Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_HUD_OBJECTIVESTATUS_H
#define TF_HUD_OBJECTIVESTATUS_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_controls.h"
#include "tf_imagepanel.h"
#include "tf_hud_flagstatus.h"
#include "tf_hud_escort.h"
#include "tf_hud_training.h"
#include "hud_controlpointicons.h"
#include "GameEventListener.h"
#define MAX_BOSS_STUN_SKILL_SHOTS 3
//-----------------------------------------------------------------------------
// Purpose: Parent panel for the various objective displays
//-----------------------------------------------------------------------------
class CTFHudPasstime; class CTFHudObjectiveStatus : public CHudElement, public vgui::EditablePanel { DECLARE_CLASS_SIMPLE( CTFHudObjectiveStatus, vgui::EditablePanel );
public: CTFHudObjectiveStatus( const char *pElementName ); virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); virtual void Reset(); virtual void Think(); virtual bool ShouldDraw() OVERRIDE;
virtual int GetRenderGroupPriority( void ) { return 60; } // higher than build menus
CControlPointProgressBar *GetControlPointProgressBar( void );
//=============================================================================
// HPE_BEGIN
// [msmith] Functions for training stuff.
//=============================================================================
void SetTrainingText( char *msg); void SetTrainingObjective (char *obj); //=============================================================================
// HPE_END
//=============================================================================
private:
void SetVisiblePanels( void );
private:
float m_flNextThink;
CTFHudFlagObjectives *m_pFlagPanel; CHudControlPointIcons *m_pControlPointIconsPanel; CControlPointProgressBar *m_pControlPointProgressBar; CTFHudEscort *m_pEscortPanel; CTFHudMultipleEscort *m_pMultipleEscortPanel; class CTFHUDRobotDestruction *m_pRobotDestructionPanel; CTFHudPasstime *m_pHudPasstime; //=============================================================================
// HPE_BEGIN:
// [msmith] HUD for training stuff.
//=============================================================================
CTFHudTraining *m_pTrainingPanel; //=============================================================================
// HPE_END
//=============================================================================
};
#endif // TF_HUD_OBJECTIVESTATUS_H
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