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https://github.com/alliedmodders/hl2sdk.git
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97 lines
2.8 KiB
C++
97 lines
2.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Item pickup history displayed onscreen when items are picked up.
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef HISTORY_RESOURCE_H
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#define HISTORY_RESOURCE_H
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#pragma once
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#include "hudelement.h"
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#include "ehandle.h"
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#include <vgui_controls/Panel.h>
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enum
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{
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HISTSLOT_EMPTY,
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HISTSLOT_AMMO,
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HISTSLOT_WEAP,
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HISTSLOT_ITEM,
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HISTSLOT_AMMODENIED,
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};
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namespace vgui
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{
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class IScheme;
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}
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class C_BaseCombatWeapon;
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//-----------------------------------------------------------------------------
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// Purpose: Used to draw the history of ammo / weapon / item pickups by the player
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//-----------------------------------------------------------------------------
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class CHudHistoryResource : public CHudElement, public vgui::Panel
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{
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DECLARE_CLASS_SIMPLE( CHudHistoryResource, vgui::Panel );
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private:
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struct HIST_ITEM
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{
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HIST_ITEM()
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{
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// init this here, because the code that overwrites previous history items will use this
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// to check to see if the item is empty
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DisplayTime = 0.0f;
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}
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int type;
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float DisplayTime; // the time at which this item should be removed from the history
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int iCount;
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int iId;
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CHandle< C_BaseCombatWeapon > m_hWeapon;
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CHudTexture *icon;
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};
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CUtlVector<HIST_ITEM> m_PickupHistory;
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public:
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CHudHistoryResource( const char *pElementName );
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// CHudElement overrides
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virtual void Init( void );
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virtual void Reset( void );
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virtual bool ShouldDraw( void );
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virtual void Paint( void );
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virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
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void AddToHistory( int iType, int iId, int iCount = 0 );
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void AddToHistory( int iType, const char *szName, int iCount = 0 );
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void AddToHistory( C_BaseCombatWeapon *weapon );
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void MsgFunc_ItemPickup( bf_read &msg );
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void MsgFunc_AmmoDenied( bf_read &msg );
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void CheckClearHistory( void );
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void SetHistoryGap( int iNewHistoryGap );
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void AddIconToHistory( int iType, int iId, C_BaseCombatWeapon *weapon, int iCount, CHudTexture *icon );
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private:
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// these vars are for hl1-port compatibility
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int m_iHistoryGap;
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int m_iCurrentHistorySlot;
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bool m_bDoNotDraw;
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wchar_t m_wcsAmmoFullMsg[16];
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bool m_bNeedsDraw;
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CPanelAnimationVarAliasType( float, m_flHistoryGap, "history_gap", "42", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_flIconInset, "icon_inset", "28", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_flTextInset, "text_inset", "26", "proportional_float" );
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CPanelAnimationVar( vgui::HFont, m_hNumberFont, "NumberFont", "HudNumbersSmall" );
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CPanelAnimationVar( vgui::HFont, m_hTextFont, "TextFont", "Default" );
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};
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#endif // HISTORY_RESOURCE_H
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