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//====== Copyright � 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "hud_controlpointicons.h"
#include "teamplayroundbased_gamerules.h"
#include "IClientMode.h"
#include "c_team_objectiveresource.h"
#include "c_playerresource.h"
#include "c_baseplayer.h"
#include "vguimatsurface/IMatSystemSurface.h"
#include "hud_macros.h"
#include "spectatorgui.h"
#include "c_team.h"
#include "tf_hud_freezepanel.h"
#include "tf_hud_objectivestatus.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CControlPointIconPulseable::ApplySchemeSettings( IScheme *pScheme ) { BaseClass::ApplySchemeSettings( pScheme );
if ( !m_pPulseImage ) { m_pPulseImage = scheme()->GetImage( "../sprites/obj_icons/icon_obj_white", true ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CControlPointIconPulseable::OnSizeChanged(int newWide, int newTall) { if ( m_pPulseImage ) { // scaling, force the image size to be our size
m_pPulseImage->SetSize(newWide, newTall); } BaseClass::OnSizeChanged(newWide, newTall); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CControlPointIconPulseable::PaintBackground( void ) { if ( IsInFreezeCam() == true ) return;
if ( GetImage() ) { SetAlpha(255); BaseClass::PaintBackground(); }
if ( m_flStartCapAnimStart && gpGlobals->curtime > m_flStartCapAnimStart ) { float flElapsedTime = (gpGlobals->curtime - m_flStartCapAnimStart);
// Pulse the white over the underlying color
float flPulseSpeed = 20; if ( m_bAccelerateOverCapture ) { float flCapPercentage = ObjectiveResource()->GetCPCapPercentage( m_iCPIndex ); flPulseSpeed = RemapValClamped( flCapPercentage, 0, 1, 2, 5 ); }
float flPulseMod = fabs(sin( flElapsedTime * flPulseSpeed )); SetAlpha( 255 * flPulseMod );
int wide, tall; GetSize( wide, tall );
// Have to reset these - we're only referencing a material so the
// size can be changed by CControlPointIconCapturePulse on a successful cap
m_pPulseImage->SetPos( 0, 0 ); m_pPulseImage->SetSize( wide, tall );
m_pPulseImage->Paint();
// Stop if we're only supposed to do this for a short time
if ( m_flPulseTime && flElapsedTime >= m_flPulseTime ) { StopPulsing(); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CControlPointIconPulseable::StartPulsing( float flDelay, float flPulseTime, bool bAccelerate ) { m_flStartCapAnimStart = gpGlobals->curtime + flDelay; m_bAccelerateOverCapture = bAccelerate; m_flPulseTime = flPulseTime; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CControlPointIconPulseable::StopPulsing( void ) { m_flStartCapAnimStart = 0; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CControlPointIcon::CControlPointIcon( Panel *parent, const char *pName, int iIndex ) : EditablePanel( parent, "ControlPointIcon" ), CHudElement( pName ) { SetHiddenBits( HIDEHUD_MISCSTATUS );
m_iCPIndex = iIndex; m_pBaseImage = NULL; m_pOverlayImage = NULL; m_pCapImage = NULL; m_pCapHighlightImage = NULL; m_pCapPulseImage = NULL; m_pCapPlayerImage = NULL; m_pCapNumPlayers = NULL; m_bSwipeUp = false; m_flStartCapAnimStart = 0; m_iCapProgressDir = CP_DIR_N; m_iPrevCappers = 0; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CControlPointIcon::ApplySchemeSettings( IScheme *pScheme ) { BaseClass::ApplySchemeSettings( pScheme );
if ( !m_pCapHighlightImage ) { m_pCapHighlightImage = new CControlPointIconSwoop( this, "CapHighlightImage" ); m_pCapHighlightImage->SetParent( GetClientMode()->GetViewport() ); m_pCapHighlightImage->SetZPos( 10 ); m_pCapHighlightImage->SetShouldScaleImage( true ); }
if ( !m_pCapPulseImage ) { m_pCapPulseImage = new CControlPointIconCapturePulse( this, "CapPulse" ); m_pCapPulseImage->SetParent( GetClientMode()->GetViewport() ); m_pCapPulseImage->SetZPos( -1 ); m_pCapPulseImage->SetVisible( false ); m_pCapPulseImage->SetShouldScaleImage( true ); }
if ( !m_pBaseImage ) { m_pBaseImage = new CControlPointIconPulseable( this, "BaseImage", m_iCPIndex ); m_pBaseImage->SetShouldScaleImage( true ); }
if ( !m_pCapImage ) { m_pCapImage = new CControlPointIconCapArrow( this, this, "CapImage" ); m_pCapImage->SetZPos( 2 ); m_pCapImage->SetVisible( false ); }
LoadControlSettings( "resource/UI/ControlPointIcon.res" );
m_pCapPlayerImage = dynamic_cast<ImagePanel *>( FindChildByName("CapPlayerImage") ); m_pCapNumPlayers = dynamic_cast<Label *>( FindChildByName("CapNumPlayers") ); m_pOverlayImage = dynamic_cast<ImagePanel *>( FindChildByName("OverlayImage") );
UpdateImage(); UpdateCapImage(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CControlPointIcon::~CControlPointIcon( void ) { if ( m_pCapHighlightImage ) { m_pCapHighlightImage->MarkForDeletion(); m_pCapHighlightImage = NULL; }
if ( m_pCapPulseImage ) { m_pCapPulseImage->MarkForDeletion(); m_pCapPulseImage = NULL; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CControlPointIcon::UpdateImage( void ) { if ( !ObjectiveResource() ) return;
int iOwner = ObjectiveResource()->GetOwningTeam( m_iCPIndex );
