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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/client/dod/dod_hud_capturepanel.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/client/dod/dod_hud_capturepanel.cpp')
| -rw-r--r-- | game/client/dod/dod_hud_capturepanel.cpp | 629 |
1 files changed, 629 insertions, 0 deletions
diff --git a/game/client/dod/dod_hud_capturepanel.cpp b/game/client/dod/dod_hud_capturepanel.cpp new file mode 100644 index 0000000..bad9a9b --- /dev/null +++ b/game/client/dod/dod_hud_capturepanel.cpp @@ -0,0 +1,629 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "hudelement.h" +#include <vgui_controls/Panel.h> +#include <vgui_controls/EditablePanel.h> +#include <vgui_controls/ImagePanel.h> +#include <vgui/ISurface.h> +#include "c_dod_player.h" +#include "clientmode_dod.h" + +#include "c_dod_objective_resource.h" +#include "c_dod_playerresource.h" + +#include "dod_hud_capturepanel.h" + +DECLARE_HUDELEMENT( CDoDHudCapturePanel ); + +ConVar hud_capturepanel( "hud_capturepanel", "1", FCVAR_CLIENTDLL | FCVAR_ARCHIVE, "Set to 0 to not draw the HUD capture panel" ); + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CDoDCapturePanelProgressBar::CDoDCapturePanelProgressBar( vgui::Panel *parent, const char *name ) : vgui::ImagePanel( parent, name ) +{ + m_flPercent = 0.0f; + + m_iTexture = vgui::surface()->DrawGetTextureId( "vgui/progress_bar" ); + if ( m_iTexture == -1 ) // we didn't find it, so create a new one + { + m_iTexture = vgui::surface()->CreateNewTextureID(); + } + + vgui::surface()->DrawSetTextureFile( m_iTexture, "vgui/progress_bar", true, false ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CDoDCapturePanelProgressBar::Paint() +{ + int wide, tall; + GetSize( wide, tall ); + + float uv1 = 0.0f, uv2 = 1.0f; + Vector2D uv11( uv1, uv1 ); + Vector2D uv21( uv2, uv1 ); + Vector2D uv22( uv2, uv2 ); + Vector2D uv12( uv1, uv2 ); + + vgui::Vertex_t verts[4]; + verts[0].Init( Vector2D( 0, 0 ), uv11 ); + verts[1].Init( Vector2D( wide, 0 ), uv21 ); + verts[2].Init( Vector2D( wide, tall ), uv22 ); + verts[3].Init( Vector2D( 0, tall ), uv12 ); + + // first, just draw the whole thing inactive. + vgui::surface()->DrawSetTexture( m_iTexture ); + vgui::surface()->DrawSetColor( m_clrInActive ); + vgui::surface()->DrawTexturedPolygon( 4, verts ); + + // now, let's calculate the "active" part of the progress bar + vgui::surface()->DrawSetColor( m_clrActive ); + + // we're going to do this using quadrants + // ------------------------- + // | | | + // | | | + // | 4 | 1 | + // | | | + // | | | + // ------------------------- + // | | | + // | | | + // | 3 | 2 | + // | | | + // | | | + // ------------------------- + + float flCompleteCircle = ( 2.0f * M_PI ); + float fl90degrees = flCompleteCircle / 4.0f; + + float flEndAngle = flCompleteCircle * ( 1.0f - m_flPercent ); // count DOWN (counter-clockwise) + // float flEndAngle = flCompleteCircle * m_flPercent; // count UP (clockwise) + + float flHalfWide = (float)wide / 2.0f; + float flHalfTall = (float)tall / 2.0f; + + if ( flEndAngle >= fl90degrees * 3.0f ) // >= 270 degrees + { + // draw the first and second quadrants + uv11.Init( 0.5f, 0.0f ); + uv21.Init( 1.0f, 0.0f ); + uv22.Init( 1.0f, 1.0f ); + uv12.Init( 0.5, 1.0f ); + + verts[0].Init( Vector2D( flHalfWide, 0.0f ), uv11 ); + verts[1].Init( Vector2D( wide, 0.0f ), uv21 ); + verts[2].Init( Vector2D( wide, tall ), uv22 ); + verts[3].Init( Vector2D( flHalfWide, tall ), uv12 ); + + vgui::surface()->DrawTexturedPolygon( 4, verts ); + + // draw the third quadrant + uv11.Init( 0.0f, 0.5f ); + uv21.Init( 0.5f, 0.5f ); + uv22.Init( 0.5f, 1.0f ); + uv12.Init( 0.0f, 1.0f ); + + verts[0].Init( Vector2D( 0.0f, flHalfTall ), uv11 ); + verts[1].Init( Vector2D( flHalfWide, flHalfTall ), uv21 ); + verts[2].Init( Vector2D( flHalfWide, tall ), uv22 ); + verts[3].Init( Vector2D( 0.0f, tall ), uv12 ); + + vgui::surface()->DrawTexturedPolygon( 4, verts ); + + // draw the partial fourth quadrant + if ( flEndAngle > fl90degrees * 3.5f ) // > 315 degrees + { + uv11.Init( 0.0f, 0.0f ); + uv21.Init( 0.5f - ( tan(fl90degrees * 4.0f - flEndAngle) * 0.5 ), 0.0f ); + uv22.Init( 0.5f, 0.5f ); + uv12.Init( 0.0f, 0.5f ); + + verts[0].Init( Vector2D( 0.0f, 0.0f ), uv11 ); + verts[1].Init( Vector2D( flHalfWide - ( tan(fl90degrees * 4.0f - flEndAngle) * flHalfTall ), 0.0f ), uv21 ); + verts[2].Init( Vector2D( flHalfWide, flHalfTall ), uv22 ); + verts[3].Init( Vector2D( 0.0f, flHalfTall ), uv12 ); + + vgui::surface()->DrawTexturedPolygon( 4, verts ); + } + else // <= 315 degrees + { + uv11.Init( 0.0f, 0.5f ); + uv21.Init( 0.0f, 0.5f - ( tan(flEndAngle - fl90degrees * 3.0f) * 0.5 ) ); + uv22.Init( 0.5f, 0.5f ); + uv12.Init( 0.0f, 0.5f ); + + verts[0].Init( Vector2D( 0.0f, flHalfTall ), uv11 ); + verts[1].Init( Vector2D( 0.0f, flHalfTall - ( tan(flEndAngle - fl90degrees * 3.0f) * flHalfWide ) ), uv21 ); + verts[2].Init( Vector2D( flHalfWide, flHalfTall ), uv22 ); + verts[3].Init( Vector2D( 0.0f, flHalfTall ), uv12 ); + + vgui::surface()->DrawTexturedPolygon( 4, verts ); + } + } + else if ( flEndAngle >= fl90degrees * 2.0f ) // >= 180 degrees + { + // draw the first and second quadrants + uv11.Init( 0.5f, 0.0f ); + uv21.Init( 1.0f, 0.0f ); + uv22.Init( 1.0f, 1.0f ); + uv12.Init( 0.5, 1.0f ); + + verts[0].Init( Vector2D( flHalfWide, 0.0f ), uv11 ); + verts[1].Init( Vector2D( wide, 0.0f ), uv21 ); + verts[2].Init( Vector2D( wide, tall ), uv22 ); + verts[3].Init( Vector2D( flHalfWide, tall ), uv12 ); + + vgui::surface()->DrawTexturedPolygon( 4, verts ); + + // draw the partial third quadrant + if ( flEndAngle > fl90degrees * 2.5f ) // > 225 degrees + { + uv11.Init( 0.5f, 0.5f ); + uv21.Init( 0.5f, 1.0f ); + uv22.Init( 0.0f, 1.0f ); + uv12.Init( 0.0f, 0.5f + ( tan(fl90degrees * 3.0f - flEndAngle) * 0.5 ) ); + + verts[0].Init( Vector2D( flHalfWide, flHalfTall ), uv11 ); + verts[1].Init( Vector2D( flHalfWide, tall ), uv21 ); + verts[2].Init( Vector2D( 0.0f, tall ), uv22 ); + verts[3].Init( Vector2D( 0.0f, flHalfTall + ( tan(fl90degrees * 3.0f - flEndAngle) * flHalfWide ) ), uv12 ); + + vgui::surface()->DrawTexturedPolygon( 4, verts ); + } + else // <= 225 degrees + { + uv11.Init( 0.5f, 0.5f ); + uv21.Init( 0.5f, 1.0f ); + uv22.Init( 0.5f - ( tan( flEndAngle - fl90degrees * 2.0f) * 0.5 ), 1.0f ); + uv12.Init( 0.5f, 0.5f ); + + verts[0].Init( Vector2D( flHalfWide, flHalfTall ), uv11 ); + verts[1].Init( Vector2D( flHalfWide, tall ), uv21 ); + verts[2].Init( Vector2D( flHalfWide - ( tan(flEndAngle - fl90degrees * 2.0f) * flHalfTall ), tall ), uv22 ); + verts[3].Init( Vector2D( flHalfWide, flHalfTall ), uv12 ); + + vgui::surface()->DrawTexturedPolygon( 4, verts ); + } + } + else if ( flEndAngle >= fl90degrees ) // >= 90 degrees + { + // draw the first quadrant + uv11.Init( 0.5f, 0.0f ); + uv21.Init( 1.0f, 0.0f ); + uv22.Init( 1.0f, 0.5f ); + uv12.Init( 0.5f, 0.5f ); + + verts[0].Init( Vector2D( flHalfWide, 0.0f ), uv11 ); + verts[1].Init( Vector2D( wide, 0.0f ), uv21 ); + verts[2].Init( Vector2D( wide, flHalfTall ), uv22 ); + verts[3].Init( Vector2D( flHalfWide, flHalfTall ), uv12 ); + + vgui::surface()->DrawTexturedPolygon( 4, verts ); + + // draw the partial second quadrant + if ( flEndAngle > fl90degrees * 1.5f ) // > 135 degrees + { + uv11.Init( 0.5f, 0.5f ); + uv21.Init( 1.0f, 0.5f ); + uv22.Init( 1.0f, 1.0f ); + uv12.Init( 0.5f + ( tan(fl90degrees * 2.0f - flEndAngle) * 0.5f ), 1.0f ); + + verts[0].Init( Vector2D( flHalfWide, flHalfTall ), uv11 ); + verts[1].Init( Vector2D( wide, flHalfTall ), uv21 ); + verts[2].Init( Vector2D( wide, tall ), uv22 ); + verts[3].Init( Vector2D( flHalfWide + ( tan(fl90degrees * 2.0f - flEndAngle) * flHalfTall ), tall ), uv12 ); + + vgui::surface()->DrawTexturedPolygon( 4, verts ); + } + else // <= 135 degrees + { + uv11.Init( 0.5f, 0.5f ); + uv21.Init( 1.0f, 0.5f ); + uv22.Init( 1.0f, 0.5f + ( tan(flEndAngle - fl90degrees) * 0.5f ) ); + uv12.Init( 0.5f, 0.5f ); + + verts[0].Init( Vector2D( flHalfWide, flHalfTall ), uv11 ); + verts[1].Init( Vector2D( wide, flHalfTall ), uv21 ); + verts[2].Init( Vector2D( wide, flHalfTall + ( tan(flEndAngle - fl90degrees) * flHalfWide ) ), uv22 ); + verts[3].Init( Vector2D( flHalfWide, flHalfTall ), uv12 ); + + vgui::surface()->DrawTexturedPolygon( 4, verts ); + } + } + else // > 0 degrees + { + if ( flEndAngle > fl90degrees / 2.0f ) // > 45 degrees + { + uv11.Init( 0.5f, 0.0f ); + uv21.Init( 1.0f, 0.0f ); + uv22.Init( 1.0f, 0.5f - ( tan(fl90degrees - flEndAngle) * 0.5 ) ); + uv12.Init( 0.5f, 0.5f ); + + verts[0].Init( Vector2D( flHalfWide, 0.0f ), uv11 ); + verts[1].Init( Vector2D( wide, 0.0f ), uv21 ); + verts[2].Init( Vector2D( wide, flHalfTall - ( tan(fl90degrees - flEndAngle) * flHalfWide ) ), uv22 ); + verts[3].Init( Vector2D( flHalfWide, flHalfTall ), uv12 ); + + vgui::surface()->DrawTexturedPolygon( 4, verts ); + } + else // <= 45 degrees + { + uv11.Init( 0.5f, 0.0f ); + uv21.Init( 0.5 + ( tan(flEndAngle) * 0.5 ), 0.0f ); + uv22.Init( 0.5f, 0.5f ); + uv12.Init( 0.5f, 0.0f ); + + verts[0].Init( Vector2D( flHalfWide, 0.0f ), uv11 ); + verts[1].Init( Vector2D( flHalfWide + ( tan(flEndAngle) * flHalfTall ), 0.0f ), uv21 ); + verts[2].Init( Vector2D( flHalfWide, flHalfTall ), uv22 ); + verts[3].Init( Vector2D( flHalfWide, 0.0f ), uv12 ); + + vgui::surface()->DrawTexturedPolygon( 4, verts ); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CDoDCapturePanelIcon::CDoDCapturePanelIcon( vgui::Panel *parent, const char *name ) : vgui::ImagePanel( parent, name ) +{ + m_bActive = false; + + m_iTexture = vgui::surface()->DrawGetTextureId( "vgui/capture_icon" ); + if ( m_iTexture == -1 ) // we didn't find it, so create a new one + { + m_iTexture = vgui::surface()->CreateNewTextureID(); + } + + vgui::surface()->DrawSetTextureFile( m_iTexture, "vgui/capture_icon", true, false ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CDoDCapturePanelIcon::Paint() +{ + int wide, tall; + GetSize( wide, tall ); + + float uv1 = 0.0f, uv2 = 1.0f; + Vector2D uv11( uv1, uv1 ); + Vector2D uv12( uv1, uv2 ); + Vector2D uv21( uv2, uv1 ); + Vector2D uv22( uv2, uv2 ); + + vgui::Vertex_t verts[4]; + verts[0].Init( Vector2D( 0, 0 ), uv11 ); + verts[1].Init( Vector2D( wide, 0 ), uv21 ); + verts[2].Init( Vector2D( wide, tall ), uv22 ); + verts[3].Init( Vector2D( 0, tall ), uv12 ); + + // just draw the whole thing + vgui::surface()->DrawSetTexture( m_iTexture ); + vgui::surface()->DrawSetColor( m_bActive ? m_clrActive : m_clrInActive ); + vgui::surface()->DrawTexturedPolygon( 4, verts ); +} + +//----------------------------------------------------------------------------- +// Purpose: Constructor +//----------------------------------------------------------------------------- +CDoDHudCapturePanel::CDoDHudCapturePanel( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HudCapturePanel" ) +{ + SetParent( g_pClientMode->GetViewport() ); + + m_pBackground = new vgui::Panel( this, "CapturePanelBackground" ); + m_pProgressBar = new CDoDCapturePanelProgressBar( this, "CapturePanelProgressBar" ); + + for ( int i = 0 ; i < 5 ; i++ ) + { + CDoDCapturePanelIcon *pPanel; + char szName[64]; + + Q_snprintf( szName, sizeof( szName ), "CapturePanelPlayerIcon%d", i + 1 ); + pPanel = new CDoDCapturePanelIcon( this, szName ); + + m_PlayerIcons.AddToTail( pPanel ); + } + + m_pAlliesFlag = new vgui::ImagePanel( this, "CapturePanelAlliesFlag" ); + m_pAxisFlag = new vgui::ImagePanel( this, "CapturePanelAxisFlag" ); + m_pNeutralFlag = new vgui::ImagePanel( this, "CapturePanelNeutralFlag" ); + + m_pMessage = new vgui::Label( this, "CapturePanelMessage", " " ); + + // load control settings... + LoadControlSettings( "resource/UI/HudCapturePanel.res" ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CDoDHudCapturePanel::OnScreenSizeChanged( int iOldWide, int iOldTall ) +{ + LoadControlSettings( "resource/UI/HudCapturePanel.res" ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CDoDHudCapturePanel::ApplySchemeSettings( vgui::IScheme *pScheme ) +{ + BaseClass::ApplySchemeSettings( pScheme ); + + if ( m_pBackground ) + { + m_pBackground->SetBgColor( GetSchemeColor( "HintMessageBg", pScheme ) ); + m_pBackground->SetPaintBackgroundType( 2 ); + } + + SetFgColor( GetSchemeColor( "HudProgressBar.Active", pScheme ) ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CDoDHudCapturePanel::OnThink() +{ + BaseClass::OnThink(); + + C_DODPlayer *pPlayer = C_DODPlayer::GetLocalDODPlayer(); + + if ( pPlayer ) + { + int iCPIndex = pPlayer->GetCPIndex(); + bool bInCapZone = ( iCPIndex >= 0 ); + + // turn off the panel and children if the player is dead or not in a cap zone + if ( !pPlayer->IsAlive() ) + { + if ( IsVisible() ) + { + SetVisible( false ); + } + return; + } + + if ( !bInCapZone || !hud_capturepanel.GetBool() ) + { + // see if the player progress bar wants to draw + + // then return, we're not in an area cap + if ( pPlayer->m_iProgressBarDuration > 0 && pPlayer ) + { + if ( !IsVisible() ) + { + SetVisible( true ); + } + + // hide the other stuff + m_pAlliesFlag->SetVisible( false ); + m_pAxisFlag->SetVisible( false ); + m_pNeutralFlag->SetVisible( false ); + + m_pMessage->SetVisible( false ); + + int i; + for ( i = 0 ; i < m_PlayerIcons.Count() ; i++ ) + { + m_PlayerIcons[i]->SetVisible( false ); + } + + // turn on the progress bar, we're capping + if ( m_pProgressBar ) + { + if ( !m_pProgressBar->IsVisible() ) + { + m_pProgressBar->SetVisible( true ); + } + + float flPercent = (pPlayer->m_flSimulationTime - pPlayer->m_flProgressBarStartTime) / (float)pPlayer->m_iProgressBarDuration; + flPercent = clamp( flPercent, 0, 1 ); + + m_pProgressBar->SetPercentage( flPercent ); + } + } + else + { + if ( IsVisible() ) + { + SetVisible( false ); + } + } + return; + } + + int nOwningTeam = g_pObjectiveResource->GetOwningTeam( iCPIndex ); + int nPlayerTeam = pPlayer->GetTeamNumber(); + + int nNumTeammates = g_pObjectiveResource->GetNumPlayersInArea( iCPIndex, nPlayerTeam == TEAM_ALLIES ? TEAM_ALLIES : TEAM_AXIS ); + int nRequiredTeammates = g_pObjectiveResource->GetRequiredCappers( iCPIndex, nPlayerTeam == TEAM_ALLIES ? TEAM_ALLIES : TEAM_AXIS ); + + int nNumEnemies = g_pObjectiveResource->GetNumPlayersInArea( iCPIndex, nPlayerTeam == TEAM_ALLIES ? TEAM_AXIS : TEAM_ALLIES ); + int nRequiredEnemies = g_pObjectiveResource->GetRequiredCappers( iCPIndex, nPlayerTeam == TEAM_ALLIES ? TEAM_AXIS : TEAM_ALLIES ); + + int iCappingTeam = g_pObjectiveResource->GetCappingTeam( iCPIndex ); + + // if we already own this capture point and there are no enemies in the area + if ( nOwningTeam == nPlayerTeam && nNumEnemies < nRequiredEnemies ) + { + // don't need to do anything + if ( IsVisible() ) + { + SetVisible( false ); + } + return; + } + + // okay, turn on the capture point panel + if ( !IsVisible() ) + { + SetVisible( true ); + } + + // set the correct flag image + switch( nOwningTeam ) + { + case TEAM_ALLIES: + if ( m_pAlliesFlag && !m_pAlliesFlag->IsVisible() ) + m_pAlliesFlag->SetVisible( true ); + if ( m_pAxisFlag && m_pAxisFlag->IsVisible() ) + m_pAxisFlag->SetVisible( false ); + if ( m_pNeutralFlag && m_pNeutralFlag->IsVisible() ) + m_pNeutralFlag->SetVisible( false ); + break; + case TEAM_AXIS: + if ( m_pAlliesFlag && m_pAlliesFlag->IsVisible() ) + m_pAlliesFlag->SetVisible( false ); + if ( m_pAxisFlag && !m_pAxisFlag->IsVisible() ) + m_pAxisFlag->SetVisible( true ); + if ( m_pNeutralFlag && m_pNeutralFlag->IsVisible() ) + m_pNeutralFlag->SetVisible( false ); + break; + default: + if ( m_pAlliesFlag && m_pAlliesFlag->IsVisible() ) + m_pAlliesFlag->SetVisible( false ); + if ( m_pAxisFlag && m_pAxisFlag->IsVisible() ) + m_pAxisFlag->SetVisible( false ); + if ( m_pNeutralFlag && !m_pNeutralFlag->IsVisible() ) + m_pNeutralFlag->SetVisible( true ); + break; + } + + // arrange the player icons + int i = 0; + for ( i = 0 ; i < m_PlayerIcons.Count() ; i++ ) + { + CDoDCapturePanelIcon *pPanel = m_PlayerIcons[i]; + + if ( !pPanel ) + { + continue; + } + + if ( i < nRequiredTeammates ) + { + if ( i < nNumTeammates ) + { + pPanel->SetActive( true ); + + if ( !pPanel->IsVisible() ) + pPanel->SetVisible( true ); + } + else + { + pPanel->SetActive( false ); + + if ( !pPanel->IsVisible() ) + pPanel->SetVisible( true ); + } + } + else + { + if ( pPanel->IsVisible() ) + pPanel->SetVisible( false ); + } + } + + int wide = 0, tall = 0, iconWide = 0, iconTall = 0; + GetSize( wide, tall ); + + vgui::ImagePanel *pPanel = m_PlayerIcons[0]; + if ( pPanel ) + pPanel->GetSize( iconWide, iconTall ); + + int width = ( nRequiredTeammates * iconWide ) + ( ( nRequiredTeammates - 1 ) * m_nSpaceBetweenIcons ); + int xpos = wide / 2.0 - width / 2.0; + + // rearrange the player icon panels + for ( i = 0 ; i < nRequiredTeammates ; i++ ) + { + CDoDCapturePanelIcon *pPanel = m_PlayerIcons[i]; + + if ( pPanel ) + { + int x, y, w, t; + pPanel->GetBounds( x, y, w, t ); + pPanel->SetBounds( xpos, y, w, t ); + } + + xpos += iconWide + m_nSpaceBetweenIcons; + } + + // are we capping an area? + if ( iCappingTeam == TEAM_UNASSIGNED || iCappingTeam != nPlayerTeam ) + { + // turn off the progress bar, we're not capping + if ( m_pProgressBar && m_pProgressBar->IsVisible() ) + { + m_pProgressBar->SetVisible( false ); + } + + // turn on the message + if ( m_pMessage ) + { + m_pMessage->SetFgColor( GetFgColor() ); + + if ( !m_pMessage->IsVisible() ) + { + m_pMessage->SetVisible( true ); + } + + if ( nNumTeammates >= nRequiredTeammates && nNumEnemies > 0 ) + { + m_pMessage->SetText( "#Dod_Capture_Blocked" ); + } + else if ( nNumEnemies > 0 /*nNumEnemies >= nRequiredEnemies*/ ) + { + m_pMessage->SetText( "#Dod_Blocking_Capture" ); + } + else + { + m_pMessage->SetText( "#Dod_Waiting_for_teammate" ); + } + + if ( m_pBackground ) + { + // do we need to resize our background? + int textW, textH, bgX, bgY, bgW, bgH; + m_pMessage->GetContentSize( textW, textH ); + m_pBackground->GetBounds( bgX, bgY, bgW, bgH ); + + if ( bgW < textW ) + { + m_pBackground->SetBounds( bgX + ( bgW / 2.0 ) - ( ( textW + XRES(3) ) / 2.0 ), bgY, textW + XRES(3), bgH ); + } + } + } + } + else + { + // turn on the progress bar, we're capping + if ( m_pProgressBar ) + { + if ( !m_pProgressBar->IsVisible() ) + { + m_pProgressBar->SetVisible( true ); + } + + m_pProgressBar->SetPercentage( g_pObjectiveResource->GetCPCapPercentage( pPlayer->GetCPIndex() ) ); + } + + // turn off the message + if ( m_pMessage && m_pMessage->IsVisible() ) + { + m_pMessage->SetVisible( false ); + } + } + } +} + + |