Counter Strike : Global Offensive Source Code
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//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
//
// hud.cpp
//
// implementation of CHud class
//
#include "cbase.h"
#include "hud_macros.h"
#include "history_resource.h"
#include "iinput.h"
#include "clientmode.h"
#include "in_buttons.h"
#include <vgui_controls/Controls.h>
#include <vgui/ISurface.h>
#include <keyvalues.h>
#include "itextmessage.h"
#include "mempool.h"
#include <keyvalues.h>
#include "filesystem.h"
#include <vgui_controls/AnimationController.h>
#include <vgui/ISurface.h>
#include "hud_lcd.h"
#if defined( CSTRIKE15 )
#include "c_cs_player.h"
#include "cs_gamerules.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static CClassMemoryPool< CHudTexture > g_HudTextureMemoryPool( 128 );
//-----------------------------------------------------------------------------
// Purpose: Parses the weapon txt files to get the sprites needed.
//-----------------------------------------------------------------------------
void LoadHudTextures( CUtlDict< CHudTexture *, int >& list, char *szFilenameWithoutExtension, const unsigned char *pICEKey )
{
KeyValues *pTemp, *pTextureSection;
KeyValues *pKeyValuesData = ReadEncryptedKVFile( filesystem, szFilenameWithoutExtension, pICEKey );
if ( pKeyValuesData )
{
pTextureSection = pKeyValuesData->FindKey( "TextureData" );
if ( pTextureSection )
{
// Read the sprite data
pTemp = pTextureSection->GetFirstSubKey();
while ( pTemp )
{
CHudTexture *tex = new CHudTexture();
// Key Name is the sprite name
Q_strncpy( tex->szShortName, pTemp->GetName(), sizeof( tex->szShortName ) );
if ( pTemp->GetString( "font", NULL ) )
{
// it's a font-based icon
tex->bRenderUsingFont = true;
tex->cCharacterInFont = *( pTemp->GetString( "character", "" ));
Q_strncpy( tex->szTextureFile, pTemp->GetString( "font" ), sizeof( tex->szTextureFile ) );
}
else
{
tex->bRenderUsingFont = false;
Q_strncpy( tex->szTextureFile, pTemp->GetString( "file" ), sizeof( tex->szTextureFile ) );
tex->rc.left = pTemp->GetInt( "x", 0 );
tex->rc.top = pTemp->GetInt( "y", 0 );
tex->rc.right = pTemp->GetInt( "width", 0 ) + tex->rc.left;
tex->rc.bottom = pTemp->GetInt( "height", 0 ) + tex->rc.top;
}
list.Insert( tex->szShortName, tex );
pTemp = pTemp->GetNextKey();
}
}
}
// Failed for some reason. Delete the Key data and abort.
pKeyValuesData->deleteThis();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : * -
// list -
//-----------------------------------------------------------------------------
void FreeHudTextureList( CUtlDict< CHudTexture *, int >& list )
{
int c = list.Count();
for ( int i = 0; i < c; i++ )
{
CHudTexture *tex = list[ i ];
delete tex;
}
list.RemoveAll();
}
// Globally-used fonts
vgui::HFont g_hFontTrebuchet24 = vgui::INVALID_FONT;
//=======================================================================================================================
// Hud Element Visibility handling
//=======================================================================================================================
typedef struct hudelement_hidden_s
{
char *sElementName;
int iHiddenBits; // Bits in which this hud element is hidden
} hudelement_hidden_t;
ConVar hidehud( "hidehud", "0", FCVAR_CHEAT | FCVAR_SS );
//=======================================================================================================================
// CHudElement
// All hud elements are derived from this class.
