mirror of
https://github.com/nillerusr/source-engine.git
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280 lines
7.8 KiB
C++
280 lines
7.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef CSSPECTATORGUI_H
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#define CSSPECTATORGUI_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "spectatorgui.h"
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#include "mapoverview.h"
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#include "cs_shareddefs.h"
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extern ConVar mp_playerid; // in cs_gamerules.h
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extern ConVar mp_forcecamera; // in gamevars_shared.h
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extern ConVar mp_fadetoblack;
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//-----------------------------------------------------------------------------
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// Purpose: Cstrike Spectator UI
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//-----------------------------------------------------------------------------
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class CCSSpectatorGUI : public CSpectatorGUI
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{
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private:
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DECLARE_CLASS_SIMPLE( CCSSpectatorGUI, CSpectatorGUI );
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public:
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CCSSpectatorGUI( IViewPort *pViewPort );
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virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
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virtual void UpdateSpectatorPlayerList( void );
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virtual void Update( void );
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virtual bool NeedsUpdate( void );
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//=============================================================================
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// HPE_BEGIN:
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// [smessick]
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//=============================================================================
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virtual void ShowPanel( bool bShow );
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//=============================================================================
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// HPE_END
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//=============================================================================
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protected:
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void UpdateTimer();
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void UpdateAccount();
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int m_nLastAccount;
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int m_nLastTime;
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int m_nLastSpecMode;
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CBaseEntity *m_nLastSpecTarget;
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void StoreWidths( void );
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void ResizeControls( void );
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bool ControlsPresent( void ) const;
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vgui::Label *m_pCTLabel;
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vgui::Label *m_pCTScore;
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vgui::Label *m_pTerLabel;
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vgui::Label *m_pTerScore;
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vgui::Label *m_pTimer;
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vgui::Label *m_pTimerLabel;
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vgui::Panel *m_pDivider;
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vgui::Label *m_pExtraInfo;
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bool m_modifiedWidths;
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int m_scoreWidth;
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int m_extraInfoWidth;
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};
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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#define DESIRED_RADAR_RESOLUTION 450
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class CCSMapOverview : public CMapOverview
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{
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DECLARE_CLASS_SIMPLE( CCSMapOverview, CMapOverview );
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public:
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enum
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{
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MAP_ICON_T = 0,
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MAP_ICON_CT,
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MAP_ICON_HOSTAGE,
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MAP_ICON_COUNT
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};
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CCSMapOverview( const char *pElementName );
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virtual ~CCSMapOverview();
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virtual bool ShouldDraw( void );
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vgui::Panel *GetAsPanel(){ return this; }
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virtual bool AllowConCommandsWhileAlive(){return false;}
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virtual void SetPlayerPreferredMode( int mode );
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virtual void SetPlayerPreferredViewSize( float viewSize );
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virtual void ApplySchemeSettings( vgui::IScheme *scheme );
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protected: // private structures & types
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// list of game events the hLTV takes care of
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typedef struct {
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int xpos;
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int ypos;
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} FootStep_t;
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// Extra stuff in a this-level parallel array
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typedef struct CSMapPlayer_s {
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int overrideIcon; // if not -1, the icon to use instead
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int overrideIconOffscreen; // to use with overrideIcon
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float overrideFadeTime; // Time to start fading the override icon
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float overrideExpirationTime; // Time to not use the override icon any more
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Vector overridePosition; // Where the overridden icon will draw
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QAngle overrideAngle; // And at what angle
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bool isDead; // Death latch, since client can be behind the times on health messages.
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float timeLastSeen; // curtime that we last saw this guy.
