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:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#if !defined( PLAYEROVERLAYNAME_H )
#define PLAYEROVERLAYNAME_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Label.h>
class KeyValues;
class CHudPlayerOverlay;
class CHudPlayerOverlayName : public vgui::Label
{
public:
typedef vgui::Label BaseClass;
CHudPlayerOverlayName( CHudPlayerOverlay *baseOverlay, const char *name );
virtual ~CHudPlayerOverlayName( void );
bool Init( KeyValues* pInitData );
void SetName( const char *name );
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
virtual void Paint();
virtual void SetReflectMouse( bool reflect );
// If reflect mouse is true, then pass these up to parent
virtual void OnCursorMoved(int x,int y);
virtual void OnMousePressed(vgui::MouseCode code);
virtual void OnMouseDoublePressed(vgui::MouseCode code);
virtual void OnMouseReleased(vgui::MouseCode code);
virtual void OnMouseWheeled(int delta);
virtual void OnCursorEntered();
virtual void OnCursorExited();
private:
char m_szName[ 64 ];
Color m_fgColor;
Color m_bgColor;
CHudPlayerOverlay *m_pBaseOverlay;
bool m_bReflectMouse;
};
#endif // PLAYEROVERLAYNAME_H