Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_OVERVIEW_H
#define TF_OVERVIEW_H
#include <mapoverview.h>
#include "tf_shareddefs.h"
class CTFMapOverview : public CMapOverview { DECLARE_CLASS_SIMPLE( CTFMapOverview, CMapOverview );
CTFMapOverview( const char *pElementName );
int m_CameraIcons[MAX_TEAMS]; int m_CapturePoints[MAX_CONTROL_POINTS];
void ShowLargeMap( void ); void HideLargeMap( void ); void ToggleZoom( void );
void PlayerChat( int index );
void DrawQuad( Vector pos, int scale, float angle, int textureID, int alpha ); void DrawHorizontalSwipe( Vector pos, int scale, int textureID, float flCapPercentage, bool bSwipeLeft ); bool DrawCapturePoint( int iCP, MapObject_t *obj );
void SetDisabled( bool disabled ){ m_bDisabled = disabled; } bool IsDisabled( void ){ return m_bDisabled; }
virtual void Paint(); virtual bool ShouldDraw( void ); virtual void VidInit( void ); virtual void SetMap( const char * map );
protected: virtual void SetMode(int mode); virtual void InitTeamColorsAndIcons(); virtual void FireGameEvent( IGameEvent *event ); virtual void DrawCamera(); virtual void DrawMapPlayers(); virtual void Update(); virtual void UpdateSizeAndPosition(); virtual void UpdateMapOverlayTexture();
virtual void DrawMapOverlayTexture();
// rules that define if you can see a player on the overview or not
virtual bool CanPlayerBeSeen( MapPlayer_t *player );
void DrawVoiceIconForPlayer( int playerIndex );
virtual bool DrawIcon( MapObject_t *obj );
protected: void UpdateCapturePoints();
private: int m_iLastMode;
int m_iVoiceIcon; int m_iChatIcon;
bool m_bDisabled;
float m_flPlayerChatTime[MAX_PLAYERS];
int m_nMapTextureOverlayID; // texture id for current overlay image (shown over the current overview image)
#define TF_MAP_ZOOM_LEVELS 2
};
extern CTFMapOverview *GetTFOverview( void );
#endif // TF_OVERVIEW_H
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