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float timeFirstSeen; // curtime that we started seeing this guy
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bool isHostage; // Not a full player, a hostage. Special icon, different death event
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float flashUntilTime;
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float nextFlashPeakTime;
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int currentFlashAlpha;
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} CSMapPlayer_t;
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typedef struct CSMapBomb_s
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{
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Vector position;
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enum BombState
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{
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BOMB_PLANTED, //planted and ticking down
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BOMB_DROPPED, //dropped and lying loose
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BOMB_CARRIED, //in the arms of a player
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BOMB_GONE, //defused or exploded, but was planted
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BOMB_INVALID //no bomb
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};
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BombState state;
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float timeLastSeen;
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float timeFirstSeen;
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float timeFade;
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float timeGone;
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float currentRingRadius;
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float currentRingAlpha;
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float maxRingRadius;
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float ringTravelTime;
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} CSMapBomb_t;
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typedef struct CSMapGoal_s
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{
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Vector position;
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int iconToUse;
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} CSMapGoal_t;
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public: // IViewPortPanel interface:
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virtual void Update();
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virtual void Init( void );
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// both vgui::Frame and IViewPortPanel define these, so explicitly define them here as passthroughs to vgui
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vgui::VPANEL GetVPanel( void ) { return BaseClass::GetVPanel(); }
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virtual bool IsVisible() { return BaseClass::IsVisible(); }
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virtual void SetParent(vgui::VPANEL parent) { BaseClass::SetParent(parent); }
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// IGameEventListener
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virtual void FireGameEvent( IGameEvent *event);
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// VGUI overrides
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// Player settings:
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void SetPlayerSeen( int index );
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void SetBombSeen( bool seen );
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// general settings:
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virtual void SetMap(const char * map);
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virtual void SetMode( int mode );
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// Object settings
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virtual void FlashEntity( int entityID );
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// rules that define if you can see a player on the overview or not
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virtual bool CanPlayerBeSeen(MapPlayer_t *player);
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virtual int GetIconNumberFromTeamNumber( int teamNumber );
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protected:
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virtual void DrawCamera();
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virtual void DrawMapTexture();
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virtual void DrawMapPlayers();
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void DrawHostages();
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void DrawBomb();
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void DrawGoalIcons();
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virtual void ResetRound();
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virtual void InitTeamColorsAndIcons();
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virtual void UpdateSizeAndPosition();
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void UpdateGoalIcons();
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void ClearGoalIcons();
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virtual bool IsRadarLocked();
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Vector2D PanelToMap( const Vector2D &panelPos );
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bool AdjustPointToPanel(Vector2D *pos);
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MapPlayer_t* GetPlayerByEntityID( int entityID );
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MapPlayer_t* GetHostageByEntityID( int entityID );
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virtual void UpdatePlayers();
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void UpdateHostages();///< Update hostages in the MapPlayer list
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void UpdateBomb();
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void UpdateFlashes();
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bool CreateRadarImage(const char *mapName, const char *radarFileName);
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virtual bool RunHudAnimations(){ return false; }
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private:
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bool DrawIconCS( int textureID,
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int offscreenTextureID,
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Vector pos,
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float scale,
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float angle,
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int alpha,
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bool allowRotation = true,
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const char *text = NULL,
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Color *textColor = NULL,
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float status = -1,
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Color *statusColor = NULL
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);
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int GetMasterAlpha( void );// The main alpha that the map part should be, determined by using the mode to look at the right convar
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int GetBorderSize( void );// How far in from the edge of the panel we draw, based on mode. Let's the background fancy corners show.
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CSMapPlayer_t* GetCSInfoForPlayerIndex( int index );
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CSMapPlayer_t* GetCSInfoForPlayer(MapPlayer_t *player);
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CSMapPlayer_t* GetCSInfoForHostage(MapPlayer_t *hostage);
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bool CanHostageBeSeen(MapPlayer_t *hostage);
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CSMapPlayer_t m_PlayersCSInfo[MAX_PLAYERS];
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CSMapBomb_t m_bomb;
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MapPlayer_t m_Hostages[MAX_HOSTAGES];
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CSMapPlayer_t m_HostagesCSInfo[MAX_HOSTAGES];
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CUtlVector< CSMapGoal_t > m_goalIcons;
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bool m_goalIconsLoaded;
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int m_TeamIconsSelf[MAP_ICON_COUNT];
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int m_TeamIconsDead[MAP_ICON_COUNT];
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int m_TeamIconsOffscreen[MAP_ICON_COUNT];
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int m_TeamIconsDeadOffscreen[MAP_ICON_COUNT];
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int m_bombIconPlanted;
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int m_bombIconDropped;
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int m_bombIconCarried;
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int m_bombRingPlanted;
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int m_bombRingDropped;
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int m_bombRingCarried;
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int m_bombRingCarriedOffscreen;
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int m_radioFlash;
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int m_radioFlashOffscreen;
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int m_radarTint;
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int m_hostageFollowing;
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int m_hostageFollowingOffscreen;
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int m_playerFacing;
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int m_cameraIconFirst;
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int m_cameraIconThird;
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int m_cameraIconFree;
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int m_hostageRescueIcon;
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int m_bombSiteIconA;
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int m_bombSiteIconB;
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int m_nRadarMapTextureID; // texture id for radar version of current overview image
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int m_playerPreferredMode; // The mode the player wants to be in for when we aren't being the radar
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};
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#endif // CSSPECTATORGUI_H
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