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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_HUD_PLAYERSTATUS_H
#define TF_HUD_PLAYERSTATUS_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/ImagePanel.h>
#include "tf_controls.h"
#include "tf_imagepanel.h"
#include "GameEventListener.h"
class C_TFPlayer;
class CTFPlayerModelPanel;
namespace vgui
{
class Label;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CTFClassImage : public vgui::ImagePanel
{
public:
DECLARE_CLASS_SIMPLE( CTFClassImage, vgui::ImagePanel );
CTFClassImage( vgui::Panel *parent, const char *name ) : ImagePanel( parent, name )
{
}
void SetClass( int iTeam, int iClass, int iCloakstate );
};
//-----------------------------------------------------------------------------
// Purpose: Displays player class data
//-----------------------------------------------------------------------------
class CTFHudPlayerClass : public vgui::EditablePanel, public CGameEventListener
{
DECLARE_CLASS_SIMPLE( CTFHudPlayerClass, EditablePanel );
public:
CTFHudPlayerClass( Panel *parent, const char *name );
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
virtual void Reset();
public: // IGameEventListener Interface
virtual void FireGameEvent( IGameEvent * event );
protected:
virtual void OnThink();
private:
void UpdateModelPanel();
float m_flNextThink;
CTFClassImage *m_pClassImage;
CTFImagePanel *m_pClassImageBG;
CTFImagePanel *m_pSpyImage; // used when spies are disguised
CTFImagePanel *m_pSpyOutlineImage;
CTFPlayerModelPanel *m_pPlayerModelPanel;
CTFImagePanel *m_pPlayerModelPanelBG;
EditablePanel *m_pCarryingWeaponPanel;
CExLabel *m_pCarryingLabel;
vgui::Label *m_pCarryingOwnerLabel;
CTFImagePanel *m_pCarryingBG;
int m_nTeam;
int m_nClass;
int m_nDisguiseTeam;
int m_nDisguiseClass;
EHANDLE m_hDisguiseWeapon;
int m_nCloakLevel;
int m_nLoadoutPosition;
int m_nKillStreak;
#ifdef STAGING_ONLY
int m_nLOD;
#endif // STAGING_ONLY
bool m_bUsePlayerModel;
};
//-----------------------------------------------------------------------------
// Purpose: Clips the health image to the appropriate percentage
//-----------------------------------------------------------------------------
class CTFHealthPanel : public vgui::Panel
{
public:
DECLARE_CLASS_SIMPLE( CTFHealthPanel, vgui::Panel );
CTFHealthPanel( vgui::Panel *parent, const char *name );
virtual void Paint();
void SetHealth( float flHealth ){ m_flHealth = ( flHealth <= 1.0 ) ? flHealth : 1.0f; }
private:
float m_flHealth; // percentage from 0.0 -> 1.0
int m_iMaterialIndex;
int m_iDeadMaterialIndex;
};
enum BuffClass_t
{
BUFF_CLASS_BULLET_RESIST,
BUFF_CLASS_BLAST_RESIST,
BUFF_CLASS_FIRE_RESIST,
BUFF_CLASS_SOLDIER_OFFENSE,
BUFF_CLASS_SOLDIER_DEFENSE,
BUFF_CLASS_SOLDIER_HEALTHONHIT,
DEBUFF_CLASS_STUNNED,
DEBUFF_CLASS_SPY_MARKED,
BUFF_CLASS_PARACHUTE,
RUNE_CLASS_STRENGTH,
RUNE_CLASS_HASTE,
RUNE_CLASS_REGEN,
RUNE_CLASS_RESIST,
RUNE_CLASS_VAMPIRE,
RUNE_CLASS_REFLECT,
RUNE_CLASS_PRECISION,
RUNE_CLASS_AGILITY,
RUNE_CLASS_KNOCKOUT,
RUNE_CLASS_KING,
RUNE_CLASS_PLAGUE,
RUNE_CLASS_SUPERNOVA,
};
struct CTFBuffInfo
{
public:
CTFBuffInfo( ETFCond eCond, BuffClass_t eClass, vgui::ImagePanel* pPanel, const char* pzsBlueImage = NULL, const char* pzsRedImage = NULL )
{
m_eCond = eCond;
m_eClass = eClass;
m_pImagePanel = pPanel;
m_pzsRedImage = pzsRedImage;
m_pzsBlueImage = pzsBlueImage;
}
void Update( C_TFPlayer *pPlayer );
ETFCond m_eCond;
BuffClass_t m_eClass;
vgui::ImagePanel *m_pImagePanel;
const char* m_pzsRedImage;
const char* m_pzsBlueImage;
};
//-----------------------------------------------------------------------------
// Purpose: Displays player health data
//-----------------------------------------------------------------------------
class CTFHudPlayerHealth : public vgui::EditablePanel
{
DECLARE_CLASS_SIMPLE( CTFHudPlayerHealth, EditablePanel );
public:
CTFHudPlayerHealth( Panel *parent, const char *name );
~CTFHudPlayerHealth();
virtual const char *GetResFilename( void ) { return "resource/UI/HudPlayerHealth.res"; }
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
virtual void Reset();
void SetHealth( int iNewHealth, int iMaxHealth, int iMaxBuffedHealth );
void SetLevel( int nLevel );
void HideHealthBonusImage( void );
void SetBuilding( bool bBuilding ) { m_bBuilding = bBuilding; }
void SetAllowAnimations( bool bValue ) { m_bAnimate = bValue; }
protected:
virtual void OnThink();
protected:
float m_flNextThink;
private:
CTFHealthPanel *m_pHealthImage;
vgui::ImagePanel *m_pHealthBonusImage;
vgui::ImagePanel *m_pHealthImageBG;
vgui::ImagePanel *m_pBuildingHealthImageBG;
vgui::ImagePanel *m_pBleedImage;
vgui::ImagePanel *m_pHookBleedImage;
vgui::ImagePanel *m_pMilkImage;
vgui::ImagePanel *m_pMarkedForDeathImage;
vgui::ImagePanel *m_pMarkedForDeathImageSilent;
vgui::ImagePanel *m_pWheelOfDoomImage;
CExLabel *m_pPlayerLevelLabel;
CUtlVector<CTFBuffInfo*> m_vecBuffInfo;
int m_nHealth;
int m_nMaxHealth;
int m_nBonusHealthOrigX;
int m_nBonusHealthOrigY;
int m_nBonusHealthOrigW;
int m_nBonusHealthOrigH;
bool m_bBuilding;
int m_iAnimState;
bool m_bAnimate;
CPanelAnimationVar( int, m_nHealthBonusPosAdj, "HealthBonusPosAdj", "25" );
CPanelAnimationVar( float, m_flHealthDeathWarning, "HealthDeathWarning", "0.49" );
CPanelAnimationVar( Color, m_clrHealthDeathWarningColor, "HealthDeathWarningColor", "HUDDeathWarning" );
void UpdateHalloweenStatus( void );
};
//-----------------------------------------------------------------------------
// Purpose: Parent panel for the player class/health displays
//-----------------------------------------------------------------------------
class CTFHudPlayerStatus : public CHudElement, public vgui::EditablePanel
{
DECLARE_CLASS_SIMPLE( CTFHudPlayerStatus, vgui::EditablePanel );
public:
CTFHudPlayerStatus( const char *pElementName );
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
virtual void Reset();
virtual bool ShouldDraw( void ) OVERRIDE;
private:
CTFHudPlayerClass *m_pHudPlayerClass;
CTFHudPlayerHealth *m_pHudPlayerHealth;
};
#endif // TF_HUD_PLAYERSTATUS_H
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