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1388 lines
39 KiB
1388 lines
39 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.cpp
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//
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// implementation of CHud class
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//
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#include "cbase.h"
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#include "hud_macros.h"
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#include "history_resource.h"
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#include "iinput.h"
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#include "clientmode.h"
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#include "in_buttons.h"
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#include <vgui_controls/Controls.h>
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#include <vgui/ISurface.h>
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#include <keyvalues.h>
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#include "itextmessage.h"
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#include "mempool.h"
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#include <keyvalues.h>
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#include "filesystem.h"
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#include <vgui_controls/AnimationController.h>
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#include <vgui/ISurface.h>
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#include "hud_lcd.h"
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#if defined( CSTRIKE15 )
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#include "c_cs_player.h"
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#include "cs_gamerules.h"
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#endif
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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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static CClassMemoryPool< CHudTexture > g_HudTextureMemoryPool( 128 );
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//-----------------------------------------------------------------------------
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// Purpose: Parses the weapon txt files to get the sprites needed.
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//-----------------------------------------------------------------------------
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void LoadHudTextures( CUtlDict< CHudTexture *, int >& list, char *szFilenameWithoutExtension, const unsigned char *pICEKey )
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{
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KeyValues *pTemp, *pTextureSection;
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KeyValues *pKeyValuesData = ReadEncryptedKVFile( filesystem, szFilenameWithoutExtension, pICEKey );
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if ( pKeyValuesData )
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{
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pTextureSection = pKeyValuesData->FindKey( "TextureData" );
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if ( pTextureSection )
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{
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// Read the sprite data
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pTemp = pTextureSection->GetFirstSubKey();
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while ( pTemp )
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{
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CHudTexture *tex = new CHudTexture();
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// Key Name is the sprite name
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Q_strncpy( tex->szShortName, pTemp->GetName(), sizeof( tex->szShortName ) );
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if ( pTemp->GetString( "font", NULL ) )
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{
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// it's a font-based icon
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tex->bRenderUsingFont = true;
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tex->cCharacterInFont = *( pTemp->GetString( "character", "" ));
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Q_strncpy( tex->szTextureFile, pTemp->GetString( "font" ), sizeof( tex->szTextureFile ) );
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}
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else
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{
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tex->bRenderUsingFont = false;
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Q_strncpy( tex->szTextureFile, pTemp->GetString( "file" ), sizeof( tex->szTextureFile ) );
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tex->rc.left = pTemp->GetInt( "x", 0 );
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tex->rc.top = pTemp->GetInt( "y", 0 );
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tex->rc.right = pTemp->GetInt( "width", 0 ) + tex->rc.left;
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tex->rc.bottom = pTemp->GetInt( "height", 0 ) + tex->rc.top;
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}
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list.Insert( tex->szShortName, tex );
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pTemp = pTemp->GetNextKey();
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}
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}
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}
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// Failed for some reason. Delete the Key data and abort.
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pKeyValuesData->deleteThis();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : * -
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// list -
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//-----------------------------------------------------------------------------
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void FreeHudTextureList( CUtlDict< CHudTexture *, int >& list )
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{
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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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CHudTexture *tex = list[ i ];
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delete tex;
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}
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list.RemoveAll();
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}
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// Globally-used fonts
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vgui::HFont g_hFontTrebuchet24 = vgui::INVALID_FONT;
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//=======================================================================================================================
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// Hud Element Visibility handling
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//=======================================================================================================================
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typedef struct hudelement_hidden_s
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{
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char *sElementName;
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int iHiddenBits; // Bits in which this hud element is hidden
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} hudelement_hidden_t;
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ConVar hidehud( "hidehud", "0", FCVAR_CHEAT | FCVAR_SS );
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//=======================================================================================================================
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// CHudElement
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// All hud elements are derived from this class.
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//=======================================================================================================================
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//-----------------------------------------------------------------------------
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// Purpose: Registers the hud element in a global list, in CHud
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//-----------------------------------------------------------------------------
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CHudElement::CHudElement( const char *pElementName )
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{
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InitCHudElementAfterConstruction( pElementName );
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}
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void CHudElement::InitCHudElementAfterConstruction( const char* pElementName )
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{
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m_pHud = NULL;
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m_bActive = false;
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m_iHiddenBits = 0;
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m_pElementName = pElementName;
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m_nSplitScreenPlayerSlot = -1;
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SetNeedsRemove( false );
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m_bIsParentedToClientDLLRootPanel = false;
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m_ignoreGlobalHudDisable = false;
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m_bWantLateUpdate = false;
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// Make this for all hud elements, but when its a bit safer
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#if defined( TF_CLIENT_DLL )
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RegisterForRenderGroup( "global" );
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Remove this hud element from the global list in CHUD
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//-----------------------------------------------------------------------------
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CHudElement::~CHudElement()
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{
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if ( m_bNeedsRemove )
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{
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GetHud().RemoveHudElement( this );
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}
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}
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void CHudElement::SetHud( CHud *pHud )
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{
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m_pHud = pHud;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudElement::SetActive( bool bActive )
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{
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m_bActive = bActive;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : needsremove -
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//-----------------------------------------------------------------------------
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void CHudElement::SetNeedsRemove( bool needsremove )
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{
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m_bNeedsRemove = needsremove;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudElement::SetHiddenBits( int iBits )
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{
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m_iHiddenBits = iBits;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudElement::SetIgnoreGlobalHudDisable( bool hide )
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{
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m_ignoreGlobalHudDisable = hide;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CHudElement::GetIgnoreGlobalHudDisable( void )
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{
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return m_ignoreGlobalHudDisable;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CHudElement::ShouldDraw( void )
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{
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bool bShouldDraw = m_pHud && !m_pHud->IsHidden( m_iHiddenBits );
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if ( bShouldDraw )
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{
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// for each render group
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int iNumGroups = m_HudRenderGroups.Count();
