

surface.CreateFont( "ScoreboardDefault", {

	font		= "Helvetica",

	size		= 22,

	weight		= 800

})



surface.CreateFont( "ScoreboardDefaultTitle", {

	font		= "Helvetica",

	size		= 32,

	weight		= 800

})





--

-- This defines a new panel type for the player row. The player row is given a player

-- and then from that point on it pretty much looks after itself. It updates player info

-- in the think function, and removes itself when the player leaves the server.

--

local PLAYER_LINE = {

	Init = function( self )



		self.AvatarButton = self:Add( "DButton" )

		self.AvatarButton:Dock( LEFT )

		self.AvatarButton:SetSize( 32, 32 )

		self.AvatarButton.DoClick = function() self.Player:ShowProfile() end



		self.Avatar = vgui.Create( "AvatarImage", self.AvatarButton )

		self.Avatar:SetSize( 32, 32 )

		self.Avatar:SetMouseInputEnabled( false )



		self.Name = self:Add( "DLabel" )

		self.Name:Dock( FILL )

		self.Name:SetFont( "ScoreboardDefault" )

		self.Name:SetDark( true )

		self.Name:DockMargin( 8, 0, 0, 0 )



		self.Mute = self:Add( "DImageButton" )

		self.Mute:SetSize( 32, 32 )

		self.Mute:Dock( RIGHT )



		self.Ping = self:Add( "DLabel" )

		self.Ping:Dock( RIGHT )

		self.Ping:SetWidth( 50 )

		self.Ping:SetFont( "ScoreboardDefault" )

		self.Ping:SetDark( true )

		self.Ping:SetContentAlignment( 5 )



		self.Deaths = self:Add( "DLabel" )

		self.Deaths:Dock( RIGHT )

		self.Deaths:SetWidth( 50 )

		self.Deaths:SetFont( "ScoreboardDefault" )

		self.Deaths:SetDark( true )

		self.Deaths:SetContentAlignment( 5 )



		self.Kills = self:Add( "DLabel" )

		self.Kills:Dock( RIGHT )

		self.Kills:SetWidth( 50 )

		self.Kills:SetFont( "ScoreboardDefault" )

		self.Kills:SetDark( true )

		self.Kills:SetContentAlignment( 5 )



		self:Dock( TOP )

		self:DockPadding( 3, 3, 3, 3 )

		self:SetHeight( 32 + 3*2 )

		self:DockMargin( 2, 0, 2, 2 )



	end,



	Setup = function( self, pl )



		self.Player = pl



		self.Avatar:SetPlayer( pl )



		self:Think( self )



		--local friend = self.Player:GetFriendStatus()

		--MsgN( pl, " Friend: ", friend )



	end,



	Think = function( self )



		if ( !IsValid( self.Player ) ) then

			self:Remove()

			return

		end



		if ( self.PName == nil || self.PName != self.Player:Nick() ) then

			self.PName = self.Player:Nick()

			self.Name:SetText( self.PName )

		end

		

		if ( self.NumKills == nil || self.NumKills != self.Player:Frags() ) then

			self.NumKills = self.Player:Frags()

			self.Kills:SetText( self.NumKills )

		end



		if ( self.NumDeaths == nil || self.NumDeaths != self.Player:Deaths() ) then

			self.NumDeaths = self.Player:Deaths()

			self.Deaths:SetText( self.NumDeaths )

		end



		if ( self.NumPing == nil || self.NumPing != self.Player:Ping() ) then

			self.NumPing = self.Player:Ping()

			self.Ping:SetText( self.NumPing )

		end



		--

		-- Change the icon of the mute button based on state

		--

		if ( self.Muted == nil || self.Muted != self.Player:IsMuted() ) then



			self.Muted = self.Player:IsMuted()

			if ( self.Muted ) then

				self.Mute:SetImage( "icon32/muted.png" )

			else

				self.Mute:SetImage( "icon32/unmuted.png" )

			end



			self.Mute.DoClick = function() self.Player:SetMuted( !self.Muted ) end



		end



		--

		-- Connecting players go at the very bottom

		--

		if ( self.Player:Team() == TEAM_CONNECTING ) then

			self:SetZPos( 2000 )

		end



		--

		-- This is what sorts the list. The panels are docked in the z order,

		-- so if we set the z order according to kills they'll be ordered that way!

