|
|
//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Item pickup history displayed onscreen when items are picked up.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "history_resource.h"
#include "hud_macros.h"
#include <vgui_controls/Controls.h>
#include <vgui/ILocalize.h>
#include <vgui/ISurface.h>
#include "iclientmode.h"
#include "vgui_controls/AnimationController.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
extern ConVar hud_drawhistory_time;
#if !defined ( INCLUDE_SCALEFORM )
DECLARE_HUDELEMENT( CHudHistoryResource ); #endif //INCLUDE_SCALEFORM
DECLARE_HUD_MESSAGE( CHudHistoryResource, ItemPickup ); DECLARE_HUD_MESSAGE( CHudHistoryResource, AmmoDenied );
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudHistoryResource::CHudHistoryResource( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HudHistoryResource" ) { vgui::Panel *pParent = GetClientMode()->GetViewport(); SetParent( pParent ); m_bDoNotDraw = true; m_wcsAmmoFullMsg[0] = 0; m_bNeedsDraw = false; SetHiddenBits( HIDEHUD_MISCSTATUS ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudHistoryResource::ApplySchemeSettings( IScheme *pScheme ) { BaseClass::ApplySchemeSettings( pScheme ); SetPaintBackgroundEnabled( false );
// lookup text to display for ammo full message
wchar_t *wcs = g_pVGuiLocalize->Find("#hl2_AmmoFull"); if (wcs) { wcsncpy(m_wcsAmmoFullMsg, wcs, sizeof(m_wcsAmmoFullMsg) / sizeof(wchar_t)); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudHistoryResource::Init( void ) { HOOK_HUD_MESSAGE( CHudHistoryResource, ItemPickup ); HOOK_HUD_MESSAGE( CHudHistoryResource, AmmoDenied );
Reset(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudHistoryResource::Reset( void ) { m_PickupHistory.RemoveAll(); m_iCurrentHistorySlot = 0; m_bDoNotDraw = true; }
//-----------------------------------------------------------------------------
// Purpose: these kept only for hl1-port compatibility
//-----------------------------------------------------------------------------
void CHudHistoryResource::SetHistoryGap( int iNewHistoryGap ) { }
//-----------------------------------------------------------------------------
// Purpose: adds an element to the history
//-----------------------------------------------------------------------------
void CHudHistoryResource::AddToHistory( C_BaseCombatWeapon *weapon ) { // don't draw exhaustable weapons (grenades) since they'll have an ammo pickup icon as well
if ( weapon->GetWpnData().iFlags & ITEM_FLAG_EXHAUSTIBLE ) return;
int iId = weapon->entindex();
// don't show the same weapon twice
for ( int i = 0; i < m_PickupHistory.Count(); i++ ) { if ( m_PickupHistory[i].iId == iId ) { // it's already in list
return; } } AddIconToHistory( HISTSLOT_WEAP, iId, weapon, 0, NULL ); }
//-----------------------------------------------------------------------------
// Purpose: Add a new entry to the pickup history
//-----------------------------------------------------------------------------
void CHudHistoryResource::AddToHistory( int iType, int iId, int iCount ) { // Ignore adds with no count
if ( iType == HISTSLOT_AMMO ) { if ( !iCount ) return;
// clear out any ammo pickup denied icons, since we can obviously pickup again
for ( int i = 0; i < m_PickupHistory.Count(); i++ ) { if ( m_PickupHistory[i].type == HISTSLOT_AMMODENIED && m_PickupHistory[i].iId == iId ) { // kill the old entry
m_PickupHistory[i].DisplayTime = 0.0f; // change the pickup to be in this entry
m_iCurrentHistorySlot = i; break; } } }
AddIconToHistory( iType, iId, NULL, iCount, NULL ); }
//-----------------------------------------------------------------------------
// Purpose: Add a new entry to the pickup history
//-----------------------------------------------------------------------------
