Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TFSTATPANEL_H
#define TFSTATPANEL_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 "../game/shared/tf/tf_shareddefs.h"
#include "../game/shared/tf/tf_gamestats_shared.h"
#include "tf_hud_playerstatus.h"
#include "tf_hud_arena_class_layout.h"
using namespace vgui;
enum PlayerStatsVersions_t { PLAYERSTATS_FILE_VERSION };
enum RecordBreakType_t { RECORDBREAK_NONE, RECORDBREAK_CLOSE, RECORDBREAK_TIE, RECORDBREAK_BEST,
RECORDBREAK_MAX };
class CTFStatPanel : public EditablePanel, public CHudElement { private: DECLARE_CLASS_SIMPLE( CTFStatPanel, EditablePanel );
public: CTFStatPanel( const char *pElementName ); virtual ~CTFStatPanel();
virtual void Reset(); virtual void Init(); virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); virtual void ApplySettings( KeyValues *inResourceData ); virtual void FireGameEvent( IGameEvent * event ); virtual void OnTick(); virtual void LevelShutdown(); void Show(); void Hide(); virtual bool ShouldDraw( void );
void ShowStatPanel( int iClass, int iTeam, int iCurStatValue, TFStatType_t statType, RecordBreakType_t recordBreakType, bool bAlive ); void TestStatPanel( TFStatType_t statType, RecordBreakType_t recordType );
void WriteStats( void ); bool ReadStats( void ); int CalcCRC( int iSteamID ); void ClearStatsInMemory( void ); void ResetStats( void ); static ClassStats_t &GetClassStats( int iClass ); static MapStats_t &GetMapStats( map_identifier_t iMapID ); static bool IsValidMapID( map_identifier_t iMapID ); static const char* GetMapNameFromID( map_identifier_t iMapID ); static float GetTotalHoursPlayed( void ); // Return the total time this player has played the game, in hours
void UpdateStatSummaryPanel(); bool IsLocalFileTrusted() { return m_bLocalFileTrusted; } void SetStatsChanged( bool bChanged ) { m_bStatsChanged = bChanged; }
void MsgFunc_PlayerStatsUpdate( bf_read &msg ); void MsgFunc_MapStatsUpdate( bf_read &msg );
virtual int GetRenderGroupPriority() { return 40; } // less than winpanel, build menu
private: void GetStatValueAsString( int iValue, TFStatType_t statType, char *value, int valuelen ); void UpdateStats( int iClass, const RoundStats_t &stats, bool bAlive ); void UpdateMapStats( map_identifier_t iMapID, const RoundMapStats_t &stats ); void ResetDisplayedStat();
int m_iCurStatValue; // the value of the currently displayed stat
int m_iCurStatClass; // the player class for current stat
int m_iCurStatTeam; // the team of current stat
TFStatType_t m_statType; // type of current stat
RecordBreakType_t m_recordBreakType; // was record broken, tied, or just close
bool m_bDisplayAfterSpawn; // should we display after player respawns
float m_flTimeLastSpawn; float m_flTimeHide; // time at which to hide the panel
CUtlVector<ClassStats_t> m_aClassStats; CUtlVector<MapStats_t> m_aMapStats; bool m_bStatsChanged; bool m_bLocalFileTrusted; // do we believe our local stats data file has not been tampered with
CTFClassImage *m_pClassImage;
bool m_bShouldBeVisible; };
CTFStatPanel *GetStatPanel();
#endif //TFSTATPANEL_H
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