#ifndef SCOREPANEL_H #define SCOREPANEL_H #include #include #include #include #include #include #include "..\game_shared\vgui_listbox.h" #include #define MAX_SCORES 10 #define MAX_SCOREBOARD_TEAMS 5 // Scoreboard cells #define COLUMN_TRACKER 0 #define COLUMN_NAME 1 #define COLUMN_CLASS 2 #define COLUMN_KILLS 3 #define COLUMN_DEATHS 4 #define COLUMN_LATENCY 5 #define COLUMN_VOICE 6 #define COLUMN_BLANK 7 #define NUM_COLUMNS 8 #define NUM_ROWS (MAX_PLAYERS + (MAX_SCOREBOARD_TEAMS * 2)) using namespace vgui; class CTextImage2 : public Image { public: CTextImage2() { _image[0] = new TextImage(""); _image[1] = new TextImage(""); } ~CTextImage2() { delete _image[0]; delete _image[1]; } TextImage *GetImage(int image) { return _image[image]; } void getSize(int &wide, int &tall) { int w1, w2, t1, t2; _image[0]->getTextSize(w1, t1); _image[1]->getTextSize(w2, t2); wide = w1 + w2; tall = max(t1, t2); setSize(wide, tall); } void doPaint(Panel *panel) { _image[0]->doPaint(panel); _image[1]->doPaint(panel); } void setPos(int x, int y) { _image[0]->setPos(x, y); int swide, stall; _image[0]->getSize(swide, stall); int wide, tall; _image[1]->getSize(wide, tall); _image[1]->setPos(x + wide, y + (stall * 0.9) - tall); } void setColor(Color color) { _image[0]->setColor(color); } void setColor2(Color color) { _image[1]->setColor(color); } private: TextImage *_image[2]; }; //----------------------------------------------------------------------------- // Purpose: Custom label for cells in the Scoreboard's Table Header //----------------------------------------------------------------------------- class CLabelHeader : public Label { public: CLabelHeader() : Label("") { _dualImage = new CTextImage2(); _dualImage->setColor2(Color(255, 170, 0, 0)); _row = -2; _useFgColorAsImageColor = true; _offset[0] = 0; _offset[1] = 0; } ~CLabelHeader() { delete _dualImage; } void setRow(int row) { _row = row; } void setFgColorAsImageColor(bool state) { _useFgColorAsImageColor = state; } virtual void setText(int textBufferLen, const char* text) { _dualImage->GetImage(0)->setText(text); // calculate the text size Font *font = _dualImage->GetImage(0)->getFont(); _gap = 0; for (const char *ch = text; *ch != 0; ch++) { int a, b, c; font->getCharABCwide(*ch, a, b, c); _gap += (a + b + c); } _gap += XRES(5); } virtual void setText(const char* text) { // strip any non-alnum characters from the end char buf[512]; strcpy(buf, text); int len = strlen(buf); while (len && isspace(buf[--len])) { buf[len] = 0; } CLabelHeader::setText(0, buf); } void setText2(const char *text) { _dualImage->GetImage(1)->setText(text); } void getTextSize(int &wide, int &tall) { _dualImage->getSize(wide, tall); } void setFgColor(int r,int g,int b,int a) { Label::setFgColor(r,g,b,a); Color color(r,g,b,a); _dualImage->setColor(color); _dualImage->setColor2(color); if (_image && _useFgColorAsImageColor) { _image->setColor(color); } repaint(); } void setFgColor(Scheme::SchemeColor sc) { Label::setFgColor(sc); _dualImage->setColor(sc); } void setFont(Font *font) { _dualImage->GetImage(0)->setFont(font); } void setFont2(Font *font) { _dualImage->GetImage(1)->setFont(font); } // this adjust the absolute position of the text after alignment is calculated void setTextOffset(int x, int y) { _offset[0] = x; _offset[1] = y; } void paint(); void paintBackground(); void calcAlignment(int iwide, int itall, int &x, int &y); private: CTextImage2 *_dualImage; int _row; int _gap; int _offset[2]; bool _useFgColorAsImageColor; }; class ScoreTablePanel; #include "..\game_shared\vgui_grid.h" #include "..\game_shared\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; CLabelHeader* GetPlayerEntry(int x, int y) {return &m_PlayerEntries[x][y];} vgui::BitmapTGA *m_pTrackerIcon; 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 ); void SortTeams( void ); void SortPlayers( int iTeam, char *team ); void RebuildTeams( void ); 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); friend CLabelHeader; }; #endif