hl2_src-leak-2017/src/game/client/vgui_entitypanel.h

84 lines
1.9 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: This is a panel which is rendered on top of an entity
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//
#ifndef VGUI_ENTITYPANEL_H
#define VGUI_ENTITYPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include "c_baseentity.h"
#include <vgui/MouseCode.h>
#include "vgui_basepanel.h"
// forward declarations
class KeyValues;
//-----------------------------------------------------------------------------
// This is a base class for a panel which always is rendered on top of an entity
//-----------------------------------------------------------------------------
class CEntityPanel : public CBasePanel
{
public:
DECLARE_CLASS( CEntityPanel, CBasePanel );
// constructor
CEntityPanel( vgui::Panel *pParent, const char *panelName );
virtual void ComputeParent( void );
virtual void ComputeAndSetSize( void );
// Initialize from key values
bool Init( KeyValues* pKeyValues, C_BaseEntity* pEntity );
// Determine where our entity is in screen space.
void GetEntityPosition( int& sx, int& sy );
// Base implementation of ShouldDraw
bool ShouldDraw();
// called when we're ticked (updates our position)...
virtual void OnTick( void );
virtual void OnCursorEntered();
virtual void OnCursorExited();
const char *GetMouseOverText( void );
C_BaseEntity* GetEntity() { return (C_BaseEntity*)m_pBaseEntity; }
// Attach to a new entity
void SetEntity( C_BaseEntity* pEntity );
public:
enum
{
MAX_ENTITY_MOUSEOVER = 256
};
// Offset from entity that we should draw
int m_OffsetX, m_OffsetY;
char m_szMouseOverText[ MAX_ENTITY_MOUSEOVER ];
bool m_bShowInNormal;
int m_iOrgWidth;
int m_iOrgHeight;
int m_iOrgOffsetX;
int m_iOrgOffsetY;
float m_flScale;
private:
// This is the entity to which we're attached
EHANDLE m_pBaseEntity;
};
#endif // VGUI_ENTITYPANEL_H