Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "hudelement.h"
#include <vgui_controls/Panel.h>
#include <vgui/ISurface.h>
#include "c_dod_player.h"
#include "iclientmode.h"
class CHudAreaCapIcon : public CHudElement, public vgui::Panel { public: DECLARE_CLASS_SIMPLE( CHudAreaCapIcon, vgui::Panel );
CHudAreaCapIcon( const char *name ); virtual void Paint(); virtual void Init(); virtual bool ShouldDraw();
private: int m_iAreaTexture; int m_iPrevMaterialIndex; Color m_clrIcon; };
// DECLARE_HUDELEMENT( CHudAreaCapIcon );
CHudAreaCapIcon::CHudAreaCapIcon( const char *pName ) : vgui::Panel( NULL, "HudAreaCapIcon" ), CHudElement( pName ) { SetParent( g_pClientMode->GetViewport() );
m_clrIcon = Color(255,255,255,255);
m_iPrevMaterialIndex = 0; SetHiddenBits( HIDEHUD_PLAYERDEAD ); }
void CHudAreaCapIcon::Init() { m_iAreaTexture = vgui::surface()->CreateNewTextureID(); }
bool CHudAreaCapIcon::ShouldDraw() { return false; }
void CHudAreaCapIcon::Paint() { /*
C_DODPlayer *pPlayer = C_DODPlayer::GetLocalDODPlayer(); if( !pPlayer ) return; int x,y,w,h; GetBounds( x,y,w,h ); // The player knows what material to show as our area icon
int iMaterialIndex = pPlayer->m_Shared.GetAreaIconMaterial(); if( iMaterialIndex <= 0 ) return; // if the icon is changed from last draw, force the texture to reload
bool bForceReload = ( m_iPrevMaterialIndex != iMaterialIndex ); // get the material name from the material string table
const char *szMatName = GetMaterialNameFromIndex( iMaterialIndex ); // draw the icon
vgui::surface()->DrawSetTextureFile( m_iAreaTexture, szMatName , true, bForceReload); vgui::surface()->DrawSetColor( m_clrIcon ); vgui::surface()->DrawTexturedRect( 0, 0, w, h ); // store the previous material index to compare next frame
m_iPrevMaterialIndex = iMaterialIndex;*/ }
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