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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#if !defined( IENGINEVGUI_H )
#define IENGINEVGUI_H
#ifdef _WIN32
#pragma once
#endif
#include "interface.h"
#include <vgui/VGUI2.h>
//#include "steam/steam2compat.h"
// Forward declarations.
namespace vgui2
{
class Panel;
};
#if 1 // GoldSource ?
enum VGUIPANEL
{
PANEL_ROOT = 0,
PANEL_CLIENTDLL,
PANEL_GAMEUIDLL
};
struct TSteamProgress;
struct TSteamError;
/**
* Interface from the engine that exposes data and actions for VGUI
*/
class IEngineVGui : public IBaseInterface
{
public:
virtual vgui2::VPANEL GetPanel(VGUIPANEL type) = 0;
virtual bool SteamRefreshLogin(const char* password, bool isSecure) = 0;
virtual bool SteamProcessCall(bool* finished, TSteamProgress* progress, TSteamError* steamError) = 0;
};
#else
enum VGuiPanel_t
{
PANEL_ROOT = 0,
PANEL_GAMEUIDLL,
PANEL_CLIENTDLL,
PANEL_TOOLS,
PANEL_INGAMESCREENS,
PANEL_GAMEDLL,
PANEL_CLIENTDLL_TOOLS
};
// In-game panels are cropped to the current engine viewport size
enum PaintMode_t
{
PAINT_UIPANELS = (1 << 0),
PAINT_INGAMEPANELS = (1 << 1),
PAINT_CURSOR = (1 << 2), // software cursor, if appropriate
};
class IEngineVGui
{
public:
virtual ~IEngineVGui(void) { }
virtual vgui2::VPANEL GetPanel(VGuiPanel_t type) = 0;
virtual bool IsGameUIVisible() = 0;
};
#endif
#define VENGINE_VGUI_VERSION "VEngineVGui001"
extern IEngineVGui *engineVgui();
#endif // IENGINEVGUI_H
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