Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "hudelement.h"
#include <vgui_controls/Panel.h>
#include <vgui/ISurface.h>
#include "c_dod_player.h"
#include "iclientmode.h"
class CHudAreaCapIcon : public CHudElement, public vgui::Panel
{
public:
DECLARE_CLASS_SIMPLE( CHudAreaCapIcon, vgui::Panel );
CHudAreaCapIcon( const char *name );
virtual void Paint();
virtual void Init();
virtual bool ShouldDraw();
private:
int m_iAreaTexture;
int m_iPrevMaterialIndex;
Color m_clrIcon;
};
// DECLARE_HUDELEMENT( CHudAreaCapIcon );
CHudAreaCapIcon::CHudAreaCapIcon( const char *pName ) :
vgui::Panel( NULL, "HudAreaCapIcon" ), CHudElement( pName )
{
SetParent( g_pClientMode->GetViewport() );
m_clrIcon = Color(255,255,255,255);
m_iPrevMaterialIndex = 0;
SetHiddenBits( HIDEHUD_PLAYERDEAD );
}
void CHudAreaCapIcon::Init()
{
m_iAreaTexture = vgui::surface()->CreateNewTextureID();
}
bool CHudAreaCapIcon::ShouldDraw()
{
return false;
}
void CHudAreaCapIcon::Paint()
{
/*
C_DODPlayer *pPlayer = C_DODPlayer::GetLocalDODPlayer();
if( !pPlayer )
return;
int x,y,w,h;
GetBounds( x,y,w,h );
// The player knows what material to show as our area icon
int iMaterialIndex = pPlayer->m_Shared.GetAreaIconMaterial();
if( iMaterialIndex <= 0 )
return;
// if the icon is changed from last draw, force the texture to reload
bool bForceReload = ( m_iPrevMaterialIndex != iMaterialIndex );
// get the material name from the material string table
const char *szMatName = GetMaterialNameFromIndex( iMaterialIndex );
// draw the icon
vgui::surface()->DrawSetTextureFile( m_iAreaTexture, szMatName , true, bForceReload);
vgui::surface()->DrawSetColor( m_clrIcon );
vgui::surface()->DrawTexturedRect( 0, 0, w, h );
// store the previous material index to compare next frame
m_iPrevMaterialIndex = iMaterialIndex;*/
}