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for ( int iGroupIndex = 0; iGroupIndex < iNumGroups; iGroupIndex++ )
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{
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if ( GetHud().IsRenderGroupLockedFor( this, m_HudRenderGroups.Element( iGroupIndex ) ) )
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return false;
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}
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}
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return bShouldDraw;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CHudElement::IsParentedToClientDLLRootPanel() const
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{
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return m_bIsParentedToClientDLLRootPanel;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : parented -
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//-----------------------------------------------------------------------------
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void CHudElement::SetParentedToClientDLLRootPanel( bool parented )
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{
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m_bIsParentedToClientDLLRootPanel = parented;
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}
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//-----------------------------------------------------------------------------
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// Purpose: We can register to be affected by multiple hud render groups
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//-----------------------------------------------------------------------------
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void CHudElement::RegisterForRenderGroup( const char *pszGroupName )
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{
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int iGroupIndex = GetHud().RegisterForRenderGroup( pszGroupName );
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// add group index to our list of registered groups
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if ( m_HudRenderGroups.Find( iGroupIndex ) == m_HudRenderGroups.InvalidIndex() )
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{
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m_HudRenderGroups.AddToTail( iGroupIndex );
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}
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}
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void CHudElement::UnregisterForRenderGroup( const char *pszGroupName )
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{
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int iGroupIndex = GetHud().RegisterForRenderGroup( pszGroupName );
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m_HudRenderGroups.FindAndRemove( iGroupIndex );
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}
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//-----------------------------------------------------------------------------
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// Purpose: We want to obscure other elements in this group
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//-----------------------------------------------------------------------------
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void CHudElement::HideLowerPriorityHudElementsInGroup( const char *pszGroupName )
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{
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// look up the render group
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int iGroupIndex = GetHud().LookupRenderGroupIndexByName( pszGroupName );
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// lock the group
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GetHud().LockRenderGroup( iGroupIndex, this );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Stop obscuring other elements in this group
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//-----------------------------------------------------------------------------
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void CHudElement::UnhideLowerPriorityHudElementsInGroup( const char *pszGroupName )
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{
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// look up the render group
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int iGroupIndex = GetHud().LookupRenderGroupIndexByName( pszGroupName );
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// unlock the group
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GetHud().UnlockRenderGroup( iGroupIndex, this );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CHudElement::GetRenderGroupPriority( void )
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{
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return 0;
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}
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int CHudElement::GetSplitScreenPlayerSlot() const
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{
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return m_nSplitScreenPlayerSlot;
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}
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void CHudElement::SetSplitScreenPlayerSlot( int nSlot )
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{
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m_nSplitScreenPlayerSlot = nSlot;
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}
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CHud gHUD[ MAX_SPLITSCREEN_PLAYERS ]; // global HUD objects
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CHud &GetHud( int nSlot /*= -1*/ )
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{
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if ( nSlot == -1 )
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{
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ASSERT_LOCAL_PLAYER_RESOLVABLE();
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nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
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}
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return gHUD[ nSlot ];
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}
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bool MsgFunc_ResetHUD( const CCSUsrMsg_ResetHud& msg )
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{
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ASSERT_LOCAL_PLAYER_RESOLVABLE();
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return gHUD[ GET_ACTIVE_SPLITSCREEN_SLOT() ].MsgFunc_ResetHUD( msg );
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}
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#ifdef CSTRIKE_DLL
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bool MsgFunc_SendAudio( const CCSUsrMsg_SendAudio& msg )
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{
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ASSERT_LOCAL_PLAYER_RESOLVABLE();
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return gHUD[ GET_ACTIVE_SPLITSCREEN_SLOT() ].MsgFunc_SendAudio( msg );
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}
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#endif
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class CSplitHudHelper
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{
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public:
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CUserMessageBinder m_UMCMsgResetHud;
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CUserMessageBinder m_UMCMsgSendAudio;
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void Init()
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{
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m_UMCMsgResetHud.Bind< CS_UM_ResetHud, CCSUsrMsg_ResetHud >( UtlMakeDelegate( MsgFunc_ResetHUD ) );
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#ifdef CSTRIKE_DLL
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m_UMCMsgSendAudio.Bind< CS_UM_SendAudio, CCSUsrMsg_SendAudio >( UtlMakeDelegate( MsgFunc_SendAudio ) );
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#endif
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}
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};
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static CSplitHudHelper g_HudHelper;
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CHud::CHud()
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{
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SetDefLessFunc( m_RenderGroups );
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m_flScreenShotTime = -1;
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m_nSplitScreenSlot = -1;
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m_bEngineIsInGame = false;
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}
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CUtlVector< CHudElement * > &CHud::GetHudList()
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{
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return m_HudList;
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}
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const CUtlVector< CHudElement * > &CHud::GetHudList() const
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{
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return m_HudList;
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}
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CUtlVector< vgui::Panel * > &CHud::GetHudPanelList()
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{
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return m_HudPanelList;
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}
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const CUtlVector< vgui::Panel * > &CHud::GetHudPanelList() const
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{
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return m_HudPanelList;
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}
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//-----------------------------------------------------------------------------
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// Purpose: This is called every time the DLL is loaded
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//-----------------------------------------------------------------------------
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void CHud::Init( void )
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{
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ASSERT_LOCAL_PLAYER_RESOLVABLE();
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m_nSplitScreenSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
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g_HudHelper.Init();
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m_iDisabledCount = 0;
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InitFonts();
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// Create all the Hud elements
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CHudElementHelper::CreateAllElements();
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gLCD.Init();
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// Initialize all created elements
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for ( int i = 0; i < GetHudList().Count(); i++ )
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{
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GetHudList()[ i ]->Init();
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}
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KeyValues *kv = new KeyValues( "layout" );
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if ( kv )
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{
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if ( kv->LoadFromFile( filesystem, "scripts/HudLayout.res" ) )
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{
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int numelements = GetHudList().Count();
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for ( int i = 0; i < numelements; i++ )
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{
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CHudElement *element = GetHudList()[i];
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vgui::Panel *pPanel = GetHudPanelList()[i];
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if ( pPanel )
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{
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KeyValues *key = kv->FindKey( pPanel->GetName(), false );
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if ( !key )
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{
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Msg( "Hud element '%s' doesn't have an entry '%s' in scripts/HudLayout.res\n", element->GetName(), pPanel->GetName() );
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}
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// Note: When a panel is parented to the module root, it's "parent" is returned as NULL.