if ( m_pBaseImage ) { int iOwnerIcon = ObjectiveResource()->GetCPCurrentOwnerIcon( m_iCPIndex, iOwner ); const char *szMatName = GetMaterialNameFromIndex( iOwnerIcon );
if ( IsPointLocked() ) { m_pBaseImage->SetImage( VarArgs("..\\%s_locked", szMatName ) ); } else { m_pBaseImage->SetImage( VarArgs("..\\%s", szMatName ) ); } }
if ( m_pOverlayImage ) { int iOverlayIcon = ObjectiveResource()->GetOverlayForTeam( m_iCPIndex, iOwner ); if ( iOverlayIcon ) { const char *szMatName = GetMaterialNameFromIndex( iOverlayIcon ); m_pOverlayImage->SetImage( VarArgs("..\\%s", szMatName ) ); m_pOverlayImage->SetVisible( true ); } else { m_pOverlayImage->SetVisible( false ); } }
// Whenever a successful cap occurs, flash the cap point
if ( m_pCapPulseImage ) { if ( m_iPrevCappers != 0 && iOwner == m_iPrevCappers ) { m_iPrevCappers = 0;
if ( ShouldDraw() ) { m_pCapPulseImage->SetVisible( true ); m_pCapPulseImage->StartPulse( gpGlobals->curtime, GetWide() ); } m_pBaseImage->StartPulsing( FINISHCAPANIM_SWOOP_LENGTH, 0.5, false ); } } } //-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CControlPointIcon::UpdateCapImage( void ) { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return;
if ( m_pCapImage ) { int iCappingTeam = ObjectiveResource()->GetCappingTeam( m_iCPIndex ); int iOwningTeam = ObjectiveResource()->GetOwningTeam( m_iCPIndex );
if ( iCappingTeam != TEAM_UNASSIGNED && iCappingTeam != iOwningTeam ) { const char *pszCapSwipe = ObjectiveResource()->GetGameSpecificCPCappingSwipe( m_iCPIndex, iCappingTeam ); if ( m_bSwipeUp ) { m_pCapImage->SetImage( VarArgs("%s_up",pszCapSwipe) ); } else { m_pCapImage->SetImage( pszCapSwipe ); } m_pCapImage->SetVisible( true );
// Tell the cap highlight image to fire up if it's our point being capped
if ( m_pCapHighlightImage && pPlayer->GetTeamNumber() != iCappingTeam && pPlayer->GetTeamNumber() > LAST_SHARED_TEAM ) { if ( ShouldDraw() && GetParent() && GetParent()->IsVisible() ) { m_pCapHighlightImage->SetVisible( true ); m_pCapHighlightImage->StartSwoop(); } m_pBaseImage->StartPulsing( STARTCAPANIM_ICON_SWITCH, 0, true ); } else { m_pBaseImage->StartPulsing( 0, 0, true ); }
if ( m_pCapPlayerImage ) { m_pCapPlayerImage->SetVisible( true ); }
m_iPrevCappers = iCappingTeam; InvalidateLayout( true ); } else { m_pBaseImage->StopPulsing(); m_pCapImage->SetVisible( false ); if ( m_pCapHighlightImage ) { m_pCapHighlightImage->SetVisible( false ); } if ( m_pCapPlayerImage ) { m_pCapPlayerImage->SetVisible( false ); } if ( m_pCapNumPlayers ) { m_pCapNumPlayers->SetVisible( false ); } } } }
//-----------------------------------------------------------------------------
// Purpose: Lock cap points when neither team can cap them for map-specific reasons
//-----------------------------------------------------------------------------
bool CControlPointIcon::IsPointLocked( void ) { bool bAnyTeamCanCap = false; for ( int gameteam = FIRST_GAME_TEAM; gameteam < GetNumberOfTeams(); gameteam++ ) { // Ignore teams that already own the point
if ( ObjectiveResource()->GetOwningTeam(m_iCPIndex) != gameteam ) { if ( (ObjectiveResource()->TeamCanCapPoint( m_iCPIndex, gameteam)) ) { if ( TeamplayGameRules()->TeamMayCapturePoint( gameteam, m_iCPIndex ) ) { bAnyTeamCanCap = true; } } } }
return ( !bAnyTeamCanCap ); }
//-----------------------------------------------------------------------------
// Purpose: Used by the intro to fake the pulsing of this icon
//-----------------------------------------------------------------------------
void CControlPointIcon::FakePulse( float flTime ) { if ( m_pCapPulseImage ) { m_pCapPulseImage->SetVisible( true ); m_pCapPulseImage->StartPulse( flTime, GetWide() ); m_pBaseImage->StartPulsing( flTime + FINISHCAPANIM_SWOOP_LENGTH - gpGlobals->curtime, 0.8, false );
InvalidateLayout(); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CControlPointIcon::IsVisible( void ) { if ( IsInFreezeCam() == true ) return false;
return BaseClass::IsVisible(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CControlPointIcon::Paint( void ) { if ( m_bCachedLockedState != IsPointLocked() ) { UpdateImage(); }
m_bCachedLockedState = IsPointLocked();
BaseClass::Paint();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CControlPointIcon::PerformLayout( void ) { BaseClass::PerformLayout();
if ( !ObjectiveResource() ) return;
int iBaseXPos = 0, iBaseYPos = 0; LocalToScreen( iBaseXPos, iBaseYPos );
m_pBaseImage->SetBounds( 0, 0, GetWide(), GetTall() );
if ( m_pCapImage->IsVisible() ) { m_pCapImage->SetBounds( 0, 0, GetWide(), GetTall() ); }
if ( m_pCapHighlightImage->IsVisible() ) { int iHeight = ScreenHeight() * 0.75; m_pCapHighlightImage->SetBounds( iBaseXPos + CAP_BOX_INDENT_X, iBaseYPos - iHeight, GetWide() - (CAP_BOX_INDENT_X*2), iHeight + GetTall() -CAP_BOX_INDENT_Y ); }
int iCappingTeam = ObjectiveResource()->GetCappingTeam( m_iCPIndex ); int iPlayers = ObjectiveResource()->GetNumPlayersInArea( m_iCPIndex, iCappingTeam ); if ( !m_pCapPlayerImage->IsVisible() && iPlayers ) { m_pCapPlayerImage->SetVisible(true); } if ( m_pCapPlayerImage->IsVisible() ) { if ( !iPlayers ) { // We're a deteriorating point
