//=============================================================================
void InGameDifficultySelect::LoadLayout()
{
	BaseClass::LoadLayout();

	CGameUIConVarRef z_difficulty("z_difficulty");

	if ( z_difficulty.IsValid() )
	{
		// set a label that tells us what the current difficulty is
		char chBuffer[64];
		Q_snprintf( chBuffer, ARRAYSIZE( chBuffer ), "#L4D360UI_Difficulty_%s", z_difficulty.GetString() );

		const char *pszDifficultyLoc = chBuffer;
		wchar_t *pwcDifficulty = g_pVGuiLocalize->Find( pszDifficultyLoc );
		if ( pwcDifficulty )
		{
			wchar_t szWideBuff[200];		
			g_pVGuiLocalize->ConstructString( szWideBuff, sizeof( szWideBuff ), g_pVGuiLocalize->Find( "#L4D360UI_GameSettings_Current_Difficulty" ), 1, pwcDifficulty );

			SetControlString( "LblCurrentDifficulty", szWideBuff );
		}
	
		// Disable the current difficulty's button, and navigate to it.
		BaseModHybridButton *pButton = dynamic_cast< BaseModHybridButton* >( FindChildByName( VarArgs( "Btn%s", z_difficulty.GetString() ) ) );
		if ( pButton )
		{
			pButton->SetEnabled( false );
			pButton->NavigateTo();
		}
	}
}
Example #2
0
void QuickJoinPanel::NavigateTo()
{
	BaseClass::NavigateTo();
	SetHasMouseover( true );

	BaseModHybridButton *title = dynamic_cast< BaseModHybridButton* >( FindChildByName( "LblTitle" ) );
	if ( title )
	{
		title->SetNavUp( GetNavUp() );
		title->SetNavDown( GetNavDown() );
		if ( m_bHasMouseover && title->IsVisible() && ( title->GetCurrentState() == BaseModHybridButton::Enabled || title->GetCurrentState() == BaseModHybridButton::Disabled ) )
		{
			title->NavigateTo();
		}
	}

#ifdef _X360
	m_GplQuickJoinList->NavigateTo();
#endif
}
Example #3
0
//=============================================================================
void InGameMainMenu::PerformLayout( void )
{
	BaseClass::PerformLayout();

	BaseModUI::FlyoutMenu *flyout = dynamic_cast< FlyoutMenu* >( FindChildByName( "FlmIngameSingleplayerFlyout" ) );
	if ( flyout )
	{
		flyout->SetListener( this );
	}
	BaseModUI::FlyoutMenu *flyout2 = dynamic_cast< FlyoutMenu* >( FindChildByName( "FlmOptionsFlyout" ) );
	if ( flyout2 )
	{
		flyout2->SetListener( this );
	}
	BaseModHybridButton *button = dynamic_cast< BaseModHybridButton* >( FindChildByName( "BtnReturnToGame" ) );
	if ( button )
	{
		if( m_ActiveControl )
			m_ActiveControl->NavigateFrom();

		button->NavigateTo();
	}
}