//=======================================================================================================================
//-----------------------------------------------------------------------------
// Purpose: Registers the hud element in a global list, in CHud
//-----------------------------------------------------------------------------
CHudElement::CHudElement( const char *pElementName )
{
InitCHudElementAfterConstruction( pElementName );
}
void CHudElement::InitCHudElementAfterConstruction( const char* pElementName )
{
m_pHud = NULL;
m_bActive = false;
m_iHiddenBits = 0;
m_pElementName = pElementName;
m_nSplitScreenPlayerSlot = -1;
SetNeedsRemove( false );
m_bIsParentedToClientDLLRootPanel = false;
m_ignoreGlobalHudDisable = false;
m_bWantLateUpdate = false;
// Make this for all hud elements, but when its a bit safer
#if defined( TF_CLIENT_DLL )
RegisterForRenderGroup( "global" );
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Remove this hud element from the global list in CHUD
//-----------------------------------------------------------------------------
CHudElement::~CHudElement()
{
if ( m_bNeedsRemove )
{
GetHud().RemoveHudElement( this );
}
}
void CHudElement::SetHud( CHud *pHud )
{
m_pHud = pHud;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudElement::SetActive( bool bActive )
{
m_bActive = bActive;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : needsremove -
//-----------------------------------------------------------------------------
void CHudElement::SetNeedsRemove( bool needsremove )
{
m_bNeedsRemove = needsremove;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudElement::SetHiddenBits( int iBits )
{
m_iHiddenBits = iBits;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudElement::SetIgnoreGlobalHudDisable( bool hide )
{
m_ignoreGlobalHudDisable = hide;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CHudElement::GetIgnoreGlobalHudDisable( void )
{
return m_ignoreGlobalHudDisable;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CHudElement::ShouldDraw( void )
{
bool bShouldDraw = m_pHud && !m_pHud->IsHidden( m_iHiddenBits );
if ( bShouldDraw )
{
// for each render group
int iNumGroups = m_HudRenderGroups.Count();
for ( int iGroupIndex = 0; iGroupIndex < iNumGroups; iGroupIndex++ )
{
if ( GetHud().IsRenderGroupLockedFor( this, m_HudRenderGroups.Element( iGroupIndex ) ) )
return false;
}
}
return bShouldDraw;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CHudElement::IsParentedToClientDLLRootPanel() const
{
return m_bIsParentedToClientDLLRootPanel;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : parented -
//-----------------------------------------------------------------------------
void CHudElement::SetParentedToClientDLLRootPanel( bool parented )
{
m_bIsParentedToClientDLLRootPanel = parented;
}
//-----------------------------------------------------------------------------
// Purpose: We can register to be affected by multiple hud render groups
//-----------------------------------------------------------------------------
void CHudElement::RegisterForRenderGroup( const char *pszGroupName )
{
int iGroupIndex = GetHud().RegisterForRenderGroup( pszGroupName );
// add group index to our list of registered groups
if ( m_HudRenderGroups.Find( iGroupIndex ) == m_HudRenderGroups.InvalidIndex() )
{
m_HudRenderGroups.AddToTail( iGroupIndex );
}
}
void CHudElement::UnregisterForRenderGroup( const char *pszGroupName )
{
int iGroupIndex = GetHud().RegisterForRenderGroup( pszGroupName );
m_HudRenderGroups.FindAndRemove( iGroupIndex );
}
//-----------------------------------------------------------------------------
// Purpose: We want to obscure other elements in this group
