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:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_vguiscreen.h"
#include "clientmode_tfbase.h"
#include <vgui/IVGui.h>
#include <vgui_controls/Controls.h>
#include <vgui_controls/Label.h>
#include "c_info_act.h"
//-----------------------------------------------------------------------------
// Base class for all vgui screens on objects:
//-----------------------------------------------------------------------------
class CRespawnWaveVGuiScreen : public CVGuiScreenPanel
{
DECLARE_CLASS( CRespawnWaveVGuiScreen, CVGuiScreenPanel );
public:
CRespawnWaveVGuiScreen( vgui::Panel *parent, const char *panelName );
virtual bool Init( KeyValues* pKeyValues, VGuiScreenInitData_t* pInitData );
virtual void OnTick();
private:
vgui::Label *m_pTime1RemainingLabel;
vgui::Label *m_pTime2RemainingLabel;
};
//-----------------------------------------------------------------------------
// Standard VGUI panel for objects
//-----------------------------------------------------------------------------
DECLARE_VGUI_SCREEN_FACTORY( CRespawnWaveVGuiScreen, "respawn_wave_screen" );
//-----------------------------------------------------------------------------
// Constructor:
//-----------------------------------------------------------------------------
CRespawnWaveVGuiScreen::CRespawnWaveVGuiScreen( vgui::Panel *parent, const char *panelName )
: BaseClass( parent, panelName, g_hVGuiObjectScheme )
{
}
//-----------------------------------------------------------------------------
// Initialization
//-----------------------------------------------------------------------------
bool CRespawnWaveVGuiScreen::Init( KeyValues* pKeyValues, VGuiScreenInitData_t* pInitData )
{
// Load all of the controls in
if (!BaseClass::Init(pKeyValues, pInitData))
return false;
// Make sure we get ticked...
vgui::ivgui()->AddTickSignal( GetVPanel() );
// Grab ahold of certain well-known controls
// NOTE: it is valid for these controls to not exist!
m_pTime1RemainingLabel = dynamic_cast<vgui::Label*>(FindChildByName( "RespawnTime1Remaining" ));
m_pTime2RemainingLabel = dynamic_cast<vgui::Label*>(FindChildByName( "RespawnTime2Remaining" ));
return true;
}
//-----------------------------------------------------------------------------
// Frame-based update
//-----------------------------------------------------------------------------
void CRespawnWaveVGuiScreen::OnTick()
{
BaseClass::OnTick();
if (!GetEntity())
return;
int nTime1Remaining = 0;
int nTime2Remaining = 0;
if (g_hCurrentAct.Get())
{
nTime1Remaining = g_hCurrentAct->RespawnTimeRemaining( GetEntity()->GetTeamNumber(), 1 );
nTime2Remaining = g_hCurrentAct->RespawnTimeRemaining( GetEntity()->GetTeamNumber(), 2 );
}
char buf[32];
if (m_pTime1RemainingLabel)
{
Q_snprintf( buf, sizeof( buf ), "%d", nTime1Remaining );
m_pTime1RemainingLabel->SetText( buf );
}
if (m_pTime2RemainingLabel)
{
Q_snprintf( buf, sizeof( buf ), "%d", nTime2Remaining );
m_pTime2RemainingLabel->SetText( buf );
}
}