Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef SFHUDVOTEPANEL_H
#define SFHUDVOTEPANEL_H
#ifdef _WIN32
#pragma once
#endif //_WIN32
#include "sfhudflashinterface.h"
#define VOTE_PANEL_NAME_TRUNCATE_AT 16 // number of name character displayed before truncation
class SFHudVotePanel: public SFHudFlashInterface { public: explicit SFHudVotePanel( const char *value ); virtual void ProcessInput( void ); virtual void LevelInit( void ); virtual void LevelShutdown( void ); virtual void FlashReady( void ); virtual bool PreUnloadFlash( void ); virtual void FireGameEvent( IGameEvent * event ); virtual void SetActive( bool bActive );
//void TimerCallback( SCALEFORM_CALLBACK_ARGS_DECL );
void VoteYes( SCALEFORM_CALLBACK_ARGS_DECL ); void VoteNo( SCALEFORM_CALLBACK_ARGS_DECL ); void UpdateYesNoButtonText( bool bShowOtherTeam = false );
void Hide( void ); virtual bool ShouldDraw( void );
bool MsgFunc_CallVoteFailed( const CCSUsrMsg_CallVoteFailed &msg ); bool MsgFunc_VoteStart( const CCSUsrMsg_VoteStart &msg ); bool MsgFunc_VotePass( const CCSUsrMsg_VotePass &msg ); bool MsgFunc_VoteFailed( const CCSUsrMsg_VoteFailed &msg ); bool MsgFunc_VoteSetup( const CCSUsrMsg_VoteSetup &msg );
void ShowVoteUI( wchar_t* headerText, wchar_t* voteText, bool bShowingOtherTeam = false );
void OnThink( void );
CUserMessageBinder m_UMCMsgCallVoteFailed; CUserMessageBinder m_UMCMsgVoteStart; CUserMessageBinder m_UMCMsgVotePass; CUserMessageBinder m_UMCMsgVoteFailed; CUserMessageBinder m_UMCMsgVoteSetup;
private: void SetVoteActive( bool bActive );
SFVALUE m_hVoteButtonBG; ISFTextObject* m_hVoteLocalCast; ISFTextObject* m_option1Text; ISFTextObject* m_option2Text; ISFTextObject* m_option1CountText; ISFTextObject* m_option2CountText; CUtlStringList m_VoteSetupIssues; CUtlStringList m_VoteSetupMapCycle; CUtlStringList m_VoteSetupChoices;
bool m_bVoteActive; float m_flVoteResultCycleTime; // what time will we cycle to the result
float m_flHideTime; // what time will we hide
bool m_bVotePassed; // what mode are we going to cycle to
int m_nVoteOptionCount[MAX_VOTE_OPTIONS]; // Vote options counter
int m_nPotentialVotes; // If set, draw a line at this point to show the required bar length
bool m_bIsYesNoVote; int m_nVoteChoicesCount; bool m_bPlayerVoted; int m_bPlayerLocalVote; float m_flPostVotedHideTime; bool m_bVisible; bool m_bHasFocus;
int m_nVoteYes; int m_nVoteNo; };
#endif // SFHUDVOTEPANEL_H
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