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if ( !element->IsParentedToClientDLLRootPanel() &&
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!pPanel->GetParent() )
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{
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DevMsg( "Hud element '%s'/'%s' doesn't have a parent\n", element->GetName(), pPanel->GetName() );
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}
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}
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}
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}
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kv->deleteThis();
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}
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if ( GET_ACTIVE_SPLITSCREEN_SLOT() == 0 )
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{
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HudIcons().Init();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Init Hud global colors
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// Input : *scheme -
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//-----------------------------------------------------------------------------
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void CHud::InitColors( vgui::IScheme *scheme )
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{
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m_clrNormal = scheme->GetColor( "Normal", Color( 255, 208, 64 ,255 ) );
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m_clrCaution = scheme->GetColor( "Caution", Color( 255, 48, 0, 255 ) );
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m_clrYellowish = scheme->GetColor( "Yellowish", Color( 255, 160, 0, 255 ) );
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}
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//-----------------------------------------------------------------------------
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// Initializes fonts
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//-----------------------------------------------------------------------------
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void CHud::InitFonts()
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{
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vgui::HScheme scheme = vgui::scheme()->GetScheme( "ClientScheme" );
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vgui::IScheme *pScheme = vgui::scheme()->GetIScheme( scheme );
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g_hFontTrebuchet24 = pScheme->GetFont( "DefaultLarge", true );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHud::Shutdown( void )
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{
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gLCD.Shutdown();
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// Delete all the Hud elements
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int iMax = GetHudList().Count();
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for ( int i = iMax-1; i >= 0; i-- )
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{
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delete GetHudList()[i];
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}
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GetHudList().Purge();
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GetHudPanelList().Purge();
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if ( GET_ACTIVE_SPLITSCREEN_SLOT() == 0 )
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{
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HudIcons().Shutdown();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: LevelInit's called whenever a new level's starting
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//-----------------------------------------------------------------------------
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void CHud::LevelInit( void )
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{
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// Tell all the registered hud elements to LevelInit
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for ( int i = 0; i < GetHudList().Count(); i++ )
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{
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GetHudList()[ i ]->LevelInit();
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}
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// Unhide all render groups
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int iCount = m_RenderGroups.Count();
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for ( int i = 0; i < iCount; i++ )
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{
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CHudRenderGroup *group = m_RenderGroups[ i ];
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group->bHidden = false;
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group->m_pLockingElements.Purge();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: LevelShutdown's called whenever a level's finishing
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//-----------------------------------------------------------------------------
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void CHud::LevelShutdown( void )
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{
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// Tell all the registered hud elements to LevelInit
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for ( int i = 0; i < GetHudList().Count(); i++ )
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{
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GetHudList()[ i ]->LevelShutdown();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: cleans up memory allocated for m_rg* arrays
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//-----------------------------------------------------------------------------
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CHud::~CHud()
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{
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int c = m_RenderGroups.Count();
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for ( int i = c - 1; i >= 0; i-- )
