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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
//
// hud_redraw.cpp
//
#include "cbase.h"
#include "hudelement.h"
#include "iclientmode.h"
#include "itextmessage.h"
#include "vgui_basepanel.h"
#include "hud_crosshair.h"
#include "HUD/sfhudflashinterface.h"
#include <vgui/ISurface.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
//For progress bar orientations
const int CHud::HUDPB_HORIZONTAL = 0; const int CHud::HUDPB_VERTICAL = 1; const int CHud::HUDPB_HORIZONTAL_INV = 2;
// Called when a ConVar changes value
static void FovChanged_Callback( IConVar *pConVar, const char *pOldString, float flOldValue ) { ConVarRef var( pConVar ); if ( engine->IsInGame() ) { engine->ServerCmd( VarArgs( "fov %f\n", var.GetFloat() ) ); } }
static ConVar fov_watcher( "_fov", "0", 0, "Automates fov command to server.", FovChanged_Callback );
void CHud::DoElementThink( CHudElement* pElement, vgui::Panel* pPanel ) { bool visible = true;
//if we are globally disabling the HUD (and the pElement obeys global hiding), override the ShouldDraw check
if ( m_iDisabledCount > 0 && !pElement->GetIgnoreGlobalHudDisable() ) { visible = false; } else { visible = pElement->ShouldDraw(); }
pElement->SetActive( visible ); pElement->Think(); if ( pPanel && pPanel->IsVisible() != visible ) { pPanel->SetVisible( visible ); } bool bProcessInput = visible; if ( bProcessInput ) { if ( SFHudFlashInterface *pHudFlashInterface = dynamic_cast< SFHudFlashInterface * >( pElement ) ) { if ( !pHudFlashInterface->FlashAPIIsValid() && !pHudFlashInterface->ShouldProcessInputBeforeFlashApiReady() ) bProcessInput = false; } } if ( bProcessInput ) { pElement->ProcessInput(); } }
//-----------------------------------------------------------------------------
// Purpose: Think
//-----------------------------------------------------------------------------
void CHud::Think( void ) { // Determine the visibility of all hud elements
CUtlVector< CHudElement * > & list = GetHudList(); CUtlVector< vgui::Panel * > & hudPanelList = GetHudPanelList();
int c = list.Count(); Assert( c == hudPanelList.Count() );
m_bEngineIsInGame = engine->IsInGame() && ( engine->IsLevelMainMenuBackground() == false );
for ( int i = 0; i < c; ++i ) { CHudElement* pElement = list[i]; if ( !pElement->m_bWantLateUpdate ) { DoElementThink( pElement, hudPanelList[ i ] ); } }
// Let the active weapon at the keybits
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( pPlayer ) { C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon(); if ( pWeapon ) { pWeapon->HandleInput(); } }
if ( ( m_flScreenShotTime > 0 ) && ( m_flScreenShotTime < gpGlobals->curtime ) ) { if ( !IsGameConsole() ) { engine->ClientCmd( "screenshot" ); }
m_flScreenShotTime = -1; } }
void CHud::OnTimeJump(void) { CUtlVector< CHudElement * > & list = GetHudList(); int c = list.Count();
for ( int i = 0; i < c; ++i ) { CHudElement* pElement = list[i]; if ( !pElement->m_bWantLateUpdate ) { pElement->OnTimeJump(); } } } void CHud::LateThink( void ) { SNPROF("LateThink");
CUtlVector< CHudElement * > & list = GetHudList(); CUtlVector< vgui::Panel * > & hudPanelList = GetHudPanelList();
int c = list.Count(); Assert( c == hudPanelList.Count() );
m_bEngineIsInGame = engine->IsInGame() && ( engine->IsLevelMainMenuBackground() == false );
for ( int i = 0; i < c; ++i ) { CHudElement* pElement = list[i]; if ( pElement->m_bWantLateUpdate ) { DoElementThink( pElement, hudPanelList[ i ] ); } } }
//-----------------------------------------------------------------------------
// Purpose: The percentage passed in is expected and clamped to 0.0f to 1.0f
// Input : x -
// y -
// width -
// height -
// percentage -
// clr -
// type -
//-----------------------------------------------------------------------------
void CHud::DrawProgressBar( int x, int y, int width, int height, float percentage, Color& clr, unsigned char type ) { //Clamp our percentage
percentage = MIN( 1.0f, percentage ); percentage = MAX( 0.0f, percentage );
Color lowColor = clr; lowColor[ 0 ] /= 2; lowColor[ 1 ] /= 2; lowColor[ 2 ] /= 2;
//Draw a vertical progress bar
if ( type == HUDPB_VERTICAL ) { int barOfs = height * percentage;
surface()->DrawSetColor( lowColor ); surface()->DrawFilledRect( x, y, x + width, y + barOfs );
surface()->DrawSetColor( clr ); surface()->DrawFilledRect( x, y + barOfs, x + width, y + height ); } else if ( type == HUDPB_HORIZONTAL ) { int barOfs = width * percentage;
surface()->DrawSetColor( lowColor ); surface()->DrawFilledRect( x, y, x + barOfs, y + height );
surface()->DrawSetColor( clr ); surface()->DrawFilledRect( x + barOfs, y, x + width, y + height ); } else if ( type == HUDPB_HORIZONTAL_INV ) { int barOfs = width * percentage;
surface()->DrawSetColor( clr ); surface()->DrawFilledRect( x, y, x + barOfs, y + height );
surface()->DrawSetColor( lowColor ); surface()->DrawFilledRect( x + barOfs, y, x + width, y + height ); } }
//-----------------------------------------------------------------------------
// Purpose: The percentage passed in is expected and clamped to 0.0f to 1.0f
// Input : x -
// y -
// *icon -
// percentage -
// clr -
// type -
//-----------------------------------------------------------------------------
void CHud::DrawIconProgressBar( int x, int y, CHudTexture *icon, CHudTexture *icon2, float percentage, Color& clr, int type ) { if ( icon == NULL ) return;
//Clamp our percentage
percentage = MIN( 1.0f, percentage ); percentage = MAX( 0.0f, percentage );
int height = icon->Height(); int width = icon->Width();
//Draw a vertical progress bar
if ( type == HUDPB_VERTICAL ) { int barOfs = height * percentage;
icon2->DrawSelfCropped( x, y, // Pos
0, 0, width, barOfs, // Cropped subrect
clr );
icon->DrawSelfCropped( x, y + barOfs, 0, barOfs, width, height - barOfs, // Cropped subrect
clr ); } else if ( type == HUDPB_HORIZONTAL ) { int barOfs = width * percentage;
icon2->DrawSelfCropped( x, y, // Pos
0, 0, barOfs, height, // Cropped subrect
clr );
icon->DrawSelfCropped( x + barOfs, y, barOfs, 0, width - barOfs, height, // Cropped subrect
clr ); } }
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