Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef HUD_BITMAPNUMERICDISPLAY_H
#define HUD_BITMAPNUMERICDISPLAY_H
#ifdef _WIN32
#pragma once
#endif
#include "hud_numericdisplay.h"
class CHudBitmapNumericDisplay : public vgui::Panel
{
DECLARE_CLASS_SIMPLE( CHudBitmapNumericDisplay, vgui::Panel );
public:
CHudBitmapNumericDisplay(vgui::Panel *parent, const char *name);
void SetDisplayValue(int value);
void SetShouldDisplayValue(bool state);
protected:
// vgui overrides
virtual void PaintBackground( void );
virtual void Paint();
void PaintNumbers(int xpos, int ypos, int value, Color col, int numSigDigits);
virtual void PaintNumbers(int xpos, int ypos, int value, Color col)
{
PaintNumbers(xpos, ypos, value, col, 1);
}
CPanelAnimationVar( float, m_flAlphaOverride, "Alpha", "255" );
CPanelAnimationVar( Color, m_TextColor, "TextColor", "FgColor" );
CPanelAnimationVar( float, m_flBlur, "Blur", "0" );
CPanelAnimationVarAliasType( float, digit_xpos, "digit_xpos", "0", "proportional_float" );
CPanelAnimationVarAliasType( float, digit_ypos, "digit_ypos", "0", "proportional_float" );
CPanelAnimationVarAliasType( float, digit_height, "digit_height", "16", "proportional_float" );
private:
CHudTexture *m_pNumbers[10];
int m_iValue;
bool m_bDisplayValue;
};
#endif //HUD_BITMAPNUMERICDISPLAY_H