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{
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CHudRenderGroup *group = m_RenderGroups[ i ];
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m_RenderGroups.RemoveAt( i );
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delete group;
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}
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}
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void CHudTexture::Precache( void )
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{
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// costly function, used selectively on specific hud elements to get font pages built out at load time
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if ( bRenderUsingFont && !bPrecached && hFont != vgui::INVALID_FONT )
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{
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wchar_t wideChars[2];
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wideChars[0] = ( wchar_t )cCharacterInFont;
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wideChars[1] = 0;
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vgui::surface()->PrecacheFontCharacters( hFont, wideChars );
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bPrecached = true;
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}
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}
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void CHudTexture::DrawSelf( int x, int y, const Color& clr, float flApparentZ ) const
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{
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DrawSelf( x, y, Width(), Height(), clr, flApparentZ );
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}
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void CHudTexture::DrawSelf( int x, int y, int w, int h, const Color& clr, float flApparentZ ) const
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{
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if ( bRenderUsingFont )
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{
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vgui::surface()->DrawSetApparentDepth( flApparentZ );
|
|
vgui::surface()->DrawSetTextFont( hFont );
|
|
vgui::surface()->DrawSetTextColor( clr );
|
|
vgui::surface()->DrawSetTextPos( x, y );
|
|
vgui::surface()->DrawUnicodeChar( cCharacterInFont );
|
|
vgui::surface()->DrawClearApparentDepth();
|
|
}
|
|
else
|
|
{
|
|
if ( textureId == -1 )
|
|
return;
|
|
|
|
vgui::surface()->DrawSetApparentDepth( flApparentZ );
|
|
vgui::surface()->DrawSetTexture( textureId );
|
|
vgui::surface()->DrawSetColor( clr );
|
|
vgui::surface()->DrawTexturedSubRect( x, y, x + w, y + h,
|
|
texCoords[ 0 ], texCoords[ 1 ], texCoords[ 2 ], texCoords[ 3 ] );
|
|
vgui::surface()->DrawClearApparentDepth();
|
|
}
|
|
}
|
|
|
|
void CHudTexture::DrawSelfCropped( int x, int y, int cropx, int cropy, int cropw, int croph, int finalWidth, int finalHeight, Color clr, float flApparentZ ) const
|
|
{
|
|
if ( bRenderUsingFont )
|
|
{
|
|
// work out how much we've been cropped
|
|
int height = vgui::surface()->GetFontTall( hFont );
|
|
float frac = ( height - croph ) / ( float )height;
|
|
y -= cropy;
|
|
|
|
vgui::surface()->DrawSetApparentDepth( flApparentZ );
|
|
vgui::surface()->DrawSetTextFont( hFont );
|
|
vgui::surface()->DrawSetTextColor( clr );
|
|
vgui::surface()->DrawSetTextPos( x, y );
|
|
|
|
FontCharRenderInfo info;
|
|
if ( vgui::surface()->DrawGetUnicodeCharRenderInfo( cCharacterInFont, info ) )
|
|
{
|
|
if ( cropy )
|
|
{
|
|
info.verts[0].m_Position.y = Lerp( frac, info.verts[0].m_Position.y, info.verts[1].m_Position.y );
|
|
info.verts[0].m_TexCoord.y = Lerp( frac, info.verts[0].m_TexCoord.y, info.verts[1].m_TexCoord.y );
|
|
}
|
|
else if ( croph != height )
|
|
{
|
|
info.verts[1].m_Position.y = Lerp( 1.0f - frac, info.verts[0].m_Position.y, info.verts[1].m_Position.y );
|
|
info.verts[1].m_TexCoord.y = Lerp( 1.0f - frac, info.verts[0].m_TexCoord.y, info.verts[1].m_TexCoord.y );
|
|
}
|
|
vgui::surface()->DrawRenderCharFromInfo( info );
|
|
}
|
|
vgui::surface()->DrawClearApparentDepth();
|
|
}
|
|
else
|
|
{
|
|
if ( textureId == -1 )
|
|
return;
|
|
|
|
float fw = ( float )Width();
|
|
float fh = ( float )Height();
|
|
|
|
float twidth = texCoords[ 2 ] - texCoords[ 0 ];
|
|
float theight = texCoords[ 3 ] - texCoords[ 1 ];
|
|
|
|
// Interpolate coords
|
|
float tCoords[ 4 ];
|
|
tCoords[ 0 ] = texCoords[ 0 ] + ( ( float )cropx / fw ) * twidth;
|
|
tCoords[ 1 ] = texCoords[ 1 ] + ( ( float )cropy / fh ) * theight;
|
|
tCoords[ 2 ] = texCoords[ 0 ] + ( ( float )( cropx + cropw ) / fw ) * twidth;
|
|
tCoords[ 3 ] = texCoords[ 1 ] + ( ( float )( cropy + croph ) / fh ) * theight;
|
|
|
|
vgui::surface()->DrawSetApparentDepth( flApparentZ );
|
|
vgui::surface()->DrawSetTexture( textureId );
|
|
vgui::surface()->DrawSetColor( clr );
|
|
vgui::surface()->DrawTexturedSubRect(
|
|
x, y,
|
|
x + finalWidth, y + finalHeight,
|
|
tCoords[ 0 ], tCoords[ 1 ],
|
|
tCoords[ 2 ], tCoords[ 3 ] );
|
|
vgui::surface()->DrawClearApparentDepth();
|
|
}
|
|
}
|
|
|
|
void CHudTexture::DrawSelfCropped( int x, int y, int cropx, int cropy, int cropw, int croph, Color clr, float flApparentZ ) const
|
|
{
|
|
DrawSelfCropped( x, y, cropx, cropy, cropw, croph, cropw, croph, clr, flApparentZ );
|
|
}
|
|
|
|
|
|
void CHudTexture::DrawSelfScalableCorners( int drawX, int drawY, int w, int h, int iSrcCornerW, int iSrcCornerH, int iDrawCornerW, int iDrawCornerH, Color clr, float flApparentZ ) const
|
|
{
|
|
if ( bRenderUsingFont )
|
|
{
|
|
Assert( !"DrawSelfScalableCorners does not support drawing a font" );
|
|
return;
|
|
}
|
|
|
|
if ( textureId == -1 )
|
|
return;
|
|
|
|
float fw = ( float )Width();
|
|
float fh = ( float )Height();
|
|
|
|
float flCornerWidthPercent = ( fw > 0 ) ? ( ( float )iSrcCornerW / fw ) : 0;
|
|
float flCornerHeightPercent = ( fh > 0 ) ? ( ( float )iSrcCornerH / fh ) : 0;
|
|
|
|
vgui::surface()->DrawSetColor( clr );
|
|
vgui::surface()->DrawSetTexture( textureId );
|
|
|
|
float uvx = 0;
|
|
float uvy = 0;
|
|
float uvw, uvh;
|
|
|
|
float drawW, drawH;
|
|
|
|
int x = drawX;
|
|
int y = drawY;
|
|
|
|