//-----------------------------------------------------------------------------
void CHudElement::HideLowerPriorityHudElementsInGroup( const char *pszGroupName )
{
// look up the render group
int iGroupIndex = GetHud().LookupRenderGroupIndexByName( pszGroupName );
// lock the group
GetHud().LockRenderGroup( iGroupIndex, this );
}
//-----------------------------------------------------------------------------
// Purpose: Stop obscuring other elements in this group
//-----------------------------------------------------------------------------
void CHudElement::UnhideLowerPriorityHudElementsInGroup( const char *pszGroupName )
{
// look up the render group
int iGroupIndex = GetHud().LookupRenderGroupIndexByName( pszGroupName );
// unlock the group
GetHud().UnlockRenderGroup( iGroupIndex, this );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CHudElement::GetRenderGroupPriority( void )
{
return 0;
}
int CHudElement::GetSplitScreenPlayerSlot() const
{
return m_nSplitScreenPlayerSlot;
}
void CHudElement::SetSplitScreenPlayerSlot( int nSlot )
{
m_nSplitScreenPlayerSlot = nSlot;
}
CHud gHUD[ MAX_SPLITSCREEN_PLAYERS ]; // global HUD objects
CHud &GetHud( int nSlot /*= -1*/ )
{
if ( nSlot == -1 )
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
}
return gHUD[ nSlot ];
}
bool MsgFunc_ResetHUD( const CCSUsrMsg_ResetHud& msg )
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
return gHUD[ GET_ACTIVE_SPLITSCREEN_SLOT() ].MsgFunc_ResetHUD( msg );
}
#ifdef CSTRIKE_DLL
bool MsgFunc_SendAudio( const CCSUsrMsg_SendAudio& msg )
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
return gHUD[ GET_ACTIVE_SPLITSCREEN_SLOT() ].MsgFunc_SendAudio( msg );
}
#endif
class CSplitHudHelper
{
public:
CUserMessageBinder m_UMCMsgResetHud;
CUserMessageBinder m_UMCMsgSendAudio;
void Init()
{
m_UMCMsgResetHud.Bind< CS_UM_ResetHud, CCSUsrMsg_ResetHud >( UtlMakeDelegate( MsgFunc_ResetHUD ) );
#ifdef CSTRIKE_DLL
m_UMCMsgSendAudio.Bind< CS_UM_SendAudio, CCSUsrMsg_SendAudio >( UtlMakeDelegate( MsgFunc_SendAudio ) );
#endif
}
};
static CSplitHudHelper g_HudHelper;
CHud::CHud()
{
SetDefLessFunc( m_RenderGroups );
m_flScreenShotTime = -1;
m_nSplitScreenSlot = -1;
m_bEngineIsInGame = false;
}
CUtlVector< CHudElement * > &CHud::GetHudList()
{
return m_HudList;
}
const CUtlVector< CHudElement * > &CHud::GetHudList() const
{
return m_HudList;
}
CUtlVector< vgui::Panel * > &CHud::GetHudPanelList()
{
return m_HudPanelList;
}
const CUtlVector< vgui::Panel * > &CHud::GetHudPanelList() const
{
return m_HudPanelList;
}
//-----------------------------------------------------------------------------
// Purpose: This is called every time the DLL is loaded
//-----------------------------------------------------------------------------
void CHud::Init( void )
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
m_nSplitScreenSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
g_HudHelper.Init();
m_iDisabledCount = 0;
InitFonts();
// Create all the Hud elements
CHudElementHelper::CreateAllElements();
gLCD.Init();
// Initialize all created elements
for ( int i = 0; i < GetHudList().Count(); i++ )
{
GetHudList()[ i ]->Init();
}
KeyValues *kv = new KeyValues( "layout" );
if ( kv )
{
if ( kv->LoadFromFile( filesystem, "scripts/HudLayout.res" ) )
{
int numelements = GetHudList().Count();
for ( int i = 0; i < numelements; i++ )
{
CHudElement *element = GetHudList()[i];
vgui::Panel *pPanel = GetHudPanelList()[i];
if ( pPanel )
{
KeyValues *key = kv->FindKey( pPanel->GetName(), false );
if ( !key )
{
Msg( "Hud element '%s' doesn't have an entry '%s' in scripts/HudLayout.res\n", element->GetName(), pPanel->GetName() );
}
// Note: When a panel is parented to the module root, it's "parent" is returned as NULL.