void CHudHistoryResource::AddToHistory( int iType, const char *szName, int iCount ) { if ( iType != HISTSLOT_ITEM ) return;
// Get the item's icon
CHudTexture *i = HudIcons().GetIcon( szName ); if ( i == NULL ) return;
AddIconToHistory( iType, 1, NULL, iCount, i ); }
//-----------------------------------------------------------------------------
// Purpose: adds a history icon
//-----------------------------------------------------------------------------
void CHudHistoryResource::AddIconToHistory( int iType, int iId, C_BaseCombatWeapon *weapon, int iCount, CHudTexture *icon ) { m_bNeedsDraw = true;
// Check to see if the pic would have to be drawn too high. If so, start again from the bottom
if ( (m_flHistoryGap * (m_iCurrentHistorySlot+1)) > GetTall() ) { m_iCurrentHistorySlot = 0; }
// If the history resource is appearing, slide the hint message element down
if ( m_iCurrentHistorySlot == 0 ) { GetClientMode()->GetViewportAnimationController()->StartAnimationSequence( "HintMessageLower" ); }
// ensure the size
m_PickupHistory.EnsureCount(m_iCurrentHistorySlot + 1);
// default to just writing to the first slot
HIST_ITEM *freeslot = &m_PickupHistory[m_iCurrentHistorySlot++];
if ( iType == HISTSLOT_AMMODENIED && freeslot->DisplayTime ) { // don't override existing pickup icons with denied icons
return; }
freeslot->iId = iId; freeslot->icon = icon; freeslot->type = iType; freeslot->m_hWeapon = weapon; freeslot->iCount = iCount;
if (iType == HISTSLOT_AMMODENIED) { freeslot->DisplayTime = gpGlobals->curtime + (hud_drawhistory_time.GetFloat() / 2.0f); } else { freeslot->DisplayTime = gpGlobals->curtime + hud_drawhistory_time.GetFloat(); } }
//-----------------------------------------------------------------------------
// Purpose: Handle an item pickup event from the server
//-----------------------------------------------------------------------------
bool CHudHistoryResource::MsgFunc_ItemPickup( const CCSUsrMsg_ItemPickup &msg ) { // Add the item to the history
AddToHistory( HISTSLOT_ITEM, msg.item().c_str() );
return true; }
//-----------------------------------------------------------------------------
// Purpose: ammo denied message
//-----------------------------------------------------------------------------
bool CHudHistoryResource::MsgFunc_AmmoDenied( const CCSUsrMsg_AmmoDenied &msg ) { int iAmmo = msg.ammoidx();
// see if there are any existing ammo items of that type
for ( int i = 0; i < m_PickupHistory.Count(); i++ ) { if ( m_PickupHistory[i].type == HISTSLOT_AMMO && m_PickupHistory[i].iId == iAmmo ) { // it's already in the list as a pickup, ignore
return true; } }
// see if there are any denied ammo icons, if so refresh their timer
for ( int i = 0; i < m_PickupHistory.Count(); i++ ) { if ( m_PickupHistory[i].type == HISTSLOT_AMMODENIED && m_PickupHistory[i].iId == iAmmo ) { // it's already in the list, refresh
m_PickupHistory[i].DisplayTime = gpGlobals->curtime + (hud_drawhistory_time.GetFloat() / 2.0f); m_bNeedsDraw = true; return true; } }
// add into the list
AddToHistory( HISTSLOT_AMMODENIED, iAmmo, 0 );
return true; }
//-----------------------------------------------------------------------------
// Purpose: If there aren't any items in the history, clear it out.
//-----------------------------------------------------------------------------
void CHudHistoryResource::CheckClearHistory( void ) { for ( int i = 0; i < m_PickupHistory.Count(); i++ ) { if ( m_PickupHistory[i].type ) return; }
m_iCurrentHistorySlot = 0;
// Slide the hint message element back up
GetClientMode()->GetViewportAnimationController()->StartAnimationSequence( "HintMessageRaise" ); }
//-----------------------------------------------------------------------------
// Purpose: Save CPU cycles by letting the HUD system early cull
// costly traversal. Called per frame, return true if thinking and
// painting need to occur.
