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422 lines
12 KiB
422 lines
12 KiB
![]()
4 years ago
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//========= Copyright 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 TF_HUD_BUILDING_STATUS_H
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#define TF_HUD_BUILDING_STATUS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "hudelement.h"
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#include "tf_controls.h"
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#include <vgui_controls/EditablePanel.h>
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#include <vgui/IScheme.h>
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#include <vgui_controls/ProgressBar.h>
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#include "utlpriorityqueue.h"
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class C_BaseObject;
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class CIconPanel;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CBuildingHealthBar : public vgui::ProgressBar
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{
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DECLARE_CLASS_SIMPLE( CBuildingHealthBar, vgui::ProgressBar );
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public:
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CBuildingHealthBar(Panel *parent, const char *panelName);
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virtual void Paint();
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virtual void PaintBackground();
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virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
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private:
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Color m_cHealthColor;
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Color m_cLowHealthColor;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CBuildingStatusAlertTray : public vgui::Panel
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{
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DECLARE_CLASS_SIMPLE( CBuildingStatusAlertTray, vgui::Panel );
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public:
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CBuildingStatusAlertTray(Panel *parent, const char *panelName);
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void ApplySettings( KeyValues *inResourceData );
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virtual void Paint( void );
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virtual void PaintBackground( void );
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void LevelInit( void );
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void ShowTray( void );
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void HideTray( void );
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bool IsTrayOut( void ) { return m_bIsTrayOut; }
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void SetAlertType( BuildingHudAlert_t alertLevel );
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float GetPercentDeployed( void ) { return m_flAlertDeployedPercent; }
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BuildingHudAlert_t GetAlertType( void ) { return m_lastAlertType; }
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private:
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bool m_bIsTrayOut;
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bool m_bUseTallImage;
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CHudTexture *m_pAlertPanelHudTexture;
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IMaterial *m_pAlertPanelMaterial;
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BuildingHudAlert_t m_lastAlertType;
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CPanelAnimationVar( float, m_flAlertDeployedPercent, "deployed", "0.0" );
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CBuildingStatusItem : public vgui::EditablePanel
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{
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DECLARE_CLASS_SIMPLE( CBuildingStatusItem, vgui::EditablePanel );
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public:
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// actual panel constructor
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CBuildingStatusItem( Panel *parent, const char *szLayout, int iObjectType, int iObjectMode );
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virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
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virtual void Paint( void );
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virtual void PaintBackground( void );
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virtual void OnTick( void );
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virtual void PerformLayout( void );
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virtual void LevelInit( void );
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bool HasBeenPositioned() const { return bPositioned; }
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void SetPositioned(bool val) { bPositioned = val; }
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int GetRepresentativeObjectType();
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int GetRepresentativeObjectMode();
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C_BaseObject *GetRepresentativeObject();
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virtual int GetObjectPriority();
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virtual const char *GetBackgroundImage( void );
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virtual const char *GetInactiveBackgroundImage( void );
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vgui::EditablePanel *GetBuiltPanel() { return m_pBuiltPanel; }
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vgui::EditablePanel *GetNotBuiltPanel() { return m_pNotBuiltPanel; }
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vgui::EditablePanel *GetBuildingPanel() { return m_pBuildingPanel; }
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vgui::EditablePanel *GetRunningPanel() { return m_pRunningPanel; }
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virtual bool IsRealObject( void ) { return true; }
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void SetObject( C_BaseObject *pObj );
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bool IsActive( void ) { return m_bActive; }
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private:
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bool bPositioned; // false if we have not yet faded in and been positioned
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char m_szLayout[128];
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int m_iObjectType;
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int m_iObjectMode;
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bool m_bActive;
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// Two main subpanels
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vgui::EditablePanel *m_pNotBuiltPanel;
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vgui::EditablePanel *m_pBuiltPanel;
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// Subpanels of the m_pBuiltPanel
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vgui::EditablePanel *m_pBuildingPanel; // subpanel shown while building
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vgui::EditablePanel *m_pRunningPanel; // subpanel shown while built and running
