//============================================================================= 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(); } } }
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 }
//============================================================================= 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(); } }