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https://github.com/nillerusr/source-engine.git
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154 lines
4.1 KiB
C++
154 lines
4.1 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 CSTRIKECLIENTSCOREBOARDDIALOG_H
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#define CSTRIKECLIENTSCOREBOARDDIALOG_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <clientscoreboarddialog.h>
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#include <vgui_controls/ImagePanel.h>
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#include "cs_shareddefs.h"
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#include <vgui_controls/Frame.h>
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#include "vgui_avatarimage.h"
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const int cMaxScoreLines = 32; // This value must be > 2
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//-----------------------------------------------------------------------------
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// Purpose: Game ScoreBoard
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//-----------------------------------------------------------------------------
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class CCSClientScoreBoardDialog : public CClientScoreBoardDialog
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{
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private:
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DECLARE_CLASS_SIMPLE( CCSClientScoreBoardDialog, CClientScoreBoardDialog );
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public:
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CCSClientScoreBoardDialog( IViewPort *pViewPort );
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~CCSClientScoreBoardDialog();
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virtual void Update();
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// vgui overrides for rounded corner background
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void UpdateMvpElements();
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virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
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virtual void ResetFromGameOverState();
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// [tj] Hook in here to hide other UI
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virtual void ShowPanel( bool state );
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// [tj] So we can do processing every frame
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virtual void OnThink();
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protected:
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struct PlayerScoreInfo
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{
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const char* szName;
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const char* szClanTag;
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int playerIndex;
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int frags;
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int deaths;
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int ping;
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const char* szStatus;
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bool bStatusPlayerColor;
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};
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struct PlayerDisplay
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{
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vgui::Label* pNameLabel;
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vgui::Label* pClanLabel;
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vgui::Label* pScoreLabel;
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vgui::Label* pDeathsLabel;
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vgui::Label* pPingLabel;
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vgui::Label* pMVPCountLabel;
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CAvatarImagePanel* pAvatar;
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vgui::ImagePanel* pStatusImage;
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vgui::ImagePanel* pMVPImage;
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vgui::ImagePanel* pSelect;
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};
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struct TeamDisplayInfo
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{
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Color playerDataColor;
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Color playerClanColor;
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PlayerDisplay playerDisplay[cMaxScoreLines];
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CUtlVector<PlayerScoreInfo*> playerScores; // For sorting team members outside of the listboxes
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int scoreAreaInnerHeight;
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int scoreAreaLineHeight;
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int scoreAreaLinePreferredLeading;
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int scoreAreaStartY;
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int scoreAreaMinX;
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int scoreAreaMaxX;
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int maxPlayersVisible;
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};
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bool GetPlayerScoreInfo( int playerIndex, PlayerScoreInfo& playerScoreInfo );
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void UpdateTeamPlayerDisplay( TeamDisplayInfo& teamDisplay );
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void SetupTeamDisplay( TeamDisplayInfo& teamDisplay, const char* szTeamPrefix );
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void UpdateTeamInfo();
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void UpdatePlayerList();
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bool ForceLocalPlayerVisible( TeamDisplayInfo& teamDisplay );
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void UpdateSpectatorList();
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void UpdateHLTVList( void );
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void UpdateMatchEndText();
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bool ShouldShowAsSpectator( int iPlayerIndex );
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void FireGameEvent( IGameEvent *event );
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void UpdatePlayerColors( void );
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void AdjustFontToFit( const char *pString, vgui::Label *pLabel );
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static int PlayerSortFunction( PlayerScoreInfo* const* pPS1, PlayerScoreInfo* const* pPS2 );
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private:
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vgui::HFont m_listItemFont;
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vgui::HFont m_listItemFontSmaller;
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vgui::HFont m_listItemFontSmallest;
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vgui::HFont m_MVPFont;
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int m_iImageDead;
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int m_iImageMVP; // Not used in the section list explicitly. Drawn over it
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int m_iImageDominated;
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int m_iImageNemesis;
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int m_iImageBomb;
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int m_iImageVIP;
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int m_iImageFriend;
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int m_iImageNemesisDead;
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int m_iImageDominationDead;
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Color m_DeadPlayerDataColor;
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Color m_PlayerDataBgColor;
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Color m_DeadPlayerClanColor;
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vgui::Label* m_pWinConditionLabel;
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vgui::Label* m_pClockLabel;
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vgui::Label* m_pLabelMapName;
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vgui::Label* m_pServerLabel;
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bool m_gameOver;
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wchar_t m_pMapName[256];
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wchar_t m_pServerName[256];
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wchar_t m_pStatsEnabled[256];
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wchar_t m_pStatsDisabled[256];
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int m_LocalPlayerItemID;
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int m_MVPXOffset;
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TeamDisplayInfo m_teamDisplayT;
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TeamDisplayInfo m_teamDisplayCT;
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};
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#endif // CSTRIKECLIENTSCOREBOARDDIALOG_H
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