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vgui::ProgressBar *m_pHealthBar; // health bar element
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CHandle<C_BaseObject> m_pObject; // pointer to the object we represent
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// Alert side panel
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CBuildingStatusAlertTray *m_pAlertTray;
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CIconPanel *m_pWrenchIcon;
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CIconPanel *m_pSapperIcon;
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CIconPanel *m_pUpgradeIcons[3];
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int m_iUpgradeLevel;
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// children of buildingPanel
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vgui::ContinuousProgressBar *m_pBuildingProgress;
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// elements that are always on
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// background
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CIconPanel *m_pBackground;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CBuildingStatusItem_SentryGun : public CBuildingStatusItem
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{
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DECLARE_CLASS_SIMPLE( CBuildingStatusItem_SentryGun, CBuildingStatusItem );
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public:
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CBuildingStatusItem_SentryGun( Panel *parent );
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virtual void OnTick( void );
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virtual void PerformLayout( void );
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virtual void ApplySchemeSettings( vgui::IScheme *scheme );
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virtual const char *GetBackgroundImage( void );
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virtual const char *GetInactiveBackgroundImage( void );
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private:
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CIconPanel *m_pSentryIcons[3];
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vgui::ImagePanel *m_pRocketIcon;
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CIconPanel *m_pUpgradeIcon;
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vgui::ContinuousProgressBar *m_pShellsProgress;
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vgui::ContinuousProgressBar *m_pRocketsProgress;
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vgui::ContinuousProgressBar *m_pUpgradeProgress;
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int m_iUpgradeLevel;
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// Ammo
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Color m_cLowAmmoColor;
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Color m_cNormalAmmoColor;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CBuildingStatusItem_SentryGun_Disposable : public CBuildingStatusItem
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{
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DECLARE_CLASS_SIMPLE( CBuildingStatusItem_SentryGun_Disposable, CBuildingStatusItem );
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public:
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CBuildingStatusItem_SentryGun_Disposable( Panel *parent );
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virtual void OnTick( void );
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virtual void PerformLayout( void );
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virtual void ApplySchemeSettings( vgui::IScheme *scheme );
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virtual const char *GetBackgroundImage( void );
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virtual const char *GetInactiveBackgroundImage( void );
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private:
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CIconPanel *m_pSentryIcons[3];
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CIconPanel *m_pUpgradeIcon;
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vgui::ContinuousProgressBar *m_pShellsProgress;
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int m_iUpgradeLevel;
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// Ammo
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Color m_cLowAmmoColor;
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Color m_cNormalAmmoColor;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CBuildingStatusItem_Dispenser : public CBuildingStatusItem
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{
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DECLARE_CLASS_SIMPLE( CBuildingStatusItem_Dispenser, CBuildingStatusItem );
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public:
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CBuildingStatusItem_Dispenser( Panel *parent );
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virtual void PerformLayout( void );
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private:
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CIconPanel *m_pUpgradeIcon;
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vgui::ContinuousProgressBar *m_pAmmoProgress;
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vgui::ContinuousProgressBar *m_pUpgradeProgress;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CBuildingStatusItem_TeleporterEntrance : public CBuildingStatusItem
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{
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DECLARE_CLASS_SIMPLE( CBuildingStatusItem_TeleporterEntrance, CBuildingStatusItem );
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public:
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CBuildingStatusItem_TeleporterEntrance( Panel *parent );
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virtual void OnTick( void );
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virtual void PerformLayout( void );
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private:
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// 2 subpanels
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vgui::EditablePanel *m_pChargingPanel;
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vgui::EditablePanel *m_pFullyChargedPanel;
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// children of m_pChargingPanel
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vgui::ContinuousProgressBar *m_pRechargeTimer;
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// local state
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int m_iTeleporterState;
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int m_iTimesUsed;
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CIconPanel *m_pUpgradeIcon;
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vgui::ContinuousProgressBar *m_pUpgradeProgress;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CBuildingStatusItem_TeleporterExit : public CBuildingStatusItem
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{
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DECLARE_CLASS_SIMPLE( CBuildingStatusItem_TeleporterExit, CBuildingStatusItem );
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public:
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CBuildingStatusItem_TeleporterExit( Panel *parent );
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virtual void PerformLayout( void );