m_pCapPlayerImage->SetVisible( false ); m_pCapNumPlayers->SetVisible( false ); } else { int iXPos, iYPos; if ( iPlayers < 2 || !m_pCapNumPlayers ) { iXPos = (GetWide() - m_pCapPlayerImage->GetWide()) * 0.5; } else { iXPos = (GetWide() - m_pCapPlayerImage->GetWide()) * 0.5 - XRES(4); } iYPos = (GetTall() - m_pCapPlayerImage->GetTall()) * 0.5;
m_pCapPlayerImage->SetPos( iXPos, iYPos );
if ( m_pCapNumPlayers ) { m_pCapNumPlayers->SetVisible( (iPlayers>1) ); SetDialogVariable( "numcappers", iPlayers );
m_pCapNumPlayers->SetFgColor( Color(0,0,0,255) ); } } }
if ( m_pCapPulseImage ) { int iSize = GetWide() * 3; int iXpos = iBaseXPos - ((iSize-GetWide()) * 0.5); int iYpos = iBaseYPos - ((iSize-GetTall()) * 0.5); m_pCapPulseImage->SetBounds( iXpos, iYpos, iSize, iSize ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudControlPointIcons::CHudControlPointIcons( const char *pName ) : Panel( NULL, "HudControlPointIcons" ), CHudElement( pName ) { SetParent( GetClientMode()->GetViewport() ); SetHiddenBits( HIDEHUD_MISCSTATUS );
m_iBackgroundTexture = surface()->DrawGetTextureId( "vgui/white" ); if ( m_iBackgroundTexture == -1 ) { m_iBackgroundTexture = surface()->CreateNewTextureID(); } surface()->DrawSetTextureFile( m_iBackgroundTexture, "vgui/white", true, true );
Reset(); }
DECLARE_HUDELEMENT( CHudControlPointIcons );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudControlPointIcons::~CHudControlPointIcons( void ) { ShutdownIcons(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudControlPointIcons::Init( void ) { for( int i = 0 ; i < 8 ; i++ ) { m_iCPTextures[i] = surface()->CreateNewTextureID(); m_iCPCappingTextures[i] = surface()->CreateNewTextureID(); }
for( int i = FIRST_GAME_TEAM; i < MAX_TEAMS; i++ ) { m_iTeamBaseTextures[i].m_nMaterialIndex = INT_MAX; m_iTeamBaseTextures[i].m_nTextureId = surface()->CreateNewTextureID(); }
ListenForGameEvent( "controlpoint_initialized" ); ListenForGameEvent( "controlpoint_updateimages" ); ListenForGameEvent( "controlpoint_updatelayout" ); ListenForGameEvent( "controlpoint_updatecapping" ); ListenForGameEvent( "controlpoint_starttouch" ); ListenForGameEvent( "controlpoint_endtouch" ); ListenForGameEvent( "controlpoint_pulse_element" ); ListenForGameEvent( "controlpoint_fake_capture" ); ListenForGameEvent( "controlpoint_fake_capture_mult" ); ListenForGameEvent( "intro_nextcamera" ); ListenForGameEvent( "intro_finish" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudControlPointIcons::Reset( void ) { m_iCurrentCP = -1; m_iLastCP = -1; m_flIconExpand = 0; m_flPulseTime = 0; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CHudControlPointIcons::IsVisible( void ) { ACTIVE_SPLITSCREEN_PLAYER_GUARD_VGUI( GetSplitScreenPlayerSlot() );
if ( IsInFreezeCam() == true ) return false;
if ( CHudElement::ShouldDraw() == false ) return false;
return BaseClass::IsVisible(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudControlPointIcons::LevelShutdown( void ) { ShutdownIcons(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudControlPointIcons::FireGameEvent( IGameEvent *event ) { ACTIVE_SPLITSCREEN_PLAYER_GUARD_VGUI( GetSplitScreenPlayerSlot() );
const char *eventname = event->GetName(); C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( FStrEq( "controlpoint_initialized", eventname ) ) { // Create our control points
InitIcons(); return; }
if ( FStrEq( "controlpoint_updateimages", eventname ) ) { // Update the images of our control point icons
int iIndex = event->GetInt( "index" ); if ( iIndex == -1 ) { for (int i = 0; i < m_Icons.Count(); i++) { m_Icons[i]->UpdateImage(); } } else { // Only invalidate the specified cap point
for (int i = 0; i < m_Icons.Count(); i++) { if ( m_Icons[i]->GetCapIndex() == iIndex ) { m_Icons[i]->UpdateImage(); } } } UpdateProgressBarFor( iIndex ); return; }
if ( FStrEq( "controlpoint_updatelayout", eventname ) ) { // Update the layout of our control point icons
int iIndex = event->GetInt( "index" ); if ( iIndex == -1 ) { InvalidateLayout(); } else { // Only invalidate the specified cap point
for (int i = 0; i < m_Icons.Count(); i++) { if ( m_Icons[i]->GetCapIndex() == iIndex ) { m_Icons[i]->InvalidateLayout(); } } } UpdateProgressBarFor( iIndex ); return; }
if ( FStrEq( "controlpoint_updatecapping", eventname ) ) { // Update the capping status of our control point icons
int iIndex = event->GetInt( "index" ); if ( iIndex == -1 ) { for (int i = 0; i < m_Icons.Count(); i++) { m_Icons[i]->UpdateCapImage(); } } else { // Only invalidate the specified cap point
for (int i = 0; i < m_Icons.Count(); i++) { if ( m_Icons[i]->GetCapIndex() == iIndex ) { m_Icons[i]->UpdateCapImage(); } } }
UpdateProgressBarFor( iIndex ); return; }