//-----------------------------------------------------------------------------
bool CHudHistoryResource::ShouldDraw( void ) { #ifdef TF_CLIENT_DLL
return false; #else
return ( ( m_iCurrentHistorySlot > 0 || m_bNeedsDraw ) && CHudElement::ShouldDraw() ); #endif
}
//-----------------------------------------------------------------------------
// Purpose: Draw the pickup history
//-----------------------------------------------------------------------------
void CHudHistoryResource::Paint( void ) { if ( m_bDoNotDraw ) { // this is to not draw things until the first rendered
m_bDoNotDraw = false; return; }
// set when drawing should occur
// will be set if valid drawing does occur
m_bNeedsDraw = false;
int wide, tall; GetSize( wide, tall );
for ( int i = 0; i < m_PickupHistory.Count(); i++ ) { if ( m_PickupHistory[i].type ) { m_PickupHistory[i].DisplayTime = MIN( m_PickupHistory[i].DisplayTime, gpGlobals->curtime + hud_drawhistory_time.GetFloat() ); if ( m_PickupHistory[i].DisplayTime <= gpGlobals->curtime ) { // pic drawing time has expired
memset( &m_PickupHistory[i], 0, sizeof(HIST_ITEM) ); CheckClearHistory(); continue; }
float elapsed = m_PickupHistory[i].DisplayTime - gpGlobals->curtime; float scale = elapsed * 80; Color clr = GetHud().m_clrNormal; clr[3] = MIN( scale, 255 );
bool bUseAmmoFullMsg = false;
// get the icon and number to draw
const CHudTexture *itemIcon = NULL; const CHudTexture *itemAmmoIcon = NULL; int iAmount = 0; bool bHalfHeight = true;
switch ( m_PickupHistory[i].type ) { case HISTSLOT_AMMO: { // Get the weapon we belong to
const FileWeaponInfo_t *pWpnInfo = gWR.GetWeaponFromAmmo( m_PickupHistory[i].iId ); if ( pWpnInfo && ( pWpnInfo->iMaxClip1 >= 0 || pWpnInfo->iMaxClip2 >= 0 ) ) { // The weapon will be the main icon, and the ammo the smaller
itemIcon = pWpnInfo->iconSmall; itemAmmoIcon = gWR.GetAmmoIconFromWeapon( m_PickupHistory[i].iId ); } else { itemIcon = gWR.GetAmmoIconFromWeapon( m_PickupHistory[i].iId ); itemAmmoIcon = NULL; }
iAmount = m_PickupHistory[i].iCount; } break; case HISTSLOT_AMMODENIED: { itemIcon = gWR.GetAmmoIconFromWeapon( m_PickupHistory[i].iId ); iAmount = 0; bUseAmmoFullMsg = true; // display as red
clr = GetHud().m_clrCaution; clr[3] = MIN( scale, 255 ); } break;
case HISTSLOT_WEAP: { C_BaseCombatWeapon *pWeapon = m_PickupHistory[i].m_hWeapon; if ( !pWeapon ) return;
if ( !pWeapon->HasAmmo() ) { // if the weapon doesn't have ammo, display it as red
clr = GetHud().m_clrCaution; clr[3] = MIN( scale, 255 ); }
itemIcon = pWeapon->GetSpriteInactive(); bHalfHeight = false; } break; case HISTSLOT_ITEM: { if ( !m_PickupHistory[i].iId ) continue;
itemIcon = m_PickupHistory[i].icon; bHalfHeight = false; } break; default: // unknown history type
Assert( 0 ); break; }
if ( !itemIcon ) continue;
if ( clr[3] ) { // valid drawing will occur
m_bNeedsDraw = true; }
int ypos = tall - (m_flHistoryGap * (i + 1)); int xpos = wide - itemIcon->Width() - m_flIconInset;
// Adjust for a half-height icon
if ( bHalfHeight ) { ypos += itemIcon->Height() / 2; }
itemIcon->DrawSelf( xpos, ypos, clr );
if ( itemAmmoIcon ) { itemAmmoIcon->DrawSelf( xpos - ( itemAmmoIcon->Width() * 1.25f ), ypos, clr ); }
if ( iAmount ) { wchar_t text[16]; Q_snwprintf( text, sizeof( text ) / sizeof(wchar_t), L"%i", m_PickupHistory[i].iCount );
// offset the number to sit properly next to the icon
ypos -= ( surface()->GetFontTall( m_hNumberFont ) - itemIcon->Height() ) / 2;
vgui::surface()->DrawSetTextFont( m_hNumberFont ); vgui::surface()->DrawSetTextColor( clr ); vgui::surface()->DrawSetTextPos( wide - m_flTextInset, ypos ); vgui::surface()->DrawUnicodeString( text ); } else if ( bUseAmmoFullMsg ) { // offset the number to sit properly next to the icon
ypos -= ( surface()->GetFontTall( m_hTextFont ) - itemIcon->Height() ) / 2;
vgui::surface()->DrawSetTextFont( m_hTextFont ); vgui::surface()->DrawSetTextColor( clr ); vgui::surface()->DrawSetTextPos( wide - m_flTextInset, ypos ); vgui::surface()->DrawUnicodeString( m_wcsAmmoFullMsg ); } } } }
|