ddnet/src/game/client/components/nameplates.h

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_CLIENT_COMPONENTS_NAMEPLATES_H
#define GAME_CLIENT_COMPONENTS_NAMEPLATES_H
#include <game/client/component.h>
struct SPlayerNamePlate
{
SPlayerNamePlate()
{
Reset();
}
void Reset()
{
m_NameTextContainerIndex = m_ClanNameTextContainerIndex = -1;
m_aName[0] = 0;
m_aClanName[0] = 0;
m_NameTextWidth = m_ClanNameTextWidth = 0.f;
m_NameTextFontSize = m_ClanNameTextFontSize = 0;
}
char m_aName[MAX_NAME_LENGTH];
float m_NameTextWidth;
int m_NameTextContainerIndex;
float m_NameTextFontSize;
char m_aClanName[MAX_CLAN_LENGTH];
float m_ClanNameTextWidth;
int m_ClanNameTextContainerIndex;
float m_ClanNameTextFontSize;
};
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class CNamePlates : public CComponent
{
void MapscreenToGroup(float CenterX, float CenterY, CMapItemGroup *pGroup);
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void RenderNameplate(
const CNetObj_Character *pPrevChar,
const CNetObj_Character *pPlayerChar,
const CNetObj_PlayerInfo *pPlayerInfo
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);
SPlayerNamePlate m_aNamePlates[MAX_CLIENTS];
class CPlayers* m_pPlayers;
void ResetNamePlates();
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public:
virtual void OnWindowResize();
virtual void OnInit();
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virtual void OnRender();
void SetPlayers(class CPlayers* pPlayers);
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};
#endif