if ( FStrEq( "controlpoint_starttouch", eventname ) ) { int iPlayer = event->GetInt( "player" ); if ( pPlayer && iPlayer == pPlayer->entindex() ) { m_iCurrentCP = event->GetInt( "area" ); UpdateProgressBarFor( m_iCurrentCP ); } } else if ( FStrEq( "controlpoint_endtouch", eventname ) ) { int iPlayer = event->GetInt( "player" ); if ( pPlayer && iPlayer == pPlayer->entindex() ) { m_iCurrentCP = -1; UpdateProgressBarFor( m_iCurrentCP ); } } else if ( FStrEq( "controlpoint_pulse_element", eventname ) ) { int iPlayer = event->GetInt( "player" ); if ( pPlayer && iPlayer == pPlayer->entindex() ) { for (int i = 0; i < m_Icons.Count(); i++) { m_Icons[i]->FakePulse( gpGlobals->curtime + (i * PULSE_TIME_PER_ICON) ); } } } else if ( FStrEq( "controlpoint_fake_capture", eventname ) ) { int iPlayer = event->GetInt( "player" ); if ( pPlayer && iPlayer == pPlayer->entindex() ) { m_iCurrentCP = event->GetInt( "int_data" ); m_bFakingCapture = true; m_bFakingCaptureMult = false; m_flFakeCaptureTime = gpGlobals->curtime + FAKE_CAPTURE_TIME + FAKE_CAPTURE_POST_PAUSE; UpdateProgressBarFor( -1 ); } } else if ( FStrEq( "controlpoint_fake_capture_mult", eventname ) ) { int iPlayer = event->GetInt( "player" ); if ( pPlayer && iPlayer == pPlayer->entindex() ) { m_iCurrentCP = event->GetInt( "int_data" ); m_bFakingCapture = true; m_bFakingCaptureMult = true; m_flFakeCaptureTime = gpGlobals->curtime + FAKE_CAPTURE_TIME + FAKE_CAPTURE_POST_PAUSE; UpdateProgressBarFor( -1 ); } } else if ( FStrEq( "intro_nextcamera", eventname ) ) { int iPlayer = event->GetInt( "player" ); if ( pPlayer && iPlayer == pPlayer->entindex() ) { m_iCurrentCP = -1; m_bFakingCapture = false; m_bFakingCaptureMult = false; UpdateProgressBarFor( -1 ); } } else if ( FStrEq( "intro_finish", eventname ) ) { int iPlayer = event->GetInt( "player" ); if ( pPlayer && iPlayer == pPlayer->entindex() ) { m_iCurrentCP = -1; m_flPulseTime = 0; m_bFakingCapture = false; m_bFakingCaptureMult = false;
InitIcons(); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudControlPointIcons::ApplySchemeSettings( IScheme *pScheme ) { BaseClass::ApplySchemeSettings( pScheme );
m_hTextFont = pScheme->GetFont( "ChatFont" );
m_clrBackground = pScheme->GetColor( "HudPanelBackground", GetFgColor() ); m_clrBorder = pScheme->GetColor( "HudPanelBorder", GetBgColor() ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudControlPointIcons::PerformLayout( void ) { ACTIVE_SPLITSCREEN_PLAYER_GUARD_VGUI( GetSplitScreenPlayerSlot() );
BaseClass::PerformLayout();
int iCapPointLines[MAX_CONTROL_POINTS][MAX_CONTROL_POINTS]; memset( iCapPointLines, 0, sizeof(int) * MAX_CONTROL_POINTS * MAX_CONTROL_POINTS ); bool bUseDefaultLines = true; if ( ObjectiveResource() ) { // Allow the objective resource to override it
const char *pszLayout = ObjectiveResource()->GetCapLayoutInHUD(); if ( pszLayout && pszLayout[0] ) { bUseDefaultLines = false;
// Cap layout is a string with indexes of cap points seperated by ',' to denote
// a new line. So "3,1 2" would create a pyramid, with cap point 3 on the
// first line, and caps 1 & 2 on the second line.
int iLine = 0; int iCapIndex = 0; char szBuffer[MAX_CAPLAYOUT_LENGTH]; Q_strncpy( szBuffer, pszLayout, MAX_CAPLAYOUT_LENGTH ); char *pszChar = szBuffer; char *pszLastNumber = pszChar; while ( *pszChar ) { pszChar++;
if ( *pszChar == ' ' || *pszChar == ',' ) { // Get the number
char cOrg = *pszChar; *pszChar = '\0';
int iCPIndex = atoi( pszLastNumber ); int iIconIndex = -1; for (int i = 0; i < m_Icons.Count(); i++) { if ( m_Icons[i]->GetCapIndex() == iCPIndex ) { iIconIndex = i; break; } }
if ( iIconIndex != -1 ) { iCapPointLines[iLine][iCapIndex] = iIconIndex+1; *pszChar = cOrg; if ( *pszChar == ',' ) { iLine++; iCapIndex = 0; } else { iCapIndex++; } }
// Walk past the ,/space
pszChar++; pszLastNumber = pszChar; } }
// Now get the trailing number
int iCPIndex = atoi( pszLastNumber ); for (int i = 0; i < m_Icons.Count(); i++) { if ( m_Icons[i]->GetCapIndex() == iCPIndex ) { iCapPointLines[iLine][iCapIndex] = i+1; break; } } } } if ( bUseDefaultLines ) { // By default, put all the caps on a single line
int iCPIndex = 0; for (int iIcon = 0; iIcon < m_Icons.Count(); iIcon++) { iCapPointLines[0][iCPIndex] = iIcon+1; iCPIndex++; } }
int iTall = m_iIconGapHeight; int iTallest = m_iIconGapHeight; int iWidest = m_iIconGapWidth; int iTotalIconsPerLine[MAX_CONTROL_POINTS]; int iLineWidth[MAX_CONTROL_POINTS]; memset( iTotalIconsPerLine, 0, sizeof(int) * MAX_CONTROL_POINTS ); memset( iLineWidth, 0, sizeof(int) * MAX_CONTROL_POINTS ); int iTotalLines = 0;
// Search through the lines and figure out our overall width & height
for ( int iLine = 0; iLine < MAX_CONTROL_POINTS; iLine++ ) { // If we've hit a line with nothing in it, we're done
if ( !iCapPointLines[iLine][0] ) break;
iTotalLines++;
iLineWidth[iLine] = m_iIconGapWidth; int iLineTall = 0; for ( int iPosition = 0; iPosition < MAX_CONTROL_POINTS; iPosition++ ) { int iIconIndex = iCapPointLines[iLine][iPosition]; if ( !iIconIndex ) break;
iIconIndex--;
// Add the icon dimensions to our counts.
