Counter Strike : Global Offensive Source Code
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//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// $Header: $
// $NoKeywords: $
//
//=============================================================================
#ifndef TEXTDISPLAY_H
#define TEXTDISPLAY_H
#ifdef _WIN32
#pragma once
#endif
#include "tier1/utlvector.h"
// THIS CLASS IS A CHEAT AND SHOULD NOT REALLY BE
// USED OUTSIDE OF GAME_CONTROLS LIB, BUT IT IS
class CGameText;
class IGameUISystem;
class CGameUISystem;
//-----------------------------------------------------------------------------
// A class to display generic text on screen using the GameUI.
// Static text hangs out on the right hand side, while messages hang out on the left side.
// Not meant for real UI's, useful for spewing debugging info though!
//-----------------------------------------------------------------------------
class CTextDisplay
{
public:
CTextDisplay();
void Init( IGameUISystem *pMenu );
// These hang around until you call ClearStaticText
// Use this fxn if you want this class to just use in the next row below (like a list )
void AddStaticText( const char* pFmt, ... );
// Use this fxn if you want to supply a pixel position
void AddStaticText( int xPos, int yPos, const char* pFmt, ... );
// These get wiped every frame by calling Finish Frame, meant to be erased every frame loop.
// Good for when you are updating the info every frame.
// Use this fxn if you want this class to just use in the next row below (like a list )
void PrintMsg( const char* pFmt, ... );
// Use this fxn if you want to supply a pixel position
void PrintMsg( int xPos, int yPos, const char* pFmt, ... );
void ClearStaticText();
void FinishFrame();
void Shutdown();
private:
CUtlVector< CGameText * > m_pStaticText;
CUtlVector< CGameText * > m_pStatsText;
bool m_bIsInitialized;
int m_nXStaticOffset;
int m_nYStaticOffset;
int m_nXOffset;
int m_nYOffset;
CGameUISystem *m_pMenu;
};
#endif // TEXTDISPLAY_H