Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef SFHUDWINPANEL_H
#define SFHUDWINPANEL_H
#pragma once
#include "hudelement.h"
#include "ehandle.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 "weapon_csbase.h"
#include "takedamageinfo.h"
#include "weapon_csbase.h"
#include "ammodef.h"
#include <vgui_controls/Panel.h>
enum { WIN_EXTRATYPE_NONE = 0, WIN_EXTRATYPE_AWARD, WIN_EXTRATYPE_RANK, WIN_EXTRATYPE_ELO, WIN_EXTRATYPE_GGNEXT, WIN_EXTRATYPE_SEASONRANK, };
//-----------------------------------------------------------------------------
// Purpose: Used to draw the history of weapon / item pickups and purchases by the player
//-----------------------------------------------------------------------------
class SFHudWinPanel: public SFHudFlashInterface, public IShaderDeviceDependentObject { public: explicit SFHudWinPanel( const char *value ); virtual void LevelInit( void ); virtual void LevelShutdown( void ); virtual void SetActive( bool bActive ); virtual void FlashReady( void ); virtual bool PreUnloadFlash( void ); virtual void ProcessInput( void ); virtual void FireGameEvent( IGameEvent * event ); virtual bool ShouldDraw( void );
// Offsets the Y location of the win panel
void ApplyYOffset( int nOffset );
bool IsVisible( void );
// IShaderDeviceDependentObject methods
virtual void DeviceLost( void ) { } virtual void DeviceReset( void *pDevice, void *pPresentParameters, void *pHWnd ); virtual void ScreenSizeChanged( int width, int height ) { }
int m_iMVP;
protected: void SetMVP( C_CSPlayer* pPlayer, CSMvpReason_t reason, int32 nMusicKitMVPs = 0 ); void SetFunFactLabel( const wchar *szFunFact ); void SetProgressBarText( int nAmount, const wchar *wszDescText );
//void MovieClipSetVisibility( SFVALUE panel, bool bShow );
//void TextPanelSetVisibility( ISFTextObject* panel, bool bShow );
private:
void ShowTeamWinPanel( int result, const char* winnerText ); void ShowGunGameWinPanel( void /*int nWinner, int nSecond, int nThird*/ ); void ShowWinExtraDataPanel( int nExtraPanelType ); void SetWinPanelExtraData( void ); void Hide( void );
SFVALUE m_hWinPanelParent; ISFTextObject* m_hWinner; ISFTextObject* m_hReason; ISFTextObject* m_hMVP; ISFTextObject* m_hSurrender;
ISFTextObject* m_hFunFact;
SFVALUE m_hEloPanel; SFVALUE m_hRankPanel; SFVALUE m_hItemPanel; SFVALUE m_hMedalPanel; SFVALUE m_hProgressText; SFVALUE m_hNextWeaponPanel;
bool m_bVisible;
int m_nFunFactPlayer; string_t m_nFunfactToken; int m_nFunFactParam1; int m_nFunFactParam2; int m_nFunFactParam3;
int m_nRoundStartELO;
bool m_bShouldSetWinPanelExtraData; float m_fSetWinPanelExtraDataTime; };
#endif // SFHUDWINPANEL_H
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