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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#if !defined( HUDELEMENT_H )
#define HUDELEMENT_H
#ifdef _WIN32
#pragma once
#endif
#include "hud.h"
#include "hud_element_helper.h"
#include "networkvar.h"
#include "GameEventListener.h"
#include "tier0/memdbgon.h"
#undef new
class CHud; //-----------------------------------------------------------------------------
// Purpose: Base class for all hud elements
//-----------------------------------------------------------------------------
class CHudElement : public CGameEventListener { public: DECLARE_CLASS_NOBASE( CHudElement ); // constructor - registers object in global list
CHudElement() {} explicit CHudElement( const char *pElementName ); // destructor - removes object from the global list
virtual ~CHudElement();
virtual void SetHud( CHud *pHud );
// called when the Hud is initialised (whenever the DLL is loaded)
virtual void Init( void ) { return; }
// called whenever the video mode changes, and whenever Init() would be called, so the hud can vid init itself
virtual void VidInit( void ) { return; }
// LevelInit's called whenever a new level's starting
virtual void LevelInit( void ) { return; }; // LevelShutdown's called whenever a level's finishing
virtual void LevelShutdown( void ) { return; };
// called whenever the hud receives "reset" message, which is (usually) every time the client respawns after getting killed
virtual void Reset( void ) { return; }
// Called once per frame for visible elements before general key processing
virtual void ProcessInput( void ) { return; }
// Called once per frame whether the element is visible or not
virtual void Think( void ) {return;}
// Called when time warping occurs, i.e. when instant replay rewinds or forwards client's time
virtual void OnTimeJump( void ){ return; }
//
virtual const char *GetName( void ) const { return m_pElementName; };
// Return true if this hud element should be visible in the current hud state
virtual bool ShouldDraw( void );
virtual bool IsActive( void ) { return m_bActive; }; virtual void SetActive( bool bActive );
// Hidden bits.
// HIDEHUD_ flags that note when this element should be hidden in the HUD
virtual void SetHiddenBits( int iBits );
virtual void SetIgnoreGlobalHudDisable( bool hide ); virtual bool GetIgnoreGlobalHudDisable( void );
bool IsParentedToClientDLLRootPanel() const; void SetParentedToClientDLLRootPanel( bool parented );
// Return true if this HUD element expects an entry in HudLayout.res
virtual bool WantsHudLayoutEntry( void ) const { return true; }
// memory handling, uses calloc so members are zero'd out on instantiation
void *operator new( size_t stAllocateBlock ) { Assert( stAllocateBlock != 0 ); void *pMem = malloc( stAllocateBlock ); memset( pMem, 0, stAllocateBlock ); return pMem; } void* operator new( size_t stAllocateBlock, int nBlockUse, const char *pFileName, int nLine ) { Assert( stAllocateBlock != 0 ); void *pMem = MemAlloc_Alloc( stAllocateBlock, pFileName, nLine ); memset( pMem, 0, stAllocateBlock ); return pMem; }
void operator delete( void *pMem ) { #if defined( _DEBUG )
int size = _msize( pMem ); memset( pMem, 0xcd, size ); #endif
free( pMem ); }
void operator delete( void *pMem, int nBlockUse, const char *pFileName, int nLine ) { operator delete( pMem ); }
void SetNeedsRemove( bool needsremove );
void RegisterForRenderGroup( const char *pszName ); void UnregisterForRenderGroup( const char *pszGroupName ); void HideLowerPriorityHudElementsInGroup( const char *pszGroupName ); void UnhideLowerPriorityHudElementsInGroup( const char *pszGroupName );
// For now, CHUdElements declare a single priority value. They will only be hidden
// by panels with a lower priority and will only lock out panels with a lower priority
virtual int GetRenderGroupPriority();
void SetSplitScreenPlayerSlot( int nSlot ); int GetSplitScreenPlayerSlot() const;
virtual void OnSplitScreenStateChanged() {}
public: // IGameEventListener Interface
virtual void FireGameEvent( IGameEvent * event ) {}
protected: void InitCHudElementAfterConstruction( const char* pElementName );
public:
// True if this element is visible, and should think
bool m_bActive; // m_bWantLateUpdate defaults to false. Set this to true if you need to position something based on the
// position of a player or other moving game actor.
// When true, your Think and ProcessInput functions will be called after the simulation updates this means
// that the Flash VM will not have a chance to run until after the frame has been rendered. This is
//probably not a big deal, but is good to know.
bool m_bWantLateUpdate;
protected: int m_iHiddenBits; int m_nSplitScreenPlayerSlot; bool m_ignoreGlobalHudDisable;
private: const char *m_pElementName; bool m_bNeedsRemove; bool m_bIsParentedToClientDLLRootPanel;
CUtlVector< int > m_HudRenderGroups; CHud *m_pHud; };
#include "utlpriorityqueue.h"
inline bool RenderGroupLessFunc( CHudElement * const &lhs, CHudElement * const &rhs ) { return ( lhs->GetRenderGroupPriority() < rhs->GetRenderGroupPriority() ); }
// hud elements declare themselves to be part of a hud render group, by name
// we register with each hudelement a list of indeces of groups they are in
// then they can query by index the state of their render group
class CHudRenderGroup { public: CHudRenderGroup() { m_pLockingElements.SetLessFunc( RenderGroupLessFunc ); bHidden = false; }
bool bHidden; CUtlPriorityQueue< CHudElement * > m_pLockingElements; };
#include "tier0/memdbgoff.h"
#endif // HUDELEMENT_H
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