if ( iIconIndex >= 0 && iIconIndex < m_Icons.Count() ) { m_Icons[iIconIndex]->PerformLayout(); iTotalIconsPerLine[iLine]++;
iLineWidth[iLine] += m_Icons[iIconIndex]->GetWide() + m_iIconGapWidth; int iHeight = m_Icons[iIconIndex]->GetTall(); if ( iHeight > iLineTall ) { iLineTall = iHeight; } } }
if ( iLineWidth[iLine] > iWidest ) { iWidest = iLineWidth[iLine]; } if ( iLineTall > iTallest ) { iTallest = iLineTall; } iTall += iLineTall + m_iIconGapHeight; }
// Setup the main panel
SetBounds( (ScreenWidth() - iWidest) * 0.5, ScreenHeight() - iTall - m_nHeightOffset, iWidest, iTall );
// Now that we know how wide we are, and how many icons are in each line,
// we can lay the icons out, centered in the lines.
for ( int iLine = 0; iLine < MAX_CONTROL_POINTS; iLine++ ) { if ( !iTotalIconsPerLine[iLine] ) break;
int iLineXPos = ((iWidest - iLineWidth[iLine]) * 0.5) + m_iIconGapWidth; int iLineYPos = (iLine * m_iIconGapHeight) + ( iLine * iTallest ) + m_iIconGapHeight; for ( int iPosition = 0; iPosition < MAX_CONTROL_POINTS; iPosition++ ) { int iIconIndex = iCapPointLines[iLine][iPosition]; if ( !iIconIndex ) break;
iIconIndex--;
if ( iIconIndex >= 0 && iIconIndex < m_Icons.Count() ) { m_Icons[iIconIndex]->SetPos( iLineXPos, iLineYPos ); iLineXPos += m_Icons[iIconIndex]->GetWide() + m_iIconGapWidth;
// If we have multiple lines, swipe up when capping
m_Icons[iIconIndex]->SetSwipeUp( iTotalLines > 1 );
// Set the progress extrusion dir:
// N if we're on the top line. Otherwise:
// NW if we're left of the center.
// NE if we're at or right of the center.
int iDir = CP_DIR_N; if ( iLine > 0 ) { if ( ((float)(iPosition+1) / (float)iTotalIconsPerLine[iLine]) > 0.5 ) { iDir = CP_DIR_NE; } else { iDir = CP_DIR_NW; } }
m_Icons[iIconIndex]->SetCapProgressDir( iDir ); } } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudControlPointIcons::UpdateProgressBarFor( int iIndex ) { // If they tell us to update all progress bars, update only the one we're standing on
if ( iIndex == -1 ) { iIndex = m_iCurrentCP; }
// Ignore requests to display progress bars for points we're not standing on
if ( ( m_iCurrentCP != iIndex ) ) return;
// This can happen at level load
CTFHudObjectiveStatus *pStatus = GET_HUDELEMENT( CTFHudObjectiveStatus ); if ( pStatus && pStatus->GetControlPointProgressBar() ) { CControlPointProgressBar *pProgressBar = pStatus->GetControlPointProgressBar(); if ( !IsVisible() || iIndex < 0 || iIndex >= ObjectiveResource()->GetNumControlPoints() ) { pProgressBar->SetupForPoint( NULL ); } else { for (int i = 0; i < m_Icons.Count(); i++) { if ( m_Icons[i]->GetCapIndex() == iIndex ) { pProgressBar->SetupForPoint( m_Icons[i] ); break; } } } } }
//-----------------------------------------------------------------------------
// Purpose: Create the icons we need to display the state of this map's control points
//-----------------------------------------------------------------------------
void CHudControlPointIcons::InitIcons( void ) { ShutdownIcons();
CTFHudObjectiveStatus *pStatus = GET_HUDELEMENT( CTFHudObjectiveStatus ); if ( pStatus ) { CControlPointProgressBar *pProgressBar = pStatus->GetControlPointProgressBar();
if ( pProgressBar ) { m_iCurrentCP = -1; pProgressBar->SetupForPoint( NULL ); } }
// Create an icon for each visible control point in this miniround
int iPoints = ObjectiveResource()->GetNumControlPoints(); for ( int i = 0; i < iPoints; i++ ) { if ( ObjectiveResource()->IsInMiniRound(i) && ObjectiveResource()->IsCPVisible(i) ) { CControlPointIcon *pIcon = new CControlPointIcon( this, VarArgs( "ControlPointIcon%d", i ), i ); m_Icons.AddToTail( SETUP_PANEL(pIcon) ); } }
InvalidateLayout(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudControlPointIcons::ShutdownIcons( void ) { for (int i = 0; i < m_Icons.Count(); i++) { m_Icons[i]->MarkForDeletion(); } m_Icons.RemoveAll(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudControlPointIcons::DrawBackgroundBox( int xpos, int ypos, int nBoxWidth, int nBoxHeight, bool bCutCorner ) { int nCornerCutSize = bCutCorner ? m_nCornerCutSize : 0; Vertex_t verts[5];
verts[0].Init( Vector2D( xpos, ypos ) ); verts[1].Init( Vector2D( xpos + nBoxWidth, ypos ) ); verts[2].Init( Vector2D( xpos + nBoxWidth + 1, ypos + nBoxHeight - nCornerCutSize + 1 ) ); verts[3].Init( Vector2D( xpos + nBoxWidth - nCornerCutSize + 1, ypos + nBoxHeight + 1 ) ); verts[4].Init( Vector2D( xpos, ypos + nBoxHeight ) );
