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//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: CHud handles the message, calculation, and drawing the HUD
//
// $NoKeywords: $
//=============================================================================//
#ifndef HUD_H
#define HUD_H
#ifdef _WIN32
#pragma once
#endif
#include "utlvector.h"
#include "utldict.h"
#include "convar.h"
#include <vgui/vgui.h>
#include <color.h>
#include <bitbuf.h>
#include "usermessages.h"
namespace vgui { class IScheme; class Panel; }
// basic rectangle struct used for drawing
typedef struct wrect_s { int left; int right; int top; int bottom; } wrect_t;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CHudTexture { public: CHudTexture() { Q_memset( szShortName, 0, sizeof( szShortName ) ); Q_memset( szTextureFile, 0, sizeof( szTextureFile ) ); Q_memset( texCoords, 0, sizeof( texCoords ) ); Q_memset( &rc, 0, sizeof( rc ) ); textureId = -1; bRenderUsingFont = false; bPrecached = false; cCharacterInFont = 0; hFont = NULL; }
CHudTexture& operator =( const CHudTexture& src ) { if ( this == &src ) return *this;
Q_strncpy( szShortName, src.szShortName, sizeof( szShortName ) ); Q_strncpy( szTextureFile, src.szTextureFile, sizeof( szTextureFile ) ); Q_memcpy( texCoords, src.texCoords, sizeof( texCoords ) ); textureId = src.textureId; rc = src.rc; bRenderUsingFont = src.bRenderUsingFont; cCharacterInFont = src.cCharacterInFont; hFont = src.hFont;
return *this; }
int Width() const { return rc.right - rc.left; }
int Height() const { return rc.bottom - rc.top; }
// causes the font manager to generate the glyph, prevents run time hitches on platforms that have slow font managers
void Precache( void );
// returns width & height of icon with scale applied (scale is ignored if font is used to render)
int EffectiveWidth( float flScale ) const; int EffectiveHeight( float flScale ) const;
void DrawSelf( int x, int y, const Color& clr, float flApparentZ = vgui::STEREO_NOOP ) const; void DrawSelf( int x, int y, int w, int h, const Color& clr, float flApparentZ = vgui::STEREO_NOOP ) const; void DrawSelfCropped( int x, int y, int cropx, int cropy, int cropw, int croph, Color clr, float flApparentZ = vgui::STEREO_NOOP ) const; // new version to scale the texture over a finalWidth and finalHeight passed in
void DrawSelfCropped( int x, int y, int cropx, int cropy, int cropw, int croph, int finalWidth, int finalHeight, Color clr, float flApparentZ = vgui::STEREO_NOOP ) const; void DrawSelfScalableCorners( int x, int y, int w, int h, int iSrcCornerW, int iSrcCornerH, int iDrawCornerW, int iDrawCornerH, Color clr, float flApparentZ = vgui::STEREO_NOOP ) const;
char szShortName[ 64 ]; char szTextureFile[ 64 ];
bool bRenderUsingFont; bool bPrecached; char cCharacterInFont; vgui::HFont hFont;
// vgui texture Id assigned to this item
int textureId; // s0, t0, s1, t1
float texCoords[ 4 ];
// Original bounds
wrect_t rc; };
#include "hudtexturehandle.h"
class CHudElement; class CHudRenderGroup;
//-----------------------------------------------------------------------------
// Purpose: Main hud manager
//-----------------------------------------------------------------------------
class CHud { public: //For progress bar orientations
static const int HUDPB_HORIZONTAL; static const int HUDPB_VERTICAL; static const int HUDPB_HORIZONTAL_INV;
public: CHud(); ~CHud();
// Init's called when the HUD's created at DLL load
void Init( void ); // VidInit's called when the video mode's changed
void VidInit( void ); // Shutdown's called when the engine's shutting down
void Shutdown( void ); // LevelInit's called whenever a new level's starting
void LevelInit( void ); // LevelShutdown's called whenever a level's finishing
void LevelShutdown( void ); void ResetHUD( void );
// A saved game has just been loaded
void OnRestore();
// called during simulation, Players and other moving actors
// may not be in their final position when this is called
void Think( void ); // called just before rendering, Players will be in the right
// position, but scaleform update may not be called between LateThink()
// and when the scaleform display is updated (this is probably not an issue
// just a good-to-know
// Also, late think is only called when in the game.
