#ifndef _INCLUDED_EXPERIENCE_REPORT_H #define _INCLUDED_EXPERIENCE_REPORT_H #ifdef _WIN32 #pragma once #endif #include #include class ExperienceBar; class ExperienceStatLine; class SkillAnimPanel; class MedalStatLine; class CNB_Island; // == MANAGED_CLASS_DECLARATIONS_START: Do not edit by hand == class vgui::Label; class WeaponUnlockPanel; // == MANAGED_CLASS_DECLARATIONS_END == #define ASW_EXPERIENCE_REPORT_MAX_PLAYERS 4 #define ASW_EXPERIENCE_REPORT_STAT_LINES 7 // shows experience earned breakdown, weapons unlocked, etc. class CExperienceReport : public vgui::EditablePanel { DECLARE_CLASS_SIMPLE( CExperienceReport, vgui::EditablePanel ); public: CExperienceReport(vgui::Panel *parent, const char *name); virtual ~CExperienceReport(); virtual void ApplySchemeSettings(vgui::IScheme *pScheme); virtual void PerformLayout(); virtual void OnThink(); void Init(); void UpdateMedals(); CNB_Island *m_pXPBreakdownBackground; ExperienceBar *m_pExperienceBar[ ASW_EXPERIENCE_REPORT_MAX_PLAYERS ]; ExperienceStatLine *m_pStatLine[ ASW_EXPERIENCE_REPORT_STAT_LINES ]; SkillAnimPanel *m_pSkillAnim; CUtlVector m_pMedalLines; vgui::Label *m_pXPDifficultyScaleTitle; vgui::Label *m_pXPDifficultyScaleNumber; vgui::Label *m_pEarnedXPTitle; vgui::Label *m_pEarnedXPNumber; vgui::Label *m_pCheatsUsedLabel; vgui::Label *m_pUnofficialMapLabel; // == MANAGED_MEMBER_POINTERS_START: Do not edit by hand == WeaponUnlockPanel *m_pWeaponUnlockPanel; vgui::Label *m_pMedalsTitle; // == MANAGED_MEMBER_POINTERS_END == int m_iPlayerLevel; const char* m_pszWeaponUnlockClass; float m_flOldBarMin; bool m_bOldCapped; bool m_bDoneAnimating; bool m_bPendingUnlockSequence; float m_flUnlockSequenceStart; int m_nPendingSuggestDifficulty; float m_flSuggestDifficultyStart; char m_szMedalString[255]; }; #endif // _INCLUDED_EXPERIENCE_REPORT_H