Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Helper for the CHudElement class to add themselves to the list of hud elements
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hud_element_helper.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Start with empty list
CHudElementHelper *CHudElementHelper::m_sHelpers = NULL;
//-----------------------------------------------------------------------------
// Purpose: Constructs a technology factory
// Input : pfnCreate - fn Ptr to the constructor for this element
// depth - determines position in the creation list, 100 is farthest into the screen
// 0 is nearest, default is 50
//
//-----------------------------------------------------------------------------
CHudElementHelper::CHudElementHelper( CHudElement *( *pfnCreate )( void ), int depth, int flags /* = 0 */ ) { //Insert into the list based on depth
//List is empty, or element belongs at front, insert here
if( m_sHelpers == NULL || depth >= m_sHelpers->m_iDepth ) { m_pNext = m_sHelpers; m_sHelpers = this; } else { //Scan to insert in decreasing depth order
CHudElementHelper *pPrev = m_sHelpers; CHudElementHelper *pCurrent = m_sHelpers->m_pNext;
while( pCurrent != NULL && depth < pCurrent->m_iDepth ) { pPrev = pCurrent; pCurrent = pCurrent->m_pNext; }
pPrev->m_pNext = this; m_pNext = pCurrent; }
m_iDepth = depth; m_iFlags = flags;
// Set attributes
assert( pfnCreate ); m_pfnCreate = pfnCreate; }
//-----------------------------------------------------------------------------
// Purpose: Returns next object in list
// Output : CHudElementHelper
//-----------------------------------------------------------------------------
CHudElementHelper *CHudElementHelper::GetNext( void ) { return m_pNext; }
//-----------------------------------------------------------------------------
// Purpose: Static class creation factory
// Searches list of registered factories for a match and then instances the
// requested technology by name
// Input : *name -
// Output : CBaseTFTechnology
//-----------------------------------------------------------------------------
void CHudElementHelper::CreateAllElements( void ) { // Start of list
CHudElementHelper *p = m_sHelpers; while ( p ) { // only create this element in slot 0
if ( ( p->m_iFlags & HUDELEMENT_SS_FULLSCREEN_ONLY ) && ( GET_ACTIVE_SPLITSCREEN_SLOT() != 0 ) ) { p = p->m_pNext; continue; }
// Dispatch creation function directly
CHudElement *( *fCreate )( void ) = p->m_pfnCreate; CHudElement *newElement = (fCreate)(); if ( newElement ) { GetHud().AddHudElement( newElement ); } p = p->GetNext(); } }
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