Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef TF_HUD_ANNOTATIONSPANEL_H
#define TF_HUD_ANNOTATIONSPANEL_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 "tf_imagepanel.h"
#include "tf_hud_playerstatus.h"
#include "vgui_avatarimage.h"
#include "item_model_panel.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CTFAnnotationsPanelCallout : public EditablePanel { DECLARE_CLASS_SIMPLE( CTFAnnotationsPanelCallout, EditablePanel ); public: CTFAnnotationsPanelCallout( Panel *parent, const char *name, int id, Vector &location, const char *text ); ~CTFAnnotationsPanelCallout();
virtual void ApplySettings( KeyValues *pInResourceData ); virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); virtual void PerformLayout( void );
bool UpdateCallout(); inline int GetAnnotationID(){ return m_ID; } inline void Touch(); inline void SetLocation( const Vector &location ) { m_Location = location; } inline void SetFollowEntity( CBaseEntity *pFollowEntity ) { m_FollowEntity = pFollowEntity; } inline void SetVisibilityBitfield( int iVisibilityBitfield ) { m_iVisibilityBitfield = iVisibilityBitfield; } void SetShowDistance( bool bShowDistance ); void SetLifetime( float flLifetime ); void SetText( const char *text ); void FadeAndRemove();
private: int m_ID; Vector m_Location; CHandle< CBaseEntity > m_FollowEntity; Label *m_pAnnotationLabel; Label *m_pDistanceLabel; ImagePanel *m_pArrow; const char *m_Text; float m_DeathTime; float m_flLerpPercentage; int m_iVisibilityBitfield; bool m_bWasOffscreen; bool m_bShowDistance; Panel *m_pBackground; KeyValues *m_pArrowImages; float m_flAlpha[2]; };
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CTFAnnotationsPanel : public EditablePanel, public CHudElement { private: DECLARE_CLASS_SIMPLE( CTFAnnotationsPanel, EditablePanel );
public: CTFAnnotationsPanel( const char *pElementName ); virtual ~CTFAnnotationsPanel();
virtual void Reset(); virtual void Init(); virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); virtual void FireGameEvent( IGameEvent * event );
void UpdateAnnotations( void ); void AddAnnotation( IGameEvent * event ); void HideAnnotation( int id ); void RemoveAll(); virtual bool ShouldDraw( void ); void OnThink( void );
protected: CTFAnnotationsPanelCallout *TestAndAddCallout( int id, Vector &origin, const char *text ); private: bool m_bShouldBeVisible; CUtlVector<CTFAnnotationsPanelCallout*> m_pCalloutPanels; vgui::Panel *m_pFreezePanelBG;
};
#endif // TF_HUD_ANNOTATIONSPANEL_H
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