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