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Diffstat (limited to 'game/client/dod/dod_hud_areacapicon.cpp')
-rw-r--r--game/client/dod/dod_hud_areacapicon.cpp89
1 files changed, 89 insertions, 0 deletions
diff --git a/game/client/dod/dod_hud_areacapicon.cpp b/game/client/dod/dod_hud_areacapicon.cpp
new file mode 100644
index 0000000..0437374
--- /dev/null
+++ b/game/client/dod/dod_hud_areacapicon.cpp
@@ -0,0 +1,89 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "hudelement.h"
+#include <vgui_controls/Panel.h>
+#include <vgui/ISurface.h>
+#include "c_dod_player.h"
+#include "iclientmode.h"
+
+class CHudAreaCapIcon : public CHudElement, public vgui::Panel
+{
+public:
+ DECLARE_CLASS_SIMPLE( CHudAreaCapIcon, vgui::Panel );
+
+ CHudAreaCapIcon( const char *name );
+
+ virtual void Paint();
+ virtual void Init();
+ virtual bool ShouldDraw();
+
+private:
+ int m_iAreaTexture;
+ int m_iPrevMaterialIndex;
+ Color m_clrIcon;
+};
+
+
+// DECLARE_HUDELEMENT( CHudAreaCapIcon );
+
+
+CHudAreaCapIcon::CHudAreaCapIcon( const char *pName ) :
+ vgui::Panel( NULL, "HudAreaCapIcon" ), CHudElement( pName )
+{
+ SetParent( g_pClientMode->GetViewport() );
+
+ m_clrIcon = Color(255,255,255,255);
+
+ m_iPrevMaterialIndex = 0;
+
+ SetHiddenBits( HIDEHUD_PLAYERDEAD );
+}
+
+void CHudAreaCapIcon::Init()
+{
+ m_iAreaTexture = vgui::surface()->CreateNewTextureID();
+}
+
+bool CHudAreaCapIcon::ShouldDraw()
+{
+ return false;
+}
+
+void CHudAreaCapIcon::Paint()
+{
+ /*
+ C_DODPlayer *pPlayer = C_DODPlayer::GetLocalDODPlayer();
+
+ if( !pPlayer )
+ return;
+
+ int x,y,w,h;
+ GetBounds( x,y,w,h );
+
+ // The player knows what material to show as our area icon
+ int iMaterialIndex = pPlayer->m_Shared.GetAreaIconMaterial();
+
+ if( iMaterialIndex <= 0 )
+ return;
+
+ // if the icon is changed from last draw, force the texture to reload
+ bool bForceReload = ( m_iPrevMaterialIndex != iMaterialIndex );
+
+ // get the material name from the material string table
+ const char *szMatName = GetMaterialNameFromIndex( iMaterialIndex );
+
+ // draw the icon
+ vgui::surface()->DrawSetTextureFile( m_iAreaTexture, szMatName , true, bForceReload);
+ vgui::surface()->DrawSetColor( m_clrIcon );
+ vgui::surface()->DrawTexturedRect( 0, 0, w, h );
+
+ // store the previous material index to compare next frame
+ m_iPrevMaterialIndex = iMaterialIndex;*/
+
+}
+