//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: This is a panel which is rendered image on top of an entity // // $Revision: $ // $NoKeywords: $ //=============================================================================// #ifndef VGUI_IMAGEHEALTHPANEL_H #define VGUI_IMAGEHEALTHPANEL_H #include "vgui_EntityPanel.h" #include "vgui_EntityImagePanel.h" #include "vgui_HealthBar.h" #include "vgui_bitmappanel.h" //----------------------------------------------------------------------------- // forward declarations //----------------------------------------------------------------------------- class C_BaseEntity; class KeyValues; class BitmapImage; //----------------------------------------------------------------------------- // This is a base class for a panel which always is rendered on top of an entity //----------------------------------------------------------------------------- class CEntityImageHealthPanel : public CEntityPanel { public: DECLARE_CLASS( CEntityImageHealthPanel, CEntityPanel ); // constructor CEntityImageHealthPanel( vgui::Panel *parent, const char *panelName ); ~CEntityImageHealthPanel(); // initialization bool Init( KeyValues* pInitData, C_BaseEntity* pEntity ); // called when we're ticked... virtual void OnTick(); virtual bool ShouldDraw( void ); virtual void ComputeAndSetSize( void ); private: CHealthBarPanel *m_CommanderHealthBar; CHealthBarPanel *m_NormalHealthBar; CHealthBarPanel *m_ResourceLevelBar; CEntityTeamImagePanel *m_pImagePanel; }; #endif // VGUI_IMAGEHEALTHPANEL_H