int row, col;
|
|
for ( row=0;row<3;row++ )
|
|
{
|
|
x = drawX;
|
|
uvx = 0;
|
|
|
|
if ( row == 0 || row == 2 )
|
|
{
|
|
//uvh - row 0 or 2, is src_corner_height
|
|
uvh = flCornerHeightPercent;
|
|
drawH = iDrawCornerH;
|
|
}
|
|
else
|
|
{
|
|
//uvh - row 1, is tall - ( 2 * src_corner_height ) ( min 0 )
|
|
uvh = MAX( 1.0 - 2 * flCornerHeightPercent, 0.0f );
|
|
drawH = MAX( 0, ( h - 2 * iDrawCornerH ) );
|
|
}
|
|
|
|
for ( col=0;col<3;col++ )
|
|
{
|
|
if ( col == 0 || col == 2 )
|
|
{
|
|
//uvw - col 0 or 2, is src_corner_width
|
|
uvw = flCornerWidthPercent;
|
|
drawW = iDrawCornerW;
|
|
}
|
|
else
|
|
{
|
|
//uvw - col 1, is wide - ( 2 * src_corner_width ) ( min 0 )
|
|
uvw = MAX( 1.0 - 2 * flCornerWidthPercent, 0.0f );
|
|
drawW = MAX( 0, ( w - 2 * iDrawCornerW ) );
|
|
}
|
|
|
|
Vector2D uv11( uvx, uvy );
|
|
Vector2D uv21( uvx+uvw, uvy );
|
|
Vector2D uv22( uvx+uvw, uvy+uvh );
|
|
Vector2D uv12( uvx, uvy+uvh );
|
|
|
|
vgui::Vertex_t verts[4];
|
|
verts[0].Init( Vector2D( x, y ), uv11 );
|
|
verts[1].Init( Vector2D( x+drawW, y ), uv21 );
|
|
verts[2].Init( Vector2D( x+drawW, y+drawH ), uv22 );
|
|
verts[3].Init( Vector2D( x, y+drawH ), uv12 );
|
|
|
|
vgui::surface()->DrawTexturedPolygon( 4, verts, false );
|
|
|
|
x += drawW;
|
|
uvx += uvw;
|
|
}
|
|
|
|
y += drawH;
|
|
uvy += uvh;
|
|
}
|
|
|
|
vgui::surface()->DrawSetTexture( 0 );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: returns width of texture with scale factor applied. ( If rendered
|
|
// using font, scale factor is ignored. )
|
|
//-----------------------------------------------------------------------------
|
|
int CHudTexture::EffectiveWidth( float flScale ) const
|
|
{
|
|
if ( !bRenderUsingFont )
|
|
{
|
|
return ( int ) ( Width() * flScale );
|
|
}
|
|
else
|
|
{
|
|
return vgui::surface()->GetCharacterWidth( hFont, cCharacterInFont );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: returns height of texture with scale factor applied. ( If rendered
|
|
// using font, scale factor is ignored. )
|
|
//-----------------------------------------------------------------------------
|
|
int CHudTexture::EffectiveHeight( float flScale ) const
|
|
{
|
|
if ( !bRenderUsingFont )
|
|
{
|
|
return ( int ) ( Height() * flScale );
|
|
}
|
|
else
|
|
{
|
|
return vgui::surface()->GetFontAscent( hFont, cCharacterInFont );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHud::OnRestore()
|
|
{
|
|
ResetHUD();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHud::VidInit( void )
|
|
{
|
|
for ( int i = 0; i < GetHudList().Count(); i++ )
|
|
{
|
|
GetHudList()[ i ]->VidInit();
|
|
}
|
|
|
|
ResetHUD();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CHudElement *CHud::FindElement( const char *pName )
|
|
{
|
|
for ( int i = 0; i < GetHudList().Count(); i++ )
|
|
{
|
|
if ( stricmp( GetHudList()[ i ]->GetName(), pName ) == 0 )
|
|
return GetHudList()[i];
|
|
}
|
|
|
|
DevWarning( 1, "[%d] Could not find Hud Element: %s\n", m_nSplitScreenSlot, pName );
|
|
Assert( 0 );
|
|
return NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Adds a member to the HUD
|
|
//-----------------------------------------------------------------------------
|
|
void CHud::AddHudElement( CHudElement *pHudElement )
|
|
{
|
|
pHudElement->SetSplitScreenPlayerSlot( GET_ACTIVE_SPLITSCREEN_SLOT() );
|
|
|
|
// Add the hud element to the end of the array
|
|
GetHudList().AddToTail( pHudElement );
|
|
|
|
vgui::Panel *pPanel = dynamic_cast< vgui::Panel * >( pHudElement );
|
|
|
|
GetHudPanelList().AddToTail( pPanel );
|
|
|
|
pHudElement->SetHud( this );
|
|
pHudElement->SetNeedsRemove( true );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Remove an element from the HUD
|
|
//-----------------------------------------------------------------------------
|
|
void CHud::RemoveHudElement( CHudElement *pHudElement )
|
|
{
|
|
int location = GetHudList().Find( pHudElement );
|
|
GetHudList().Remove( location );
|
|
GetHudPanelList().Remove( location );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns current mouse sensitivity setting
|
|
// Output : float - the return value
|
|
//-----------------------------------------------------------------------------
|
|
float CHud::GetSensitivity( void )
|
|
{
|
|
return m_flMouseSensitivity;
|
|
}
|
|
|
|
float CHud::GetFOVSensitivityAdjust()
|
|
{
|
|
return m_flFOVSensitivityAdjust;
|
|
}
|
|
|
|
void CHud::DisableHud( void )
|
|
{
|
|
if ( m_iDisabledCount < 1 )
|
|
m_iDisabledCount = 1;
|
|
else
|
|
m_iDisabledCount++;
|
|
}
|
|
|
|
void CHud::EnableHud( void )
|
|
{
|
|
if ( m_iDisabledCount <= 0 )
|
|
DebuggerBreakIfDebugging();
|
|
|
|
m_iDisabledCount--;
|
|
}
|
|
|
|
bool CHud::HudDisabled( void )
|
|
{
|
|
return m_iDisabledCount > 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Return true if the passed in sections of the HUD shouldn't be drawn
|
|
//-----------------------------------------------------------------------------
|
|
bool CHud::IsHidden( int iHudFlags )
|
|
{
|
|
// Not in game?
|
|
if ( !m_bEngineIsInGame )
|
|
return true;
|
|
|
|
// Grab the local or observed player
|
|
C_BasePlayer *pPlayer = GetHudPlayer();
|
|
|
|
// Grab the local player
|
|
C_CSPlayer *localPlayer = C_CSPlayer::GetLocalCSPlayer();
|
|
|
|
if ( !pPlayer )
|
|
return true;
|
|
|
|
int iHideHud = pPlayer->m_Local.m_iHideHUD;
|
|
ConVarRef hidehudref( "hidehud" );
|
|
if ( hidehudref.GetInt() )
|
|
{
|
|
iHideHud = hidehudref.GetInt();
|
|
}
|
|
|
|
// Everything hidden?
|
|
if ( iHideHud & HIDEHUD_ALL )
|
|
return true;
|
|
|
|
// hide health if not chasing a target
|
|
if ( localPlayer->GetObserverMode() == OBS_MODE_ROAMING ||
|
|
localPlayer->GetObserverMode() == OBS_MODE_FIXED ||
|
|
localPlayer->GetObserverMode() == OBS_MODE_FREEZECAM ||
|
|
localPlayer->GetObserverMode() == OBS_MODE_DEATHCAM )
|
|
{
|
|
if ( (iHudFlags & HIDEHUD_HEALTH) || (iHudFlags & HIDEHUD_WEAPONSELECTION) )
|
|
return true;
|
|
}
|
|
|
|
// Hide all hud elements if we're blurring the background, since they don't blur properly
|
|
if ( GetClientMode()->GetBlurFade() )
|
|
return true;
|
|
|
|
// Don't show hud elements when we're at the mainmenu with a background map running
|
|
if ( engine->IsLevelMainMenuBackground() )
|
|
return true;
|
|
|
|
// Local player dead?
