//----------------------------------------------------------------------------- // Purpose: stops progress bar, displays error if necessary //----------------------------------------------------------------------------- void CGameUI::StopProgressBar(bool bError, const char *failureReason, const char *extendedReason) { if (!g_hLoadingDialog.Get() && bError) { g_hLoadingDialog = new CLoadingDialog(staticPanel); } if (!g_hLoadingDialog.Get()) return; if (bError) { // turn the dialog to error display mode g_hLoadingDialog->DisplayError(failureReason,extendedReason); } else { // close loading dialog g_hLoadingDialog->Close(); g_hLoadingDialog = NULL; } // stop drawing loading screen staticPanel->SetBackgroundRenderState(CBasePanel::BACKGROUND_DESKTOPIMAGE); }
void BriefingImagePanel::CloseBriefingFrame() { if (g_hBriefingFrame.Get()) { if (GetClientModeASW()) GetClientModeASW()->StopBriefingMusic(); g_hBriefingFrame->SetDeleteSelfOnClose(true); g_hBriefingFrame->Close(); FadeInPanel *pFadeIn = dynamic_cast<FadeInPanel*>(GetClientMode()->GetViewport()->FindChildByName("FadeIn", true)); if (pFadeIn) { pFadeIn->AllowFastRemove(); } // clear the currently visible part of the chat CHudChat *pChat = GET_HUDELEMENT( CHudChat ); if (pChat && pChat->GetChatHistory()) pChat->GetChatHistory()->ResetAllFades( false, false, 0 ); // if (m_pChatEcho) // { // m_pChatEcho->SetVisible(false); // } } g_hBriefingFrame = NULL; }
//----------------------------------------------------------------------------- // Purpose: stops progress bar, displays error if necessary //----------------------------------------------------------------------------- void CGameUI::StopProgressBar(bool bError, const char *failureReason, const char *extendedReason) { if (!g_hLoadingDialog.Get()) return; if ( !IsX360() && bError ) { // turn the dialog to error display mode g_hLoadingDialog->DisplayGenericError(failureReason, extendedReason); } else { // close loading dialog g_hLoadingDialog->Close(); g_hLoadingDialog = NULL; } // should update the background to be in a transition here }