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path: root/game/client/dod/dod_hud_capturepanel.cpp
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-rw-r--r--game/client/dod/dod_hud_capturepanel.cpp629
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 );
+ }
+ }
+ }
+}
+
+