|
|
if ( ( iHudFlags & HIDEHUD_PLAYERDEAD ) && ( pPlayer->GetHealth() <= 0 ) )
|
|
return true;
|
|
|
|
// Need the HEV suit ( HL2 )
|
|
if ( ( iHudFlags & HIDEHUD_NEEDSUIT ) && ( !pPlayer->IsSuitEquipped() ) )
|
|
return true;
|
|
|
|
#if defined( CSTRIKE15 )
|
|
if ( CSGameRules() && CSGameRules()->IsPlayingTraining() )
|
|
{
|
|
C_CSPlayer *pCSPlayer = static_cast<C_CSPlayer *>( pPlayer );
|
|
// hide the mini scoreboard?
|
|
if ( ( iHudFlags & HIDEHUD_MINISCOREBOARD ) && ( pCSPlayer && pCSPlayer->IsMiniScoreHidden() ) )
|
|
return true;
|
|
|
|
// hide the radar?
|
|
if ( ( iHudFlags & HIDEHUD_RADAR ) && ( pCSPlayer && pCSPlayer->IsRadarHidden() ) )
|
|
return true;
|
|
}
|
|
#endif
|
|
|
|
return ( ( iHudFlags & iHideHud ) != 0 );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Allows HUD to modify input data
|
|
//-----------------------------------------------------------------------------
|
|
void CHud::ProcessInput( bool bActive )
|
|
{
|
|
if ( bActive )
|
|
{
|
|
m_iKeyBits = input->GetButtonBits( false );
|
|
|
|
// Weaponbits need to be sent down as a UserMsg now.
|
|
GetHud().Think();
|
|
}
|
|
}
|
|
|
|
int CHud::LookupRenderGroupIndexByName( const char *pszGroupName )
|
|
{
|
|
int iIndex = m_RenderGroupNames.Find( pszGroupName );
|
|
|
|
Assert( m_RenderGroupNames.IsValidIndex( iIndex ) );
|
|
|
|
return iIndex;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: A hud element wants to lock this render group so other panels in the
|
|
// group do not draw
|
|
//-----------------------------------------------------------------------------
|
|
bool CHud::LockRenderGroup( int iGroupIndex, CHudElement *pLocker /* = NULL */ )
|
|
{
|
|
// does this index exist?
|
|
if ( !DoesRenderGroupExist( iGroupIndex ) )
|
|
return false;
|
|
|
|
int i = m_RenderGroups.Find( iGroupIndex );
|
|
|
|
Assert( m_RenderGroups.IsValidIndex( i ) );
|
|
|
|
CHudRenderGroup *group = m_RenderGroups.Element( i );
|
|
|
|
Assert( group );
|
|
|
|
if ( group )
|
|
{
|
|
// NULL pLocker means some higher power is globally hiding this group
|
|
if ( pLocker == NULL )
|
|
{
|
|
group->bHidden = true;
|
|
}
|
|
else
|
|
{
|
|
bool bFound = false;
|
|
// See if we have it locked already
|
|
int iNumLockers = group->m_pLockingElements.Count();
|
|
for ( int i=0;i<iNumLockers;i++ )
|
|
{
|
|
if ( pLocker == group->m_pLockingElements.Element( i ) )
|
|
{
|
|
bFound = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// otherwise lock us
|
|
if ( !bFound )
|
|
group->m_pLockingElements.Insert( pLocker );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: A hud element wants to release the lock on this render group
|
|
//-----------------------------------------------------------------------------
|
|
bool CHud::UnlockRenderGroup( int iGroupIndex, CHudElement *pLocker /* = NULL */ )
|
|
{
|
|
// does this index exist?
|
|
if ( !DoesRenderGroupExist( iGroupIndex ) )
|
|
return false;
|
|
|
|
int i = m_RenderGroups.Find( iGroupIndex );
|
|
|
|
Assert( m_RenderGroups.IsValidIndex( i ) );
|
|
|
|
CHudRenderGroup *group = m_RenderGroups.Element( i );
|
|
|
|
if ( group )
|
|
{
|
|
// NULL pLocker means some higher power is globally hiding this group
|
|
if ( group->bHidden && pLocker == NULL )
|
|
{
|
|
group->bHidden = false;
|
|
return true;
|
|
}
|
|
|
|
int iNumLockers = group->m_pLockingElements.Count();
|
|
for ( int i=0;i<iNumLockers;i++ )
|
|
{
|
|
if ( pLocker == group->m_pLockingElements.Element( i ) )
|
|
{
|
|
group->m_pLockingElements.RemoveAt( i );
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: See if we should draw based on a hud render group
|
|
// Return true if this group is locked, hud elem will be hidden
|
|
//-----------------------------------------------------------------------------
|
|
bool CHud::IsRenderGroupLockedFor( CHudElement *pHudElement, int iGroupIndex )
|
|
{
|
|
// does this index exist?
|
|
if ( !DoesRenderGroupExist( iGroupIndex ) )
|
|
return false;
|
|
|
|
int i = m_RenderGroups.Find( iGroupIndex );
|
|
|
|
Assert( m_RenderGroups.IsValidIndex( i ) );
|
|
|
|
CHudRenderGroup *group = m_RenderGroups.Element( i );
|
|
|
|
if ( !group )
|
|
return false;
|
|
|
|
// hidden for everyone!