void LateThink( void );
void ProcessInput( bool bActive ); void OnTimeJump(); void UpdateHud( bool bActive );
void InitColors( vgui::IScheme *pScheme );
// Hud element registration
void AddHudElement( CHudElement *pHudElement ); void RemoveHudElement( CHudElement *pHudElement ); // Search list for "name" and return the hud element if it exists
CHudElement *FindElement( const char *pName ); bool IsHidden( int iHudFlags );
float GetSensitivity(); float GetFOVSensitivityAdjust();
void DrawProgressBar( int x, int y, int width, int height, float percentage, Color& clr, unsigned char type ); void DrawIconProgressBar( int x, int y, CHudTexture *icon, CHudTexture *icon2, float percentage, Color& clr, int type );
// User messages
bool MsgFunc_ResetHUD( const CCSUsrMsg_ResetHud& msg ); bool MsgFunc_SendAudio( const CCSUsrMsg_SendAudio& msg );
// Hud Render group
int LookupRenderGroupIndexByName( const char *pszGroupName ); bool LockRenderGroup( int iGroupIndex, CHudElement *pLocker = NULL ); bool UnlockRenderGroup( int iGroupIndex, CHudElement *pLocker = NULL ); bool IsRenderGroupLockedFor( CHudElement *pHudElement, int iGroupIndex ); int RegisterForRenderGroup( const char *pszGroupName ); int AddHudRenderGroup( const char *pszGroupName ); bool DoesRenderGroupExist( int iGroupIndex );
void SetScreenShotTime( float flTime ){ m_flScreenShotTime = flTime; }
CUtlVector< CHudElement * > &GetHudList(); const CUtlVector< CHudElement * > &GetHudList() const; CUtlVector< vgui::Panel * > &GetHudPanelList(); const CUtlVector< vgui::Panel * > &GetHudPanelList() const; void OnSplitScreenStateChanged();
void DisableHud( void ); void EnableHud( void ); bool HudDisabled( void );
public:
int m_iKeyBits;
float m_flMouseSensitivity; float m_flMouseSensitivityFactor;
float m_flFOVSensitivityAdjust;
Color m_clrNormal; Color m_clrCaution; Color m_clrYellowish;
CUtlVector< CHudElement * > m_HudList; // Same list as above, but with vgui::Panel dynamic_cast precomputed. These should all be non-NULL!!!
CUtlVector< vgui::Panel * > m_HudPanelList;
private: void InitFonts(); void DoElementThink( CHudElement* pElement, vgui::Panel* pPanel );
CUtlVector< const char * > m_RenderGroupNames; CUtlMap< int, CHudRenderGroup * > m_RenderGroups;
float m_flScreenShotTime; // used to take end-game screenshots
int m_nSplitScreenSlot; bool m_bEngineIsInGame; int m_iDisabledCount; };
CHud &GetHud( int nSlot = -1 );
class CHudIcons { public: CHudIcons(); ~CHudIcons();
void Init(); void Shutdown();
CHudTexture *GetIcon( const char *szIcon );
// loads a new icon into the list, without duplicates
CHudTexture *AddUnsearchableHudIconToList( CHudTexture& texture ); CHudTexture *AddSearchableHudIconToList( CHudTexture& texture );
void RefreshHudTextures();
private:
void SetupNewHudTexture( CHudTexture *t ); bool m_bHudTexturesLoaded; // Global list of known icons
CUtlDict< CHudTexture *, int > m_Icons;
};
CHudIcons &HudIcons();
//-----------------------------------------------------------------------------
// Global fonts used in the client DLL
//-----------------------------------------------------------------------------
extern vgui::HFont g_hFontTrebuchet24;
void LoadHudTextures( CUtlDict< CHudTexture *, int >& list, char *szFilenameWithoutExtension, const unsigned char *pICEKey );
void GetHudSize( int& w, int &h );
#endif // HUD_H
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