NS/main/source/cl_dll/vgui_ScorePanel.h
Ari Timonen 4f13237895 Update line endings
Change CRLF to LF in repo.
2018-04-22 18:55:55 +03:00

181 lines
4.1 KiB
C++

#ifndef SCOREPANEL_H
#define SCOREPANEL_H
#include<VGUI_Panel.h>
#include<VGUI_TablePanel.h>
#include<VGUI_HeaderPanel.h>
#include<VGUI_TextGrid.h>
#include<VGUI_Label.h>
#include<VGUI_TextImage.h>
#include "vgui_listbox.h"
#include <ctype.h>
#define MAX_SCORES 10
#define MAX_SCOREBOARD_TEAMS 5
// Scoreboard cells
#define COLUMN_TRACKER 0
#define COLUMN_RANK_ICON 1
#define COLUMN_NAME 2
#define COLUMN_CLASS 3
#define COLUMN_EXTRA 4
#define COLUMN_WELD 5
#define COLUMN_MINE 6
#define COLUMN_SCORE 7
#define COLUMN_KILLS 8
#define COLUMN_DEATHS 9
#define COLUMN_LATENCY 10
#define COLUMN_VOICE 11
#define COLUMN_BLANK 12
#define NUM_COLUMNS 13
#define NUM_ROWS (MAX_PLAYERS + (MAX_SCOREBOARD_TEAMS * 2))
using namespace vgui;
#include "CLabelHeader.h"
class ScoreTablePanel;
#include "vgui_grid.h"
#include "vgui_defaultinputsignal.h"
//-----------------------------------------------------------------------------
// Purpose: Scoreboard back panel
//-----------------------------------------------------------------------------
class ScorePanel : public Panel, public vgui::CDefaultInputSignal
{
private:
// Default panel implementation doesn't forward mouse messages when there is no cursor and we need them.
class HitTestPanel : public Panel
{
public:
virtual void internalMousePressed(MouseCode code);
};
private:
Label m_TitleLabel;
// Here is how these controls are arranged hierarchically.
// m_HeaderGrid
// m_HeaderLabels
// m_PlayerGridScroll
// m_PlayerGrid
// m_PlayerEntries
CGrid m_HeaderGrid;
CLabelHeader m_HeaderLabels[NUM_COLUMNS]; // Labels above the
CLabelHeader *m_pCurrentHighlightLabel;
int m_iHighlightRow;
vgui::CListBox m_PlayerList;
CGrid m_PlayerGrids[NUM_ROWS]; // The grid with player and team info.
CLabelHeader m_PlayerEntries[NUM_COLUMNS][NUM_ROWS]; // Labels for the grid entries.
ScorePanel::HitTestPanel m_HitTestPanel;
CommandButton *m_pCloseButton;
CLabelHeader* GetPlayerEntry(int x, int y) {return &m_PlayerEntries[x][y];}
vgui::BitmapTGA *m_pTrackerIcon;
vgui::BitmapTGA *m_pDevIcon;
vgui::BitmapTGA *m_pPTIcon;
vgui::BitmapTGA *m_pGuideIcon;
vgui::BitmapTGA *m_pServerOpIcon;
vgui::BitmapTGA *m_pContribIcon;
vgui::BitmapTGA *m_pCheatingDeathIcon;
vgui::BitmapTGA *m_pVeteranIcon;
vgui::BitmapTGA *m_pHMG;
vgui::BitmapTGA *m_pMine;
vgui::BitmapTGA *m_pWeld;
vgui::BitmapTGA *m_pGL;
vgui::BitmapTGA *m_pSG;
vector< pair <vgui::BitmapTGA *, string> > m_CustomIconList;
unsigned int m_iIconFrame;
unsigned int m_iLastFrameIncrementTime;
public:
int m_iNumTeams;
int m_iPlayerNum;
int m_iShowscoresHeld;
int m_iRows;
int m_iSortedRows[NUM_ROWS];
int m_iIsATeam[NUM_ROWS];
bool m_bHasBeenSorted[MAX_PLAYERS];
int m_iLastKilledBy;
int m_fLastKillTime;
public:
ScorePanel(int x,int y,int wide,int tall);
void Update( void );
int GetIconFrame(void);
void SortTeams( void );
void SortActivePlayers(char* inTeam, bool inSortByEntityIndex = false);
void SortPlayers( int iTeam, char *team, bool inSortByEntityIndex = false);
void RebuildTeams( void );
bool SetSquelchMode(bool inMode);
void FillGrid();
void DeathMsg( int killer, int victim );
void Initialize( void );
void Open( void );
void MouseOverCell(int row, int col);
// InputSignal overrides.
public:
virtual void mousePressed(MouseCode code, Panel* panel);
virtual void cursorMoved(int x, int y, Panel *panel);
vgui::BitmapTGA *GetIconPointer(string inIconName)
{
vgui::BitmapTGA *pIcon = NULL;
for (int i = 0; i < m_CustomIconList.size(); i++)
{
if(inIconName == m_CustomIconList[i].second)
{
if(m_CustomIconList[i].first)
{
pIcon = m_CustomIconList[i].first;
break;
}
}
}
return pIcon;
}
void DeleteCustomIcons( void )
{
for (int i = 0; i < m_CustomIconList.size(); i++)
{
if(m_CustomIconList[i].first)
delete m_CustomIconList[i].first;
m_CustomIconList[i].first = NULL;
m_CustomIconList[i].second = "";
}
m_CustomIconList.clear();
};
friend CLabelHeader;
};
#endif