Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Displays HUD elements for medals/achievements, and hint text
//
//=====================================================================================//
#ifndef SFHUDINFOPANEL_H_
#define SFHUDINFOPANEL_H_
#include "hud.h"
#include "hud_element_helper.h"
#include "scaleformui/scaleformui.h"
#include "sfhudflashinterface.h"
#include "cs_gamerules.h"
#include "c_cs_player.h"
#include "tier1/utlqueue.h"
class SFHudInfoPanel : public SFHudFlashInterface { enum HUDINFO_TYPE { SFHUDINFO_All, SFHUDINFO_Help, SFHUDINFO_Defuse, SFHUDINFO_Medal, SFHUDINFO_PriorityMessage };
public: explicit SFHudInfoPanel( const char *value ); virtual ~SFHudInfoPanel();
// These overload the CHudElement class
virtual void ProcessInput( void ); virtual void LevelInit( void ); virtual void LevelShutdown( void ); virtual bool ShouldDraw( void ); virtual void SetActive( bool bActive );
virtual void Reset( void );
// these overload the ScaleformFlashInterfaceMixin class
virtual void FlashReady( void ); virtual bool PreUnloadFlash( void );
// receivers for hint messages
bool MsgFunc_HintText( const CCSUsrMsg_HintText &msg ); bool MsgFunc_KeyHintText( const CCSUsrMsg_KeyHintText &msg );
virtual void FireGameEvent( IGameEvent * event );
// Priority text replaces what used to be called CenterPrint text in VGui
void SetPriorityText( char *pMsg ); void SetPriorityText( wchar_t *pMsg ); void SetPriorityHintText( wchar_t *pMsg );
// Offsets the Y location of the notification panels
void ApplyYOffset( int nOffset ); bool IsVisible( void ) { return m_bIsVisible; }
CUserMessageBinder m_UMCMsgHintText; CUserMessageBinder m_UMCMsgKeyHintText; CUserMessageBinder m_UMCMsgQuestProgress;
protected: void ModifyPriorityTextWindow( bool bMsgSet );
void ShowPanel( HUDINFO_TYPE panelType, bool value );
// Only call this function if you're already inside of a slot-lock block!
void ShowPanelNoLock( HUDINFO_TYPE panelType, bool value );
void HideAll( void ); void LockSlot( bool wantItLocked, bool& currentlyLocked ); bool SetHintText( wchar_t *text );
void LocalizeAndDisplay( const char *pszHudTxtMsg, const char *szRawString );
protected: SFVALUE m_HelpPanelHandle; SFVALUE m_HelpBodyTextHandle;
CountdownTimer m_HintDisplayTimer;
SFVALUE m_DefusePanelHandle; SFVALUE m_DefuseTitleTextHandle; SFVALUE m_DefuseBodyTextHandle; SFVALUE m_DefuseTimerTextHandle;
SFVALUE m_DefuseIconKit; SFVALUE m_DefuseIconNoKit;
float m_PreviousDefusePercent;
SFVALUE m_MedalPanelHandle; SFVALUE m_MedalTitleTextHandle; SFVALUE m_MedalBodyTextHandle;
struct AchivementQueueInfo { eCSAchievementType type; int playerSlot; };
CUtlQueue<AchivementQueueInfo> m_achievementQueue; eCSAchievementType m_activeAchievement;
CountdownTimer m_AchievementDisplayTimer;
CountdownTimer m_PriorityMsgDisplayTimer;
SFVALUE m_PriorityMessagePanelHandle; SFVALUE m_PriorityMessageTitleTextHandle; SFVALUE m_PriorityMessageBodyTextHandle;
bool m_bDeferRaiseHelpPanel; bool m_bDeferRaisePriorityMessagePanel; bool m_bHintPanelHidden; // True when we have hidden a help panel in order to show a priority message
bool m_bIsVisible; };
#endif /* SFHUDINFOPANEL_H_ */
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