//----------------------------------------------------------------------------- // Purpose: returns true if the screen should be updated //----------------------------------------------------------------------------- bool CGameUI::ContinueProgressBar( float progressFraction ) { if (!g_hLoadingDialog.Get()) return false; g_hLoadingDialog->Activate(); return g_hLoadingDialog->SetProgressPoint(progressFraction); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CGameUI::ContinueProgressBar(int progressPoint, float progressFraction) { if (!g_hLoadingDialog.Get()) return 0; g_hLoadingDialog->SetProgressPoint(progressPoint); return 1; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CGameUI::StartProgressBar(const char *progressType, int progressSteps) { // TRACE_FUNCTION("CGameUI::StartProgressBar"); if (!g_hLoadingDialog.Get()) { g_hLoadingDialog = new CLoadingDialog(staticPanel); } // close the start menu staticPanel->SetBackgroundRenderState(CBasePanel::BACKGROUND_LOADING); m_pszCurrentProgressType = progressType; if (m_flProgressStartTime < 0.001f) { m_flProgressStartTime = (float)vgui::system()->GetCurrentTime(); } // open a loading dialog g_hLoadingDialog->SetProgressRange(0 , progressSteps); g_hLoadingDialog->SetProgressPoint(0); g_hLoadingDialog->DisplayProgressBar(progressType, "invalid"); }