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private:
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CIconPanel *m_pUpgradeIcon;
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vgui::ContinuousProgressBar *m_pUpgradeProgress;
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};
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#ifdef STAGING_ONLY
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//-----------------------------------------------------------------------------
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class CBuildingStatusItem_TeleporterSpeed : public CBuildingStatusItem
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{
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DECLARE_CLASS_SIMPLE( CBuildingStatusItem_TeleporterSpeed, CBuildingStatusItem );
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public:
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CBuildingStatusItem_TeleporterSpeed( Panel *parent, int ETeleporterMode );
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virtual void OnTick( void );
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virtual void PerformLayout( void );
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private:
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// 2 subpanels
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vgui::EditablePanel *m_pChargingPanel;
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vgui::EditablePanel *m_pFullyChargedPanel;
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// children of m_pChargingPanel
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vgui::ContinuousProgressBar *m_pRechargeTimer;
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// local state
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int m_iTeleporterState;
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int m_iTimesUsed;
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CIconPanel *m_pUpgradeIcon;
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vgui::ContinuousProgressBar *m_pUpgradeProgress;
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};
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CBuildingStatusItem_Sapper : public CBuildingStatusItem
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{
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DECLARE_CLASS_SIMPLE( CBuildingStatusItem_Sapper, CBuildingStatusItem );
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public:
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CBuildingStatusItem_Sapper( Panel *parent );
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virtual void PerformLayout( void );
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private:
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// Health of target building
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vgui::ContinuousProgressBar *m_pTargetHealthBar;
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// image of target building
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CIconPanel *m_pTargetIcon;
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int m_iTargetType;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Container panel for object status panels
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//-----------------------------------------------------------------------------
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class CHudBuildingStatusContainer : public CHudElement, public vgui::Panel
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{
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DECLARE_CLASS_SIMPLE( CHudBuildingStatusContainer, vgui::Panel );
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public:
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CHudBuildingStatusContainer( const char *pElementName );
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virtual bool ShouldDraw( void );
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virtual void ApplySchemeSettings( vgui::IScheme *scheme );
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virtual void OnTick( void );
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virtual void LevelInit( void );
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void AddBuildingPanel( int iBuildingType, int iBuildingMode=0 );
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CBuildingStatusItem *CreateItemPanel( int iObjectType, int iObjectMode );
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void UpdateAllBuildings( void );
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void OnBuildingChanged( int iBuildingType, int iBuildingMode, bool bBuildingIsDead );
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void RepositionObjectPanels();
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void FireGameEvent( IGameEvent *event );
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void RecalculateAlertState( void );
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protected:
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// a list of CBuildingStatusItems that we're showing
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CUtlPriorityQueue< CBuildingStatusItem * > m_BuildingPanels;
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private:
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BuildingHudAlert_t m_AlertLevel;
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float m_flNextBeep;
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int m_iNumBeepsToBeep;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Separate panels for spy
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//-----------------------------------------------------------------------------
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class CHudBuildingStatusContainer_Spy : public CHudBuildingStatusContainer
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{
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DECLARE_CLASS_SIMPLE( CHudBuildingStatusContainer_Spy, CHudBuildingStatusContainer );
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public:
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CHudBuildingStatusContainer_Spy( const char *pElementName );
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virtual bool ShouldDraw( void );
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};
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//-----------------------------------------------------------------------------
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// Purpose: Separate panels for engineer
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//-----------------------------------------------------------------------------
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class CHudBuildingStatusContainer_Engineer : public CHudBuildingStatusContainer
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{
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DECLARE_CLASS_SIMPLE( CHudBuildingStatusContainer_Engineer, CHudBuildingStatusContainer );
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public:
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CHudBuildingStatusContainer_Engineer( const char *pElementName );
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virtual bool ShouldDraw( void );
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virtual void OnTick( void );
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};
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#endif //TF_HUD_BUILDING_STATUS_H
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