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