		-- Careful though, it's a signed short internally, so needs to range between -32,768k and +32,767

		--

		self:SetZPos( (self.NumKills * -50) + self.NumDeaths )



	end,



	Paint = function( self, w, h )



		if ( !IsValid( self.Player ) ) then

			return

		end



		--

		-- We draw our background a different colour based on the status of the player

		--



		if ( self.Player:Team() == TEAM_CONNECTING ) then

			draw.RoundedBox( 4, 0, 0, w, h, Color( 200, 200, 200, 200 ) )

			return

		end



		if  ( !self.Player:Alive() ) then

			draw.RoundedBox( 4, 0, 0, w, h, Color( 230, 200, 200, 255 ) )

			return

		end



		if ( self.Player:IsAdmin() ) then

			draw.RoundedBox( 4, 0, 0, w, h, Color( 230, 255, 230, 255 ) )

			return

		end



		draw.RoundedBox( 4, 0, 0, w, h, Color( 230, 230, 230, 255 ) )



	end

}



--

-- Convert it from a normal table into a Panel Table based on DPanel

--

PLAYER_LINE = vgui.RegisterTable( PLAYER_LINE, "DPanel" )



--

-- Here we define a new panel table for the scoreboard. It basically consists

-- of a header and a scrollpanel - into which the player lines are placed.

--

local SCORE_BOARD = {

	Init = function( self )



		self.Header = self:Add( "Panel" )

		self.Header:Dock( TOP )

		self.Header:SetHeight( 100 )



		self.Name = self.Header:Add( "DLabel" )

		self.Name:SetFont( "ScoreboardDefaultTitle" )

		self.Name:SetTextColor( Color( 255, 255, 255, 255 ) )

		self.Name:Dock( TOP )

		self.Name:SetHeight( 40 )

		self.Name:SetContentAlignment( 5 )

		self.Name:SetExpensiveShadow( 2, Color( 0, 0, 0, 200 ) )



		--self.NumPlayers = self.Header:Add( "DLabel" )

		--self.NumPlayers:SetFont( "ScoreboardDefault" )

		--self.NumPlayers:SetTextColor( Color( 255, 255, 255, 255 ) )

		--self.NumPlayers:SetPos( 0, 100 - 30 )

		--self.NumPlayers:SetSize( 300, 30 )

		--self.NumPlayers:SetContentAlignment( 4 )



		self.Scores = self:Add( "DScrollPanel" )

		self.Scores:Dock( FILL )



	end,



	PerformLayout = function( self )



		self:SetSize( 700, ScrH() - 200 )

		self:SetPos( ScrW() / 2 - 350, 100 )



	end,



	Paint = function( self, w, h )



		--draw.RoundedBox( 4, 0, 0, w, h, Color( 0, 0, 0, 200 ) )



	end,



	Think = function( self, w, h )



		self.Name:SetText( GetHostName() )



		--

		-- Loop through each player, and if one doesn't have a score entry - create it.

		--

		local plyrs = player.GetAll()

		for id, pl in pairs( plyrs ) do



			if ( IsValid( pl.ScoreEntry ) ) then continue end



			pl.ScoreEntry = vgui.CreateFromTable( PLAYER_LINE, pl.ScoreEntry )

			pl.ScoreEntry:Setup( pl )



			self.Scores:AddItem( pl.ScoreEntry )



		end



	end

}



SCORE_BOARD = vgui.RegisterTable( SCORE_BOARD, "EditablePanel" )



--[[---------------------------------------------------------

	Name: gamemode:ScoreboardShow( )

	Desc: Sets the scoreboard to visible

-----------------------------------------------------------]]

function GM:ScoreboardShow()



	if ( !IsValid( g_Scoreboard ) ) then

		g_Scoreboard = vgui.CreateFromTable( SCORE_BOARD )

	end



	if ( IsValid( g_Scoreboard ) ) then

		g_Scoreboard:Show()

		g_Scoreboard:MakePopup()

		g_Scoreboard:SetKeyboardInputEnabled( false )

	end



end



--[[---------------------------------------------------------

	Name: gamemode:ScoreboardHide( )

	Desc: Hides the scoreboard

-----------------------------------------------------------]]

function GM:ScoreboardHide()



	if ( IsValid( g_Scoreboard ) ) then

		g_Scoreboard:Hide()

	end



end





--[[---------------------------------------------------------

	Name: gamemode:HUDDrawScoreBoard( )

	Desc: If you prefer to draw your scoreboard the stupid way (without vgui)

-----------------------------------------------------------]]

function GM:HUDDrawScoreBoard()



end

