vgui/obj/50-hud.js
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();
function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
/**
* List of hud hiding behavors.
* Can be combined using |
*
* - weaponSelection: Hides when player is no longer able to select a weapon (in certain vehicles for example).
* - flashlight: Hides if server / map doesn't allow flashlight usage
* - all: Don't use this. Has no extra behaviour
* - health: Hides when health elements are hidden (command mode)
* - playerDead: Hides the hud element when the player is dead
* - needSuit: Not unused in Empires
* - chat: Hides when chat elements hide
* - crosshair: Hides when crosshair hides
* - vehicleCrosshair: Hides when vehicle crosshair hides
* - inVehicle: Hides when player is in vehicle
* - bonusProgress: Unused
* - commander: Hide when player is not command mode
*
* @type {HideType[]}
*/
var HideType = exports.HideType = {
weaponSelection: 1 << 0,
flashlight: 1 << 1,
all: 1 << 2, // Don't use this, it is always set for every HudElement. See: https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/mp/src/game/client/hud.cpp#L948
health: 1 << 3,
playerDead: 1 << 4,
needSuit: 1 << 5,
miscStatus: 1 << 6,
chat: 1 << 7,
crosshair: 1 << 8,
vehicleCrosshair: 1 << 9,
inVehicle: 1 << 10,
bonusProgress: 1 << 11,
commander: 1 << 12
/**
* Used to control hud-only properties
* Do not use if not being run from hud
*/
};
var Hud = exports.Hud = function () {
function Hud() {
_classCallCheck(this, Hud);
}
_createClass(Hud, null, [{
key: "setHideType",
/**
* Controls if the hud element should be visible in certain situations.
*/
value: function setHideType(type) {
if (document._className != "CEmpHudJavascript") throw new Error("Unable to set hidden bits for non-hud elements");
__hud_SetHiddenBits(type);
}
}]);
return Hud;
}();