|
|
if ( group->bHidden )
|
|
return true;
|
|
|
|
if ( group->m_pLockingElements.Count() == 0 )
|
|
return false;
|
|
|
|
if ( !pHudElement )
|
|
return true;
|
|
|
|
CHudElement *pLocker = group->m_pLockingElements.ElementAtHead();
|
|
|
|
return ( pLocker != pHudElement && pLocker->GetRenderGroupPriority() > pHudElement->GetRenderGroupPriority() );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: CHudElements can ask for the index of hud element render groups
|
|
// returns a group index
|
|
//-----------------------------------------------------------------------------
|
|
int CHud::RegisterForRenderGroup( const char *pszGroupName )
|
|
{
|
|
int iGroupNameIndex = m_RenderGroupNames.Find( pszGroupName );
|
|
|
|
if ( iGroupNameIndex != m_RenderGroupNames.InvalidIndex() )
|
|
{
|
|
return iGroupNameIndex;
|
|
}
|
|
|
|
// otherwise add the group
|
|
return AddHudRenderGroup( pszGroupName );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Create a new hud render group
|
|
// returns a group index
|
|
//-----------------------------------------------------------------------------
|
|
int CHud::AddHudRenderGroup( const char *pszGroupName )
|
|
{
|
|
// we tried to register for a group but didn't find it, add a new one
|
|
|
|
int iGroupNameIndex = m_RenderGroupNames.AddToTail( pszGroupName );
|
|
|
|
CHudRenderGroup *group = new CHudRenderGroup();
|
|
return m_RenderGroups.Insert( iGroupNameIndex, group );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CHud::DoesRenderGroupExist( int iGroupIndex )
|
|
{
|
|
return ( m_RenderGroups.Find( iGroupIndex ) != m_RenderGroups.InvalidIndex() );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Allows HUD to Think and modify input data
|
|
// Input : *cdata -
|
|
// time -
|
|
// Output : int - 1 if there were changes, 0 otherwise
|
|
//-----------------------------------------------------------------------------
|
|
void CHud::UpdateHud( bool bActive )
|
|
{
|
|
// clear the weapon bits.
|
|
m_iKeyBits &= ( ~( IN_WEAPON1|IN_WEAPON2 ));
|
|
|
|
GetClientMode()->Update();
|
|
|
|
gLCD.Update();
|
|
}
|
|
|
|
void CHud::OnSplitScreenStateChanged()
|
|
{
|
|
for ( int i = 0; i < GetHudList().Count(); ++i )
|
|
{
|
|
GetHudList()[ i ]->OnSplitScreenStateChanged();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Force a Hud UI anim to play
|
|
//-----------------------------------------------------------------------------
|
|
CON_COMMAND_F( testhudanim, "Test a hud element animation.\n\tArguments: <anim name>\n", FCVAR_CHEAT )
|
|
{
|
|
if ( args.ArgC() != 2 )
|
|
{
|
|
Msg( "Usage:\n testhudanim <anim name>\n" );
|
|
return;
|
|
}
|
|
|
|
GetClientMode()->GetViewportAnimationController()->StartAnimationSequence( args[1] );
|
|
}
|
|
|
|
CHudIcons::CHudIcons() :
|
|
m_bHudTexturesLoaded( false )
|
|
{
|
|
}
|
|
|
|
CHudIcons::~CHudIcons()
|
|
{
|
|
int c = m_Icons.Count();
|
|
for ( int i = c - 1; i >= 0; i-- )
|
|
{
|
|
CHudTexture *tex = m_Icons[ i ];
|
|
g_HudTextureMemoryPool.Free( tex );
|
|
}
|
|
m_Icons.Purge();
|
|
}
|
|
|
|
void CHudIcons::Init()
|
|
{
|
|
if ( m_bHudTexturesLoaded )
|
|
return;
|
|
|
|
m_bHudTexturesLoaded = true;
|
|
CUtlDict< CHudTexture *, int > textureList;
|
|
|
|
// check to see if we have sprites for this res; if not, step down
|
|
LoadHudTextures( textureList, "scripts/hud_textures", NULL );
|
|
LoadHudTextures( textureList, "scripts/mod_textures", NULL );
|
|
LoadHudTextures( textureList, "scripts/instructor_textures", NULL );
|
|
LoadHudTextures( textureList, "scripts/instructor_modtextures", NULL );
|
|
#ifdef PORTAL2
|
|
LoadHudTextures( textureList, "scripts/signifier_textures", NULL );
|
|
#endif
|
|
// PORTAL2
|
|
|
|
int c = textureList.Count();
|
|
for ( int index = 0; index < c; index++ )
|
|
{
|
|
CHudTexture* tex = textureList[ index ];
|
|
AddSearchableHudIconToList( *tex );
|
|
}
|
|
|
|
FreeHudTextureList( textureList );
|
|
}
|
|
|
|
void CHudIcons::Shutdown()
|
|
{
|
|
m_bHudTexturesLoaded = false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CHudTexture *CHudIcons::AddUnsearchableHudIconToList( CHudTexture& texture )
|
|
{
|
|
// These names are composed based on the texture file name
|
|
char composedName[ 512 ];
|
|
|
|
if ( texture.bRenderUsingFont )
|
|
{
|
|
Q_snprintf( composedName, sizeof( composedName ), "%s_c%i",
|
|
texture.szTextureFile, texture.cCharacterInFont );
|
|
}
|
|
else
|
|
{
|
|
Q_snprintf( composedName, sizeof( composedName ), "%s_%i_%i_%i_%i",
|
|
texture.szTextureFile, texture.rc.left, texture.rc.top, texture.rc.right, texture.rc.bottom );
|
|
}
|
|
|
|
CHudTexture *icon = GetIcon( composedName );
|
|
if ( icon )
|
|
{
|
|
return icon;
|
|
}
|
|
|
|
CHudTexture *newTexture = ( CHudTexture * )g_HudTextureMemoryPool.Alloc();
