//========= 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 #include #include #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