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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "hudelement.h"
#include <vgui_controls/Panel.h>
#include <vgui/isurface.h>
#include "clientmode_csnormal.h"
#include "cs_gamerules.h"
#include "hud_basetimer.h"
#include "hud_bitmapnumericdisplay.h"
#include "c_plantedc4.h"
#include <vgui_controls/AnimationController.h>
class CHudRoundTimer : public CHudElement, public vgui::Panel { public: DECLARE_CLASS_SIMPLE( CHudRoundTimer, vgui::Panel );
explicit CHudRoundTimer( const char *name );
protected: virtual void Paint(); virtual void Think(); virtual bool ShouldDraw(); virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
void PaintTime(HFont font, int xpos, int ypos, int mins, int secs);
private: float m_flToggleTime; float m_flNextToggle; CHudTexture *m_pTimerIcon; bool m_bFlash;
int m_iAdditiveWhiteID;
CPanelAnimationVar( Color, m_FlashColor, "FlashColor", "Panel.FgColor" );
CPanelAnimationVarAliasType( float, icon_xpos, "icon_xpos", "0", "proportional_float" ); CPanelAnimationVarAliasType( float, icon_ypos, "icon_ypos", "0", "proportional_float" );
CPanelAnimationVar( Color, m_TextColor, "TextColor", "Panel.FgColor" ); CPanelAnimationVar( vgui::HFont, m_hNumberFont, "NumberFont", "HudNumbers" ); CPanelAnimationVarAliasType( float, digit_xpos, "digit_xpos", "50", "proportional_float" ); CPanelAnimationVarAliasType( float, digit_ypos, "digit_ypos", "2", "proportional_float" );
float icon_tall; float icon_wide; };
// DECLARE_HUDELEMENT( CHudRoundTimer );
CHudRoundTimer::CHudRoundTimer( const char *pName ) : BaseClass( NULL, "HudRoundTimer" ), CHudElement( pName ) { m_iAdditiveWhiteID = vgui::surface()->CreateNewTextureID(); vgui::surface()->DrawSetTextureFile( m_iAdditiveWhiteID, "vgui/white_additive" , true, false);
SetHiddenBits( HIDEHUD_PLAYERDEAD );
vgui::Panel *pParent = GetClientMode()->GetViewport(); SetParent( pParent ); }
void CHudRoundTimer::ApplySchemeSettings(vgui::IScheme *pScheme) { m_pTimerIcon = HudIcons().GetIcon( "timer_icon" );
if( m_pTimerIcon ) { icon_tall = GetTall() - YRES(2); float scale = icon_tall / (float)m_pTimerIcon->Height(); icon_wide = ( scale ) * (float)m_pTimerIcon->Width(); }
SetFgColor( m_TextColor );
BaseClass::ApplySchemeSettings( pScheme ); }
bool CHudRoundTimer::ShouldDraw() { //necessary?
C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer(); if ( pPlayer ) { return !pPlayer->IsObserver(); }
return false; }
void CHudRoundTimer::Think() { C_CSGameRules *pRules = CSGameRules(); if ( !pRules ) return;
int timer = (int)ceil( pRules->GetRoundRemainingTime() );
if ( pRules->IsFreezePeriod() ) { // in freeze period countdown to round start time
timer = (int)ceil(pRules->GetRoundStartTime()-gpGlobals->curtime); }
if(timer > 30) { SetFgColor(m_TextColor); return; } if(timer <= 0) { timer = 0; SetFgColor(m_FlashColor); return; }
if(gpGlobals->curtime > m_flNextToggle) { if( timer <= 0) { m_bFlash = true; } else if( timer <= 2) { m_flToggleTime = gpGlobals->curtime; m_flNextToggle = gpGlobals->curtime + 0.05; m_bFlash = !m_bFlash; } else if( timer <= 5) { m_flToggleTime = gpGlobals->curtime; m_flNextToggle = gpGlobals->curtime + 0.1; m_bFlash = !m_bFlash; } else if( timer <= 10) { m_flToggleTime = gpGlobals->curtime; m_flNextToggle = gpGlobals->curtime + 0.2; m_bFlash = !m_bFlash; } else if( timer <= 20) { m_flToggleTime = gpGlobals->curtime; m_flNextToggle = gpGlobals->curtime + 0.4; m_bFlash = !m_bFlash; } else if( timer <= 30) { m_flToggleTime = gpGlobals->curtime; m_flNextToggle = gpGlobals->curtime + 0.8; m_bFlash = !m_bFlash; } else m_bFlash = false; }
Color startValue, endValue; Color interp_color;
if( m_bFlash ) { startValue = m_FlashColor; endValue = m_TextColor; } else { startValue = m_TextColor; endValue = m_FlashColor; }
float pos = (gpGlobals->curtime - m_flToggleTime) / (m_flNextToggle - m_flToggleTime); pos = clamp( SimpleSpline( pos ), 0, 1 );
interp_color[0] = ((endValue[0] - startValue[0]) * pos) + startValue[0]; interp_color[1] = ((endValue[1] - startValue[1]) * pos) + startValue[1]; interp_color[2] = ((endValue[2] - startValue[2]) * pos) + startValue[2]; interp_color[3] = ((endValue[3] - startValue[3]) * pos) + startValue[3];
SetFgColor(interp_color); }
void CHudRoundTimer::Paint() { // Update the time.
C_CSGameRules *pRules = CSGameRules(); if ( !pRules ) return;
int timer = (int)ceil( pRules->GetRoundRemainingTime() );
//If the bomb is planted and the timer is 0, don't draw
// EDIT: In CZ the timer is turned off as soon as the bomb is planted, so emulate that behavior here.
if( g_PlantedC4s.Count() > 0 ) return;
if ( pRules->IsFreezePeriod() ) { // in freeze period countdown to round start time
timer = (int)ceil(pRules->GetRoundStartTime()-gpGlobals->curtime); } if(timer < 0) timer = 0; int minutes = timer / 60; int seconds = timer % 60;
//Draw Timer icon
if( m_pTimerIcon ) { m_pTimerIcon->DrawSelf( icon_xpos, icon_ypos, icon_wide, icon_tall, GetFgColor() ); }
PaintTime( m_hNumberFont, digit_xpos, digit_ypos, minutes, seconds ); }
void CHudRoundTimer::PaintTime(HFont font, int xpos, int ypos, int mins, int secs) { surface()->DrawSetTextFont(font); wchar_t unicode[6]; V_snwprintf(unicode, ARRAYSIZE(unicode), L"%d:%.2d", mins, secs); surface()->DrawSetTextPos(xpos, ypos); surface()->DrawUnicodeString( unicode ); }
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