|
|
*newTexture = texture;
|
|
|
|
SetupNewHudTexture( newTexture );
|
|
|
|
int idx = m_Icons.Insert( composedName, newTexture );
|
|
return m_Icons[ idx ];
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CHudTexture *CHudIcons::AddSearchableHudIconToList( CHudTexture& texture )
|
|
{
|
|
CHudTexture *icon = GetIcon( texture.szShortName );
|
|
if ( icon )
|
|
{
|
|
return icon;
|
|
}
|
|
|
|
CHudTexture *newTexture = ( CHudTexture * )g_HudTextureMemoryPool.Alloc();
|
|
*newTexture = texture;
|
|
|
|
SetupNewHudTexture( newTexture );
|
|
|
|
int idx = m_Icons.Insert( texture.szShortName, newTexture );
|
|
return m_Icons[ idx ];
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: returns a pointer to an icon in the list
|
|
//-----------------------------------------------------------------------------
|
|
CHudTexture *CHudIcons::GetIcon( const char *szIcon )
|
|
{
|
|
int i = m_Icons.Find( szIcon );
|
|
if ( i == m_Icons.InvalidIndex() )
|
|
return NULL;
|
|
|
|
return m_Icons[ i ];
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Gets texture handles for the hud icon
|
|
//-----------------------------------------------------------------------------
|
|
void CHudIcons::SetupNewHudTexture( CHudTexture *t )
|
|
{
|
|
if ( t->bRenderUsingFont )
|
|
{
|
|
vgui::HScheme scheme = vgui::scheme()->GetScheme( "basemodui_scheme" );
|
|
t->hFont = vgui::scheme()->GetIScheme( scheme )->GetFont( t->szTextureFile, true );
|
|
t->rc.top = 0;
|
|
t->rc.left = 0;
|
|
t->rc.right = vgui::surface()->GetCharacterWidth( t->hFont, t->cCharacterInFont );
|
|
t->rc.bottom = vgui::surface()->GetFontTall( t->hFont );
|
|
}
|
|
else
|
|
{
|
|
// Set up texture id and texture coordinates
|
|
t->textureId = vgui::surface()->CreateNewTextureID();
|
|
vgui::surface()->DrawSetTextureFile( t->textureId, t->szTextureFile, false, false );
|
|
|
|
int wide, tall;
|
|
vgui::surface()->DrawGetTextureSize( t->textureId, wide, tall );
|
|
|
|
t->texCoords[ 0 ] = ( float )( t->rc.left + 0.5f ) / ( float )wide;
|
|
t->texCoords[ 1 ] = ( float )( t->rc.top + 0.5f ) / ( float )tall;
|
|
t->texCoords[ 2 ] = ( float )( t->rc.right - 0.5f ) / ( float )wide;
|
|
t->texCoords[ 3 ] = ( float )( t->rc.bottom - 0.5f ) / ( float )tall;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHudIcons::RefreshHudTextures()
|
|
{
|
|
if ( !m_bHudTexturesLoaded )
|
|
{
|
|
Assert( 0 );
|
|
return;
|
|
}
|
|
|
|
CUtlDict< CHudTexture *, int > textureList;
|
|
|
|
// check to see if we have sprites for this res; if not, step down
|
|
LoadHudTextures( textureList, "scripts/hud_textures", NULL );
|
|
LoadHudTextures( textureList, "scripts/mod_textures", NULL );
|
|
LoadHudTextures( textureList, "scripts/instructor_textures", NULL );
|
|
|
|
// fix up all the texture icons first
|
|
int c = textureList.Count();
|
|
for ( int index = 0; index < c; index++ )
|
|
{
|
|
CHudTexture *tex = textureList[ index ];
|
|
Assert( tex );
|
|
|
|
CHudTexture *icon = GetIcon( tex->szShortName );
|
|
if ( !icon )
|
|
continue;
|
|
|
|
// Update file
|
|
Q_strncpy( icon->szTextureFile, tex->szTextureFile, sizeof( icon->szTextureFile ) );
|
|
|
|
if ( !icon->bRenderUsingFont )
|
|
{
|
|
// Update subrect
|
|
icon->rc = tex->rc;
|
|
|
|
// Keep existing texture id, but now update texture file and texture coordinates
|
|
vgui::surface()->DrawSetTextureFile( icon->textureId, icon->szTextureFile, false, false );
|
|
|
|
// Get new texture dimensions in case it changed
|
|
int wide, tall;
|
|
vgui::surface()->DrawGetTextureSize( icon->textureId, wide, tall );
|
|
|
|
// Assign coords
|
|
icon->texCoords[ 0 ] = ( float )( icon->rc.left + 0.5f ) / ( float )wide;
|
|
icon->texCoords[ 1 ] = ( float )( icon->rc.top + 0.5f ) / ( float )tall;
|
|
icon->texCoords[ 2 ] = ( float )( icon->rc.right - 0.5f ) / ( float )wide;
|
|
icon->texCoords[ 3 ] = ( float )( icon->rc.bottom - 0.5f ) / ( float )tall;
|
|
}
|
|
}
|
|
|
|
FreeHudTextureList( textureList );
|
|
|
|
// fixup all the font icons
|
|
vgui::HScheme scheme = vgui::scheme()->GetScheme( "basemodui_scheme" );
|
|
for ( int i = m_Icons.First(); m_Icons.IsValidIndex( i ); i = m_Icons.Next( i ))
|
|
{
|
|
CHudTexture *icon = m_Icons[i];
|
|
if ( !icon )
|
|
continue;
|
|
|
|
// Update file
|
|
if ( icon->bRenderUsingFont )
|
|
{
|
|
icon->hFont = vgui::scheme()->GetIScheme( scheme )->GetFont( icon->szTextureFile, true );
|
|
icon->rc.top = 0;
|
|
icon->rc.left = 0;
|
|
icon->rc.right = vgui::surface()->GetCharacterWidth( icon->hFont, icon->cCharacterInFont );
|
|
icon->rc.bottom = vgui::surface()->GetFontTall( icon->hFont );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static CHudIcons g_HudIcons;
|
|
|
|
CHudIcons &HudIcons()
|
|
{
|
|
return g_HudIcons;
|
|
}
|