surface()->DrawSetTexture( m_iBackgroundTexture ); surface()->DrawSetColor( Color( m_clrBackground ) ); surface()->DrawTexturedPolygon( 5, verts );
Vertex_t borderverts[5];
borderverts[0].Init( Vector2D( xpos, ypos ) ); borderverts[1].Init( Vector2D( xpos + nBoxWidth, ypos ) ); borderverts[2].Init( Vector2D( xpos + nBoxWidth, ypos + nBoxHeight - nCornerCutSize ) ); borderverts[3].Init( Vector2D( xpos + nBoxWidth - nCornerCutSize, ypos + nBoxHeight ) ); borderverts[4].Init( Vector2D( xpos, ypos + nBoxHeight ) );
surface()->DrawSetColor( Color( m_clrBorder ) ); surface()->DrawTexturedPolyLine( borderverts, 5 ); }
//-----------------------------------------------------------------------------
// Purpose: Draw the team's base icon at either end of the icon panel
//-----------------------------------------------------------------------------
bool CHudControlPointIcons::PaintTeamBaseIcon( int index, float flXPos, float flYPos, float flIconSize ) { float uv1 = 0.0f; float uv2 = 1.0f;
// Find out which team owns the far left
for ( int i = 0; i < MAX_TEAMS; i++ ) { if ( ObjectiveResource()->GetBaseControlPointForTeam(i) == index ) { int iTeamBaseIcon = ObjectiveResource()->GetBaseIconForTeam(i); if ( iTeamBaseIcon ) { TeamBaseTexture_t &tbt = m_iTeamBaseTextures[ i ];
if ( tbt.m_nMaterialIndex != iTeamBaseIcon ) { tbt.m_nMaterialIndex = iTeamBaseIcon; // Draw the Team's Base texture
const char *szMatName = GetMaterialNameFromIndex( iTeamBaseIcon ); surface()->DrawSetTextureFile( tbt.m_nTextureId, szMatName, true, false ); }
surface()->DrawSetTexture( tbt.m_nTextureId );
Vector2D uv11( uv1, uv1 ); Vector2D uv21( uv2, uv1 ); Vector2D uv22( uv2, uv2 ); Vector2D uv12( uv1, uv2 );
Vertex_t vert[4]; vert[0].Init( Vector2D( flXPos, flYPos ), uv11 ); vert[1].Init( Vector2D( flXPos + flIconSize, flYPos ), uv21 ); vert[2].Init( Vector2D( flXPos + flIconSize, flYPos + flIconSize ), uv22 ); vert[3].Init( Vector2D( flXPos, flYPos + flIconSize ), uv12 );
surface()->DrawSetColor( Color(255,255,255,255) ); surface()->DrawTexturedPolygon( 4, vert );
return true; } } }
return false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudControlPointIcons::Paint() { if ( IsInFreezeCam() == true ) return;
if( !ObjectiveResource() ) return;
int num = ObjectiveResource()->GetNumControlPoints(); if ( num <= 0 ) return; // nothing to draw yet
//DrawBackgroundBox( 0, 0, GetWide(), GetTall(), false );
BaseClass::Paint(); }
//========================================================================================================================
// CONTROL POINT PROGRESS BAR
//========================================================================================================================
CControlPointProgressBar::CControlPointProgressBar(Panel *parent) : EditablePanel( parent, "ControlPointProgressBar" ) { m_pAttachedToIcon = NULL; m_pBar = NULL; m_pBarText = NULL; m_pTeardrop = NULL; m_pTeardropSide = NULL; m_pBlocked = NULL; m_iOrgHeight = 0; m_iMidGroupIndex = -1; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CControlPointProgressBar::ApplySchemeSettings( IScheme *pScheme ) { BaseClass::ApplySchemeSettings( pScheme );
LoadControlSettings( "resource/UI/ControlPointProgressBar.res" );
m_pBar = dynamic_cast<CircularProgressBar *>( FindChildByName("ProgressBar") ); m_pBarText = dynamic_cast<Label *>( FindChildByName("ProgressText") ); m_pTeardrop = dynamic_cast<CIconPanel *>( FindChildByName("Teardrop") ); m_pTeardropSide = dynamic_cast<CIconPanel *>( FindChildByName("TeardropSide") ); m_pBlocked = dynamic_cast<CIconPanel *>( FindChildByName("Blocked") ); m_iOrgHeight = GetTall();
m_iMidGroupIndex = GetHud().LookupRenderGroupIndexByName( "mid" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CControlPointProgressBar::PerformLayout( void ) { BaseClass::PerformLayout();
if ( m_pAttachedToIcon && m_pTeardrop && m_pTeardropSide ) { int iIconX = 0, iIconY = 0; m_pAttachedToIcon->LocalToScreen( iIconX, iIconY ); int iDir = m_pAttachedToIcon->GetCapProgressDir(); int iXPos = 0; int iYPos = 0;
int iEdgeSpace = (GetWide() - m_pTeardrop->GetWide()) * 0.5;
// Line up our middle with the middle of the icon
switch ( iDir ) { default: case CP_DIR_N: SetSize( GetWide(), m_iOrgHeight ); m_pTeardrop->SetVisible( true ); m_pTeardropSide->SetVisible( false ); iXPos = iIconX - ((GetWide() - m_pAttachedToIcon->GetWide()) * 0.5); iYPos = iIconY - GetTall(); break;
