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193f417144
-Also made showcursor code for comm fall within raw input check.
187 lines
4.2 KiB
C++
187 lines
4.2 KiB
C++
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#ifndef SCOREPANEL_H
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#define SCOREPANEL_H
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#include<VGUI_Panel.h>
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#include<VGUI_TablePanel.h>
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#include<VGUI_HeaderPanel.h>
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#include<VGUI_TextGrid.h>
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#include<VGUI_Label.h>
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#include<VGUI_TextImage.h>
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#include "vgui_listbox.h"
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#include <ctype.h>
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#define MAX_SCORES 10
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#define MAX_SCOREBOARD_TEAMS 5
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// Scoreboard cells
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#define COLUMN_TRACKER 0
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#define COLUMN_RANK_ICON 1
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#define COLUMN_NAME 2
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#define COLUMN_CLASS 3
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#define COLUMN_EXTRA 4
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#define COLUMN_WELD 5
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#define COLUMN_MINE 6
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#define COLUMN_SCORE 7
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#define COLUMN_KILLS 8
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#define COLUMN_DEATHS 9
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#define COLUMN_LATENCY 10
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#define COLUMN_VOICE 11
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#define COLUMN_BLANK 12
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#define NUM_COLUMNS 13
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#define NUM_ROWS (MAX_PLAYERS + (MAX_SCOREBOARD_TEAMS * 2))
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using namespace vgui;
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#include "CLabelHeader.h"
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class ScoreTablePanel;
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#include "vgui_grid.h"
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#include "vgui_defaultinputsignal.h"
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//-----------------------------------------------------------------------------
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// Purpose: Scoreboard back panel
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//-----------------------------------------------------------------------------
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class ScorePanel : public Panel, public vgui::CDefaultInputSignal
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{
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private:
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// Default panel implementation doesn't forward mouse messages when there is no cursor and we need them.
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class HitTestPanel : public Panel
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{
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public:
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virtual void internalMousePressed(MouseCode code);
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bool frameSinceEnteredSquelchMode;
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};
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private:
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Label m_TitleLabel;
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// Here is how these controls are arranged hierarchically.
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// m_HeaderGrid
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// m_HeaderLabels
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// m_PlayerGridScroll
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// m_PlayerGrid
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// m_PlayerEntries
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CGrid m_HeaderGrid;
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CLabelHeader m_HeaderLabels[NUM_COLUMNS]; // Labels above the
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CLabelHeader *m_pCurrentHighlightLabel;
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int m_iHighlightRow;
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vgui::CListBox m_PlayerList;
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CGrid m_PlayerGrids[NUM_ROWS]; // The grid with player and team info.
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CLabelHeader m_PlayerEntries[NUM_COLUMNS][NUM_ROWS]; // Labels for the grid entries.
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Panel* m_BGPanel;
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//ScorePanel::HitTestPanel m_HitTestPanel;
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CommandButton *m_pCloseButton;
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CLabelHeader* GetPlayerEntry(int x, int y) {return &m_PlayerEntries[x][y];}
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vgui::BitmapTGA *m_pTrackerIcon;
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vgui::BitmapTGA *m_pDevIcon;
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vgui::BitmapTGA *m_pPTIcon;
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vgui::BitmapTGA *m_pGuideIcon;
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vgui::BitmapTGA *m_pServerOpIcon;
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vgui::BitmapTGA *m_pContribIcon;
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vgui::BitmapTGA *m_pCheatingDeathIcon;
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vgui::BitmapTGA *m_pVeteranIcon;
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vgui::BitmapTGA *m_pHMG;
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vgui::BitmapTGA *m_pMine;
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vgui::BitmapTGA *m_pWeld;
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vgui::BitmapTGA *m_pGL;
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vgui::BitmapTGA *m_pSG;
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vector< pair <vgui::BitmapTGA *, string> > m_CustomIconList;
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unsigned int m_iIconFrame;
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unsigned int m_iLastFrameIncrementTime;
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int oldteam;
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public:
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int m_iNumTeams;
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int m_iPlayerNum;
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int m_iShowscoresHeld;
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int m_iRows;
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int m_iSortedRows[NUM_ROWS];
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int m_iIsATeam[NUM_ROWS];
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bool m_bHasBeenSorted[MAX_PLAYERS];
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int m_iLastKilledBy;
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int m_fLastKillTime;
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ScorePanel::HitTestPanel m_HitTestPanel;
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public:
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ScorePanel(int x,int y,int wide,int tall);
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void Update( void );
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int GetIconFrame(void);
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void SortTeams( void );
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void SortActivePlayers(char* inTeam, bool inSortByEntityIndex = false);
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void SortPlayers( int iTeam, char *team, bool inSortByEntityIndex = false);
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void RebuildTeams( void );
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bool SetSquelchMode(bool inMode);
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void FillGrid();
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void DeathMsg( int killer, int victim );
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void Initialize( void );
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void Open( void );
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void MouseOverCell(int row, int col);
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// InputSignal overrides.
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public:
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virtual void mousePressed(MouseCode code, Panel* panel);
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virtual void cursorMoved(int x, int y, Panel *panel);
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vgui::BitmapTGA *GetIconPointer(string inIconName)
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{
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vgui::BitmapTGA *pIcon = NULL;
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for (int i = 0; i < m_CustomIconList.size(); i++)
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{
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if(inIconName == m_CustomIconList[i].second)
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{
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if(m_CustomIconList[i].first)
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{
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pIcon = m_CustomIconList[i].first;
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break;
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}
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}
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}
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return pIcon;
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}
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void DeleteCustomIcons( void )
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{
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for (int i = 0; i < m_CustomIconList.size(); i++)
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{
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if(m_CustomIconList[i].first)
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delete m_CustomIconList[i].first;
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m_CustomIconList[i].first = NULL;
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m_CustomIconList[i].second = "";
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}
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m_CustomIconList.clear();
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};
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friend CLabelHeader;
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};
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#endif
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