if ( !element->IsParentedToClientDLLRootPanel() &&
!pPanel->GetParent() )
{
DevMsg( "Hud element '%s'/'%s' doesn't have a parent\n", element->GetName(), pPanel->GetName() );
}
}
}
}
kv->deleteThis();
}
if ( GET_ACTIVE_SPLITSCREEN_SLOT() == 0 )
{
HudIcons().Init();
}
}
//-----------------------------------------------------------------------------
// Purpose: Init Hud global colors
// Input : *scheme -
//-----------------------------------------------------------------------------
void CHud::InitColors( vgui::IScheme *scheme )
{
m_clrNormal = scheme->GetColor( "Normal", Color( 255, 208, 64 ,255 ) );
m_clrCaution = scheme->GetColor( "Caution", Color( 255, 48, 0, 255 ) );
m_clrYellowish = scheme->GetColor( "Yellowish", Color( 255, 160, 0, 255 ) );
}
//-----------------------------------------------------------------------------
// Initializes fonts
//-----------------------------------------------------------------------------
void CHud::InitFonts()
{
vgui::HScheme scheme = vgui::scheme()->GetScheme( "ClientScheme" );
vgui::IScheme *pScheme = vgui::scheme()->GetIScheme( scheme );
g_hFontTrebuchet24 = pScheme->GetFont( "DefaultLarge", true );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHud::Shutdown( void )
{
gLCD.Shutdown();
// Delete all the Hud elements
int iMax = GetHudList().Count();
for ( int i = iMax-1; i >= 0; i-- )
{
delete GetHudList()[i];
}
GetHudList().Purge();
GetHudPanelList().Purge();
if ( GET_ACTIVE_SPLITSCREEN_SLOT() == 0 )
{
HudIcons().Shutdown();
}
}
//-----------------------------------------------------------------------------
// Purpose: LevelInit's called whenever a new level's starting
//-----------------------------------------------------------------------------
void CHud::LevelInit( void )
{
// Tell all the registered hud elements to LevelInit
for ( int i = 0; i < GetHudList().Count(); i++ )
{
GetHudList()[ i ]->LevelInit();
}
// Unhide all render groups
int iCount = m_RenderGroups.Count();
for ( int i = 0; i < iCount; i++ )
{
CHudRenderGroup *group = m_RenderGroups[ i ];
group->bHidden = false;
group->m_pLockingElements.Purge();
}
}
//-----------------------------------------------------------------------------
// Purpose: LevelShutdown's called whenever a level's finishing
//-----------------------------------------------------------------------------
void CHud::LevelShutdown( void )
{
// Tell all the registered hud elements to LevelInit
for ( int i = 0; i < GetHudList().Count(); i++ )
{
GetHudList()[ i ]->LevelShutdown();
}
}
//-----------------------------------------------------------------------------
// Purpose: cleans up memory allocated for m_rg* arrays
//-----------------------------------------------------------------------------
CHud::~CHud()
{
int c = m_RenderGroups.Count();
for ( int i = c - 1; i >= 0; i-- )
{
CHudRenderGroup *group = m_RenderGroups[ i ];
m_RenderGroups.RemoveAt( i );
delete group;
}
}
void CHudTexture::Precache( void )
{
// costly function, used selectively on specific hud elements to get font pages built out at load time
if ( bRenderUsingFont && !bPrecached && hFont != vgui::INVALID_FONT )
{
wchar_t wideChars[2];
wideChars[0] = ( wchar_t )cCharacterInFont;
wideChars[1] = 0;
vgui::surface()->PrecacheFontCharacters( hFont, wideChars );
bPrecached = true;
}
}
void CHudTexture::DrawSelf( int x, int y, const Color& clr, float flApparentZ ) const
{
DrawSelf( x, y, Width(), Height(), clr, flApparentZ );
}
void CHudTexture::DrawSelf( int x, int y, int w, int h, const Color& clr, float flApparentZ ) const
{
if ( bRenderUsingFont )
{
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;
}