case CP_DIR_NE: SetSize( GetWide(), YRES(53) ); m_pTeardropSide->SetIcon( "cappoint_progressbar_teardrop_right" ); m_pTeardrop->SetVisible( false ); m_pTeardropSide->SetVisible( true ); iXPos = iIconX + m_pAttachedToIcon->GetWide() - iEdgeSpace; iYPos = iIconY - GetTall(); break;
case CP_DIR_NW: SetSize( GetWide(), YRES(53) ); m_pTeardropSide->SetIcon( "cappoint_progressbar_teardrop_left" ); m_pTeardrop->SetVisible( false ); m_pTeardropSide->SetVisible( true ); iXPos = iIconX - GetWide() + iEdgeSpace; iYPos = iIconY - GetTall(); break; } SetPos( iXPos, iYPos ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CControlPointProgressBar::Reset( void ) { m_pAttachedToIcon = NULL; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CControlPointProgressBar::IsVisible( void ) { if ( IsInFreezeCam() == true ) return false;
if ( m_iMidGroupIndex != -1 && GetHud().IsRenderGroupLockedFor( NULL, m_iMidGroupIndex ) ) return false;
return BaseClass::IsVisible(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CControlPointProgressBar::Paint( void ) { if ( m_pAttachedToIcon ) { int iCP = m_pAttachedToIcon->GetCapIndex(); if ( m_pBar && m_pBar->IsVisible() ) { m_pBar->SetProgress( ObjectiveResource()->GetCPCapPercentage( iCP ) ); } }
BaseClass::Paint(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CControlPointProgressBar::SetupForPoint( CControlPointIcon *pIcon ) { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return;
m_pAttachedToIcon = pIcon;
bool bInWinState = TeamplayRoundBasedRules() ? TeamplayRoundBasedRules()->RoundHasBeenWon() : false;
if ( m_pAttachedToIcon && !bInWinState ) { SetVisible( true );
int iCP = m_pAttachedToIcon->GetCapIndex(); int iCappingTeam = ObjectiveResource()->GetCappingTeam( iCP ); int iOwnerTeam = ObjectiveResource()->GetOwningTeam( iCP ); int iPlayerTeam = pPlayer->GetTeamNumber(); bool bCapBlocked = ObjectiveResource()->CapIsBlocked( iCP );
if ( !bCapBlocked && iCappingTeam != TEAM_UNASSIGNED && iCappingTeam != iOwnerTeam && iCappingTeam == iPlayerTeam ) { m_pBar->SetBgImage( ObjectiveResource()->GetGameSpecificCPBarBG( iCP, iCappingTeam ) ); m_pBar->SetFgImage( ObjectiveResource()->GetGameSpecificCPBarFG( iCP, iOwnerTeam ) ); m_pBar->SetVisible( true ); m_pBlocked->SetVisible( false ); m_pBarText->SetVisible( false ); } else { m_pBar->SetVisible( false ); m_pBlocked->SetVisible( true ); UpdateBarText(); }
InvalidateLayout(); } else { SetVisible( false ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CControlPointProgressBar::UpdateBarText( void ) { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer || !m_pBarText || !m_pAttachedToIcon ) return;
m_pBarText->SetVisible( true );
int iCP = m_pAttachedToIcon->GetCapIndex(); int iCappingTeam = ObjectiveResource()->GetCappingTeam( iCP ); int iPlayerTeam = pPlayer->GetTeamNumber(); int iOwnerTeam = ObjectiveResource()->GetOwningTeam( iCP );
m_pBarText->SetPos( XRES(25), YRES(20) );
if ( !TeamplayGameRules()->PointsMayBeCaptured() ) { m_pBarText->SetText( "#Team_Capture_NotNow" ); return; }
if ( mp_blockstyle.GetInt() == 1 && iCappingTeam != TEAM_UNASSIGNED && iCappingTeam != iPlayerTeam ) { if ( ObjectiveResource()->IsCPBlocked(iCP) ) { m_pBarText->SetText( "#Team_Blocking_Capture" ); return; } else if ( iOwnerTeam == TEAM_UNASSIGNED ) { m_pBarText->SetText( "#Team_Reverting_Capture" ); return; } }
if ( ObjectiveResource()->GetOwningTeam(iCP) == iPlayerTeam ) { // If the opponents can never recapture this point back, we use a different string
if ( iPlayerTeam != TEAM_UNASSIGNED ) { int iEnemyTeam = ( iPlayerTeam == TF_TEAM_RED ) ? TF_TEAM_BLUE : TF_TEAM_RED; if ( !ObjectiveResource()->TeamCanCapPoint( iCP, iEnemyTeam ) ) { m_pBarText->SetText( "#Team_Capture_Owned" ); return; } }
m_pBarText->SetText( "#Team_Capture_OwnPoint" ); m_pBarText->SetPos( XRES(30), YRES(20) ); return; }
if ( !TeamplayGameRules()->TeamMayCapturePoint( iPlayerTeam, iCP ) ) { if ( TeamplayRoundBasedRules() && TeamplayRoundBasedRules()->IsInArenaMode() == true ) { m_pBarText->SetText( "#Team_Capture_NotNow" ); } else { m_pBarText->SetText( "#Team_Capture_Linear" ); }
return; }
char szReason[256]; if ( !TeamplayGameRules()->PlayerMayCapturePoint( pPlayer, iCP, szReason, sizeof(szReason) ) ) { m_pBarText->SetText( szReason ); return; }
bool bHaveRequiredPlayers = true;
// In Capstyle 1, more players simply cap faster, no required amounts.
