Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Create and display a win panel at the end of a round displaying interesting stats and info about the round.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "stat_card.h"
#include "vgui_controls/AnimationController.h"
#include "iclientmode.h"
#include "c_playerresource.h"
#include <vgui_controls/Label.h>
#include <vgui/ILocalize.h>
#include <vgui/ISurface.h>
#include "fmtstr.h"
#include "../../public/steam/steam_api.h"
#include "c_cs_player.h"
#include "cs_gamestats_shared.h"
#include "cs_client_gamestats.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
StatCard::StatCard(vgui::Panel *parent, const char *name) : BaseClass(parent, "CSStatCard")
{
//m_pAvatarDefault = new ImagePanel(this, "");
//m_pBackgroundArt = new ImagePanel(this, "BackgroundArt");
m_pAvatar = new CAvatarImagePanel(this, "Avatar");
m_pAvatar->SetShouldScaleImage(true);
m_pAvatar->SetShouldDrawFriendIcon(false);
m_pAvatar->SetSize(64,64);
m_pName= new Label(this, "Name", "Name");
m_pKillToDeathRatio = new Label(this, "KillToDeath", "KillToDeath");
m_pStars = new Label(this, "Stars", "Stars");
}
StatCard::~StatCard()
{
}
void StatCard::ApplySchemeSettings( vgui::IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
LoadControlSettings("Resource/UI/CSStatCard.res");
//m_pBackgroundArt->SetShouldScaleImage(true);
//m_pBackgroundArt->SetImage("../VGUI/achievements/achievement-btn-up");
SetBgColor(Color(0,0,0,0));
UpdateInfo();
}
void StatCard::UpdateInfo()
{
const StatsCollection_t& personalLifetimeStats = g_CSClientGameStats.GetLifetimeStats();
int stars = personalLifetimeStats[CSSTAT_MVPS];
float kills = personalLifetimeStats[CSSTAT_KILLS];
float deaths = personalLifetimeStats[CSSTAT_DEATHS];
wchar_t buf[64], numBuf[64];
if (deaths > 0)
{
float killToDeath = kills / deaths;
_snwprintf( numBuf, ARRAYSIZE( numBuf ), L"%.2f", killToDeath);
g_pVGuiLocalize->ConstructString( buf, sizeof(buf),
g_pVGuiLocalize->Find( "#GameUI_Stats_LastMatch_KDRatio" ), 1, numBuf );
m_pKillToDeathRatio->SetText( buf );
}
else
{
m_pKillToDeathRatio->SetText("");
}
_snwprintf( numBuf, ARRAYSIZE( numBuf ), L"%i", stars);
g_pVGuiLocalize->ConstructString( buf, sizeof(buf),
g_pVGuiLocalize->Find( "#GameUI_Stats_LastMatch_MVPS" ), 1, numBuf );
m_pStars->SetText( buf );
if (steamapicontext)
{
ISteamFriends* friends = steamapicontext->SteamFriends();
if (friends)
{
m_pName->SetText(friends->GetPersonaName());
}
}
// Display the player avatar
if (m_pAvatar && steamapicontext && steamapicontext->SteamUser())
{
m_pAvatar->SetPlayer( steamapicontext->SteamUser()->GetSteamID(), k_EAvatarSize64x64 );
m_pAvatar->SetVisible( true );
}
}