hl2_src-leak-2017/src/game/client/hud_element_helper.cpp

90 lines
2.6 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Helper for the CHudElement class to add themselves to the list of hud elements
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hud_element_helper.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Start with empty list
CHudElementHelper *CHudElementHelper::m_sHelpers = NULL;
//-----------------------------------------------------------------------------
// Purpose: Constructs a technology factory
// Input : pfnCreate - fn Ptr to the constructor for this element
// depth - determines position in the creation list, 100 is farthest into the screen
// 0 is nearest, default is 50
//
//-----------------------------------------------------------------------------
CHudElementHelper::CHudElementHelper( CHudElement *( *pfnCreate )( void ), int depth )
{
//Insert into the list based on depth
//List is empty, or element belongs at front, insert here
if( m_sHelpers == NULL || depth >= m_sHelpers->m_iDepth )
{
m_pNext = m_sHelpers;
m_sHelpers = this;
}
else
{
//Scan to insert in decreasing depth order
CHudElementHelper *pPrev = m_sHelpers;
CHudElementHelper *pCurrent = m_sHelpers->m_pNext;
while( pCurrent != NULL && depth < pCurrent->m_iDepth )
{
pPrev = pCurrent;
pCurrent = pCurrent->m_pNext;
}
pPrev->m_pNext = this;
m_pNext = pCurrent;
}
m_iDepth = depth;
// Set attributes
assert( pfnCreate );
m_pfnCreate = pfnCreate;
}
//-----------------------------------------------------------------------------
// Purpose: Returns next object in list
// Output : CHudElementHelper
//-----------------------------------------------------------------------------
CHudElementHelper *CHudElementHelper::GetNext( void )
{
return m_pNext;
}
//-----------------------------------------------------------------------------
// Purpose: Static class creation factory
// Searches list of registered factories for a match and then instances the
// requested technology by name
// Input : *name -
// Output : CBaseTFTechnology
//-----------------------------------------------------------------------------
void CHudElementHelper::CreateAllElements( void )
{
// Start of list
CHudElementHelper *p = m_sHelpers;
while ( p )
{
// Dispatch creation function directly
CHudElement *( *fCreate )( void ) = p->m_pfnCreate;
CHudElement *newElement = (fCreate)();
if ( newElement )
{
gHUD.AddHudElement( newElement );
}
p = p->GetNext();
}
}