if ( mp_capstyle.GetInt() != 1 ) { int nNumTeammates = ObjectiveResource()->GetNumPlayersInArea( iCP, iPlayerTeam ); int nRequiredTeammates = ObjectiveResource()->GetRequiredCappers( iCP, iPlayerTeam ); bHaveRequiredPlayers = (nNumTeammates >= nRequiredTeammates); }
if ( iCappingTeam == iPlayerTeam && bHaveRequiredPlayers ) { m_pBarText->SetText( "#Team_Capture_Blocked" ); return; }
if ( !ObjectiveResource()->TeamCanCapPoint( iCP, iPlayerTeam ) ) { m_pBarText->SetText( "#Team_Cannot_Capture" ); return; }
m_pBarText->SetText( "#Team_Waiting_for_teammate" ); }
//========================================================================================================================
// CONTROL POINT CAPTURE ARROW SWIPE
//========================================================================================================================
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CControlPointIconCapArrow::CControlPointIconCapArrow( CControlPointIcon *pIcon, Panel *parent, const char *name) : Panel( parent, name ) { m_pArrowMaterial = NULL; m_pAttachedToIcon = pIcon; Assert( m_pAttachedToIcon ); }
bool CControlPointIconCapArrow::IsVisible( void ) { if ( IsInFreezeCam() == true ) return false;
return BaseClass::IsVisible(); } //-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CControlPointIconCapArrow::Paint( void ) { int nSlot = ipanel()->GetMessageContextId( GetVPanel() );
if ( !m_pArrowMaterial || !m_pAttachedToIcon ) return;
int x = 0; int y = 0; { // We have to do this if we ever render using a meshbuilder, since we're rendering this view into a viewport which is
// not full screen in height for splitscreen players
VGUI_ABSPOS_SPLITSCREEN_GUARD_INVERT( nSlot ); LocalToScreen( x, y ); } int iWidth = GetWide(); int iHeight = GetTall();
// Position the arrow based on the cap percentage
float flXa = 0; float flXb = 1.0; float flYa = 0; float flYb = 1.0;
int iCappingTeam = ObjectiveResource()->GetCappingTeam( m_pAttachedToIcon->GetCapIndex() ); float flCapPercentage = ObjectiveResource()->GetCPCapPercentage( m_pAttachedToIcon->GetCapIndex() );
// The image needs to be remapped to the width of the underlying box,
// because we want the arrow head to move off the box at the exact time the cap ends.
float flArrowHeadPixelWidth = 15.0; float flArrowBodyPixelWidth = 54.0; float flBoxSize = 33.0;
// HACK: The arrow has an arrowhead portion that looks like this: >
// We want to start with the arrow entering the image, but we want to keep
// going until the arrow is fully off the edge. So we include extra width for it.
float flImageSize = (flArrowHeadPixelWidth+flArrowBodyPixelWidth); float flMovementInTextureSpace = ( (flBoxSize+flArrowHeadPixelWidth) / flImageSize ); float flArrowSizeInTextureSpace = ( flArrowHeadPixelWidth / flImageSize );
// To help players spot the start & end of a cap, we indent a little on either side.
float flIndent = 0.07;
if ( m_pAttachedToIcon->ShouldSwipeUp() ) { flYa = RemapVal( flCapPercentage, 0.0, 1.0, -flMovementInTextureSpace - flIndent, flArrowSizeInTextureSpace - flIndent ); flYb = RemapVal( flCapPercentage, 0.0, 1.0, flIndent, flMovementInTextureSpace - flIndent ); } else { flIndent = 0.1;
float flStart = 1.0 - flIndent; float flEnd = 1.0 + flIndent;
bool bSwipeLeftToRight = ( iCappingTeam % 2 ) ? false : true; if ( bSwipeLeftToRight ) { flXa = RemapVal( flCapPercentage, 0.0, 1.0, flStart + flMovementInTextureSpace, flEnd - flArrowSizeInTextureSpace ); flXb = RemapVal( flCapPercentage, 0.0, 1.0, flStart, 0.0 ); } else { flXa = RemapVal( flCapPercentage, 0.0, 1.0, flStart, 0.0 ); flXb = RemapVal( flCapPercentage, 0.0, 1.0, flStart + flMovementInTextureSpace, flEnd - flArrowSizeInTextureSpace ); } }
CMatRenderContextPtr pRenderContext( materials ); pRenderContext->Bind( m_pArrowMaterial ); IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
float zpos = surface()->GetZPos();
CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
meshBuilder.Position3f( x, y, zpos ); meshBuilder.TexCoord2f( 0, flXa, flYa ); meshBuilder.TexCoord2f( 1, 0.0f, 0.0f ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( x + iWidth, y, zpos ); meshBuilder.TexCoord2f( 0, flXb, flYa ); meshBuilder.TexCoord2f( 1, 1.0f, 0.0f ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( x + iWidth, y + iHeight, zpos ); meshBuilder.TexCoord2f( 0, flXb, flYb ); meshBuilder.TexCoord2f( 1, 1.0f, 1.0f ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.AdvanceVertex();
meshBuilder.Position3f( x, y + iHeight, zpos ); meshBuilder.TexCoord2f( 0, flXa, flYb ); meshBuilder.TexCoord2f( 1, 0.0f, 1.0f ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.AdvanceVertex();
meshBuilder.End(); pMesh->Draw(); }
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