Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef HUD_RADAR_H
#define HUD_RADAR_H
#ifdef _WIN32
#pragma once
#endif
#include "hudelement.h"
#include <vgui_controls/Panel.h>
#include <vgui_controls/Label.h>
class C_CSPlayer;
void Radar_FlashPlayer( int iPlayer );
class CPlayerRadarFlash
{
public:
CPlayerRadarFlash()
{
m_flNextRadarFlashTime = 0.0f;
m_iNumRadarFlashes = 0;
m_bRadarFlash = false;
}
float m_flNextRadarFlashTime; // when to next toggle the flash on the radar
int m_iNumRadarFlashes; // how many flashes more to do
bool m_bRadarFlash; // flash or do not, there is no try
};
class CHudRadar : public CHudElement, public vgui::Panel
{
public:
DECLARE_CLASS_SIMPLE( CHudRadar, vgui::Panel );
CHudRadar( const char *name );
~CHudRadar();
virtual void Paint();
virtual void Init();
virtual void LevelInit();
virtual bool ShouldDraw();
virtual void SetVisible(bool state);
virtual void Reset();
void DrawRadar(void) { m_bHideRadar = false; }
void HideRadar(void) { m_bHideRadar = true; }
void MsgFunc_UpdateRadar(bf_read &msg );
private:
void WorldToRadar( const Vector location, const Vector origin, const QAngle angles, float &x, float &y, float &z_delta );
void DrawPlayerOnRadar( int iPlayer, C_CSPlayer *pLocalPlayer );
void DrawEntityOnRadar( CBaseEntity *pEnt, C_CSPlayer *pLocalPlayer, int flags, int r, int g, int b, int a );
void FillRect( int x, int y, int w, int h );
void DrawRadarDot( int x, int y, float z_diff, int iBaseDotSize, int flags, int r, int g, int b, int a );
CHudTexture *m_pBackground;
CHudTexture *m_pBackgroundTrans;
float m_flNextBombFlashTime;
bool m_bBombFlash;
float m_flNextHostageFlashTime;
bool m_bHostageFlash;
bool m_bHideRadar;
};
class CHudLocation : public CHudElement, public vgui::Label
{
public:
DECLARE_CLASS_SIMPLE( CHudLocation, vgui::Panel );
CHudLocation( const char *name );
virtual void Init();
virtual void LevelInit();
virtual bool ShouldDraw();
virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
virtual void OnTick( void );
private:
Color m_fgColor;
};
#endif // HUD_RADAR_H