Counter Strike : Global Offensive Source Code
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//========= 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 <vgui/vgui.h>
#include <color.h>
#include <bitbuf.h>
#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