Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef DOD_HUD_FREEZEPANEL_H
#define DOD_HUD_FREEZEPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/EditablePanel.h>
#include <game/client/iviewport.h>
#include <vgui/IScheme.h>
#include "hud.h"
#include "hudelement.h"
#include "vgui_controls/ImagePanel.h"
#include "vgui_avatarimage.h"
#include "dod_hud_playerstatus_health.h"
using namespace vgui;
bool IsTakingAFreezecamScreenshot( void );
/*
//-----------------------------------------------------------------------------
// Purpose: Custom health panel used in the freeze panel to show killer's health
//-----------------------------------------------------------------------------
class CDODFreezePanelHealth : public CTFHudPlayerHealth { public: CTFFreezePanelHealth( Panel *parent, const char *name ) : CTFHudPlayerHealth( parent, name ) { }
virtual const char *GetResFilename( void ) { return "resource/UI/FreezePanelKillerHealth.res"; } virtual void OnThink() { // Do nothing. We're just preventing the base health panel from updating.
} }; */
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CDODFreezePanelCallout : public EditablePanel { DECLARE_CLASS_SIMPLE( CDODFreezePanelCallout, EditablePanel ); public: CDODFreezePanelCallout( Panel *parent, const char *name );
virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); };
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CDODFreezePanel : public EditablePanel, public CHudElement { private: DECLARE_CLASS_SIMPLE( CDODFreezePanel, EditablePanel );
public: CDODFreezePanel( const char *pElementName );
virtual void Reset(); virtual void Init(); virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); virtual void FireGameEvent( IGameEvent * event );
void ShowSnapshotPanel( bool bShow ); void UpdateCallout( void ); void ShowCalloutsIn( float flTime ); void ShowSnapshotPanelIn( float flTime ); void Show(); void Hide(); virtual bool ShouldDraw( void ); void OnThink( void );
int HudElementKeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding );
bool IsHoldingAfterScreenShot( void ) { return m_bHoldingAfterScreenshot; }
protected: CDODFreezePanelCallout *TestAndAddCallout( Vector &origin, Vector &vMins, Vector &vMaxs, CUtlVector<Vector> *vecCalloutsTL, CUtlVector<Vector> *vecCalloutsBR, Vector &vecFreezeTL, Vector &vecFreezeBR, Vector &vecStatTL, Vector &vecStatBR, int *iX, int *iY );
private: void ShowNemesisPanel( bool bShow );
int m_iYBase; int m_iKillerIndex; //CTFHudPlayerHealth *m_pKillerHealth;
int m_iShowNemesisPanel; CUtlVector<CDODFreezePanelCallout*> m_pCalloutPanels; float m_flShowCalloutsAt; float m_flShowSnapshotReminderAt; EditablePanel *m_pNemesisSubPanel; vgui::Label *m_pFreezeLabel; vgui::Panel *m_pFreezePanelBG; CAvatarImagePanel *m_pAvatar; vgui::EditablePanel *m_pScreenshotPanel; vgui::EditablePanel *m_pBasePanel;
int m_iBasePanelOriginalX; int m_iBasePanelOriginalY;
bool m_bHoldingAfterScreenshot;
CDoDHudHealth *m_pHealthStatus;
enum { SHOW_NO_NEMESIS = 0, SHOW_NEW_NEMESIS, SHOW_REVENGE }; };
#endif // DOD_HUD_FREEZEPANEL_H
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