Root Panel" );
virtual ~C_CSRootPanel( void );
virtual void PaintTraverse( bool Repaint, bool allowForce = true );
virtual void OnThink();
// Draw Panel effects here
virtual void PostChildPaint();
// Clear list of Panel Effects
virtual void LevelInit( void );
virtual void LevelShutdown( void );
// Run effects and let them decide whether to remove themselves
void OnTick( void );
private:
// Render all panel effects
void RenderPanelEffects( void );
// List of current panel effects
CUtlVector< CPanelEffect *> m_Effects;
int m_nSplitSlot;
};
#endif // C_CSRootPanel_H