//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "hudelement.h" #include #include #include "clientmode_csnormal.h" #include "cs_gamerules.h" #include "hud_basetimer.h" #include "hud_bitmapnumericdisplay.h" #include "c_plantedc4.h" #include 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 ); }