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//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef CLIENTSCOREBOARDDIALOG_H
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#define CLIENTSCOREBOARDDIALOG_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <vgui_controls/EditablePanel.h>
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#include <vgui_controls/Label.h>
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#include <game/client/iviewport.h>
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#include "GameEventListener.h"
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#define TYPE_NOTEAM 0 // NOTEAM must be zero :)
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#define TYPE_TEAM 1 // a section for a single team
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#define TYPE_PLAYERS 2
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#define TYPE_SPECTATORS 3 // a section for a spectator group
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#define TYPE_BLANK 4
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//-----------------------------------------------------------------------------
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// Purpose: Game ScoreBoard
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//-----------------------------------------------------------------------------
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class CClientScoreBoardDialog : public vgui::EditablePanel, public IViewPortPanel, public CGameEventListener
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{
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private:
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DECLARE_CLASS_SIMPLE( CClientScoreBoardDialog, vgui::EditablePanel );
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protected:
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// column widths at 640
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enum { NAME_WIDTH = 160, SCORE_WIDTH = 60, DEATH_WIDTH = 60, PING_WIDTH = 80, VOICE_WIDTH = 0, FRIENDS_WIDTH = 0 };
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// total = 340
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public:
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CClientScoreBoardDialog( IViewPort *pViewPort );
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~CClientScoreBoardDialog();
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virtual const char *GetName( void ) { return PANEL_SCOREBOARD; }
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virtual void SetData(KeyValues *data) {};
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virtual void Reset();
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virtual void Update();
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virtual bool NeedsUpdate( void );
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virtual bool HasInputElements( void ) { return true; }
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virtual void ShowPanel( bool bShow );
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virtual bool ShowAvatars() { return IsPC(); }
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// both vgui::Frame and IViewPortPanel define these, so explicitly define them here as passthroughs to vgui
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vgui::VPANEL GetVPanel( void ) { return BaseClass::GetVPanel(); }
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virtual bool IsVisible() { return BaseClass::IsVisible(); }
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virtual void SetParent( vgui::VPANEL parent ) { BaseClass::SetParent( parent ); }
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virtual bool WantsBackgroundBlurred( void ) { return false; }
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// IGameEventListener interface:
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virtual void FireGameEvent( IGameEvent *event);
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virtual void UpdatePlayerAvatar( int playerIndex, KeyValues *kv );
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protected:
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MESSAGE_FUNC_INT( OnPollHideCode, "PollHideCode", code );
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// functions to override
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virtual bool GetPlayerScoreInfo(int playerIndex, KeyValues *outPlayerInfo);
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virtual void InitScoreboardSections();
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virtual void UpdateTeamInfo();
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virtual void UpdatePlayerInfo();
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virtual void OnThink();
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virtual void AddHeader(); // add the start header of the scoreboard
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virtual void AddSection(int teamType, int teamNumber); // add a new section header for a team
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virtual int GetAdditionalHeight() { return 0; }
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// sorts players within a section
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static bool StaticPlayerSortFunc(vgui::SectionedListPanel *list, int itemID1, int itemID2);
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virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
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virtual void ApplySettings(KeyValues *inResourceData);
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virtual void PostApplySchemeSettings( vgui::IScheme *pScheme );
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// finds the player in the scoreboard
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int FindItemIDForPlayerIndex(int playerIndex);
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int m_iNumTeams;
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vgui::SectionedListPanel *m_pPlayerList;
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int m_iSectionId; // the current section we are entering into
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int s_VoiceImage[5];
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int TrackerImage;
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int m_HLTVSpectators;
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int m_ReplaySpectators;
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float m_fNextUpdateTime;
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void MoveLabelToFront(const char *textEntryName);
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void PositionScoreboard();
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vgui::ImageList *m_pImageList;
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int m_iImageAvatars[MAX_PLAYERS+1];
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CUtlMap<int,int> m_mapAvatarsToImageList;
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CPanelAnimationVar( int, m_iAvatarWidth, "avatar_width", "34" ); // Avatar width doesn't scale with resolution
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CPanelAnimationVarAliasType( int, m_iNameWidth, "name_width", "136", "proportional_int" );
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CPanelAnimationVarAliasType( int, m_iClassWidth, "class_width", "35", "proportional_int" );
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CPanelAnimationVarAliasType( int, m_iScoreWidth, "score_width", "35", "proportional_int" );
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CPanelAnimationVarAliasType( int, m_iDeathWidth, "death_width", "35", "proportional_int" );
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CPanelAnimationVarAliasType( int, m_iPingWidth, "ping_width", "23", "proportional_int" );
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private:
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int m_iPlayerIndexSymbol;
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int m_iDesiredHeight;
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IViewPort *m_pViewPort;
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ButtonCode_t m_nCloseKey;
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vgui::Label::Alignment m_alignment;
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// methods
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void FillScoreBoard();
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};
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#endif // CLIENTSCOREBOARDDIALOG_H
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