//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef HUD_BASE_ACCOUNT_H #define HUD_BASE_ACCOUNT_H #ifdef _WIN32 #pragma once #endif #include "hud_numericdisplay.h" #include "hudelement.h" using namespace vgui; class CHudBaseAccount : public CHudElement, public CHudNumericDisplay { public: DECLARE_CLASS_SIMPLE(CHudBaseAccount, CHudNumericDisplay); CHudBaseAccount(const char *name); virtual bool ShouldDraw(); virtual void Paint(); virtual void LevelInit(void); virtual void Reset(void); virtual void ApplySchemeSettings(vgui::IScheme *pScheme); int GetNumberWidth(HFont font, int number); // How much money does the player have virtual int GetPlayerAccount(void) { return 0; } // Requires game-specific g_pClientMode call, push to derived class virtual vgui::AnimationController *GetAnimationController(void) { Assert(0); return NULL; } private: int m_iPreviousAccount; int m_iPreviousDelta; CHudTexture *m_pAccountIcon; CHudTexture *m_pMinusIcon; CHudTexture *m_pPlusIcon; Color m_clrRed; Color m_clrGreen; Color m_clrDeltaColor; CPanelAnimationVarAliasType(float, icon_xpos, "icon_xpos", "0", "proportional_float"); CPanelAnimationVarAliasType(float, icon_ypos, "icon_ypos", "0", "proportional_float"); CPanelAnimationVarAliasType(float, icon2_xpos, "icon2_xpos", "0", "proportional_float"); CPanelAnimationVarAliasType(float, icon2_ypos, "icon2_ypos", "0", "proportional_float"); CPanelAnimationVarAliasType(float, digit_xpos, "digit_xpos", "50", "proportional_float"); CPanelAnimationVarAliasType(float, digit_ypos, "digit_ypos", "2", "proportional_float"); CPanelAnimationVarAliasType(float, digit2_xpos, "digit2_xpos", "0", "proportional_float"); CPanelAnimationVarAliasType(float, digit2_ypos, "digit2_ypos", "0", "proportional_float"); CPanelAnimationVar(Color, m_Ammo2Color, "Ammo2Color", "0 0 0 0"); CPanelAnimationVar(Color, m_TextColor, "TextColor", "FgColor"); CPanelAnimationVar(vgui::HFont, m_hNumberFont, "NumberFont", "HudNumbers"); float m_flLastAnimationEnd; const char *m_pszLastAnimationName; const char *m_pszQueuedAnimationName; float icon_tall; float icon_wide; }; #endif // HUD_BASE_ACCOUNT_H