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:
//
//=============================================================================
#ifndef DOD_HUD_FREEZEPANEL_H
#define DOD_HUD_FREEZEPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/EditablePanel.h>
#include <game/client/iviewport.h>
#include <vgui/IScheme.h>
#include "hud.h"
#include "hudelement.h"
#include "vgui_controls/ImagePanel.h"
#include "vgui_avatarimage.h"
#include "dod_hud_playerstatus_health.h"
using namespace vgui;
bool IsTakingAFreezecamScreenshot( void );
/*
//-----------------------------------------------------------------------------
// Purpose: Custom health panel used in the freeze panel to show killer's health
//-----------------------------------------------------------------------------
class CDODFreezePanelHealth : public CTFHudPlayerHealth
{
public:
CTFFreezePanelHealth( Panel *parent, const char *name ) : CTFHudPlayerHealth( parent, name )
{
}
virtual const char *GetResFilename( void ) { return "resource/UI/FreezePanelKillerHealth.res"; }
virtual void OnThink()
{
// Do nothing. We're just preventing the base health panel from updating.
}
};
*/
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CDODFreezePanelCallout : public EditablePanel
{
DECLARE_CLASS_SIMPLE( CDODFreezePanelCallout, EditablePanel );
public:
CDODFreezePanelCallout( Panel *parent, const char *name );
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CDODFreezePanel : public EditablePanel, public CHudElement
{
private:
DECLARE_CLASS_SIMPLE( CDODFreezePanel, EditablePanel );
public:
CDODFreezePanel( const char *pElementName );
virtual void Reset();
virtual void Init();
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
virtual void FireGameEvent( IGameEvent * event );
void ShowSnapshotPanel( bool bShow );
void UpdateCallout( void );
void ShowCalloutsIn( float flTime );
void ShowSnapshotPanelIn( float flTime );
void Show();
void Hide();
virtual bool ShouldDraw( void );
void OnThink( void );
int HudElementKeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding );
bool IsHoldingAfterScreenShot( void ) { return m_bHoldingAfterScreenshot; }
protected:
CDODFreezePanelCallout *TestAndAddCallout( Vector &origin, Vector &vMins, Vector &vMaxs, CUtlVector<Vector> *vecCalloutsTL,
CUtlVector<Vector> *vecCalloutsBR, Vector &vecFreezeTL, Vector &vecFreezeBR, Vector &vecStatTL, Vector &vecStatBR, int *iX, int *iY );
private:
void ShowNemesisPanel( bool bShow );
int m_iYBase;
int m_iKillerIndex;
//CTFHudPlayerHealth *m_pKillerHealth;
int m_iShowNemesisPanel;
CUtlVector<CDODFreezePanelCallout*> m_pCalloutPanels;
float m_flShowCalloutsAt;
float m_flShowSnapshotReminderAt;
EditablePanel *m_pNemesisSubPanel;
vgui::Label *m_pFreezeLabel;
vgui::Panel *m_pFreezePanelBG;
CAvatarImagePanel *m_pAvatar;
vgui::EditablePanel *m_pScreenshotPanel;
vgui::EditablePanel *m_pBasePanel;
int m_iBasePanelOriginalX;
int m_iBasePanelOriginalY;
bool m_bHoldingAfterScreenshot;
CDoDHudHealth *m_pHealthStatus;
enum
{
SHOW_NO_NEMESIS = 0,
SHOW_NEW_NEMESIS,
SHOW_REVENGE
};
};
#endif // DOD_HUD_FREEZEPANEL_H