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Purely automatic change. In case of conflict with this change, apply the other change and rerun the formatting to restore it: $ python scripts/fix_style.py
57 lines
1.4 KiB
C++
57 lines
1.4 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_CLIENT_COMPONENTS_NAMEPLATES_H
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#define GAME_CLIENT_COMPONENTS_NAMEPLATES_H
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#include <game/client/component.h>
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struct SPlayerNamePlate
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{
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SPlayerNamePlate()
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{
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Reset();
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}
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void Reset()
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{
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m_NameTextContainerIndex = m_ClanNameTextContainerIndex = -1;
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m_aName[0] = 0;
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m_aClanName[0] = 0;
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m_NameTextWidth = m_ClanNameTextWidth = 0.f;
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m_NameTextFontSize = m_ClanNameTextFontSize = 0;
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}
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char m_aName[MAX_NAME_LENGTH];
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float m_NameTextWidth;
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int m_NameTextContainerIndex;
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float m_NameTextFontSize;
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char m_aClanName[MAX_CLAN_LENGTH];
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float m_ClanNameTextWidth;
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int m_ClanNameTextContainerIndex;
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float m_ClanNameTextFontSize;
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};
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class CNamePlates : public CComponent
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{
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void MapscreenToGroup(float CenterX, float CenterY, CMapItemGroup *pGroup);
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void RenderNameplate(
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const CNetObj_Character *pPrevChar,
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const CNetObj_Character *pPlayerChar,
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const CNetObj_PlayerInfo *pPlayerInfo);
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void RenderNameplatePos(vec2 Position, const CNetObj_PlayerInfo *pPlayerInfo, float Alpha);
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SPlayerNamePlate m_aNamePlates[MAX_CLIENTS];
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class CPlayers *m_pPlayers;
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void ResetNamePlates();
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public:
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virtual void OnWindowResize();
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virtual void OnInit();
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virtual void OnRender();
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void SetPlayers(class CPlayers *pPlayers);
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};
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#endif
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