//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef TF_HUD_OBJECTIVESTATUS_H #define TF_HUD_OBJECTIVESTATUS_H #ifdef _WIN32 #pragma once #endif #include "tf_controls.h" #include "tf_imagepanel.h" #include "tf_hud_flagstatus.h" #include "tf_hud_escort.h" #include "tf_hud_training.h" #include "hud_controlpointicons.h" #include "GameEventListener.h" #define MAX_BOSS_STUN_SKILL_SHOTS 3 //----------------------------------------------------------------------------- // Purpose: Parent panel for the various objective displays //----------------------------------------------------------------------------- class CTFHudPasstime; class CTFHudObjectiveStatus : public CHudElement, public vgui::EditablePanel { DECLARE_CLASS_SIMPLE( CTFHudObjectiveStatus, vgui::EditablePanel ); public: CTFHudObjectiveStatus( const char *pElementName ); virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); virtual void Reset(); virtual void Think(); virtual bool ShouldDraw() OVERRIDE; virtual int GetRenderGroupPriority( void ) { return 60; } // higher than build menus CControlPointProgressBar *GetControlPointProgressBar( void ); //============================================================================= // HPE_BEGIN // [msmith] Functions for training stuff. //============================================================================= void SetTrainingText( char *msg); void SetTrainingObjective (char *obj); //============================================================================= // HPE_END //============================================================================= private: void SetVisiblePanels( void ); private: float m_flNextThink; CTFHudFlagObjectives *m_pFlagPanel; CHudControlPointIcons *m_pControlPointIconsPanel; CControlPointProgressBar *m_pControlPointProgressBar; CTFHudEscort *m_pEscortPanel; CTFHudMultipleEscort *m_pMultipleEscortPanel; class CTFHUDRobotDestruction *m_pRobotDestructionPanel; CTFHudPasstime *m_pHudPasstime; //============================================================================= // HPE_BEGIN: // [msmith] HUD for training stuff. //============================================================================= CTFHudTraining *m_pTrainingPanel; //============================================================================= // HPE_END //============================================================================= }; #endif // TF_HUD_OBJECTIVESTATUS_H