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195 lines
5.2 KiB
195 lines
5.2 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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#include "cbase.h"
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#include "hud.h"
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#include "hudelement.h"
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#include "hud_numericdisplay.h"
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#include "hud_macros.h"
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#include "iclientmode.h"
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#include <vgui_controls/AnimationController.h>
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#include <vgui/ISurface.h>
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#include <vgui/ILocalize.h>
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#include <vgui_controls/Panel.h>
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#include <vgui/IVgui.h>
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using namespace vgui;
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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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#define HUD_POSTURE_UPDATES_PER_SECOND 10
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#define HUD_POSTURE_FADE_TIME 0.4f
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#define CROUCHING_CHARACTER_INDEX 92 // index of the crouching dude in the TTF font
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//-----------------------------------------------------------------------------
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// Purpose: Shows the sprint power bar
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//-----------------------------------------------------------------------------
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class CHudPosture : public CHudElement, public vgui::Panel
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{
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DECLARE_CLASS_SIMPLE( CHudPosture, vgui::Panel );
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public:
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explicit CHudPosture( const char *pElementName );
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bool ShouldDraw( void );
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#ifdef _GAMECONSOLE // if not xbox 360, don't waste code space on this
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virtual void Init( void );
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virtual void Reset( void );
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virtual void OnTick( void );
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protected:
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virtual void Paint();
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float m_duckTimeout; /// HUD_POSTURE_FADE_TIME after the last known time the player was ducking
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private:
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CPanelAnimationVar( vgui::HFont, m_hFont, "Font", "WeaponIconsSmall" );
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CPanelAnimationVarAliasType( float, m_IconX, "icon_xpos", "4", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_IconY, "icon_ypos", "4", "proportional_float" );
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enum { NOT_FADING,
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FADING_UP,
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FADING_DOWN
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} m_kIsFading;
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#endif
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};
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DECLARE_HUDELEMENT( CHudPosture );
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namespace
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{
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// Don't pass a null pPlayer. Doesn't check for it.
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inline bool PlayerIsDucking(C_BasePlayer *pPlayer)
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{
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return pPlayer->m_Local.m_bDucked && // crouching
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pPlayer->GetGroundEntity() != NULL ; // but not jumping
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CHudPosture::CHudPosture( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HudPosture" )
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{
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vgui::Panel *pParent = GetClientMode()->GetViewport();
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SetParent( pParent );
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SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT );
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if( IsGameConsole() )
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{
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vgui::ivgui()->AddTickSignal( GetVPanel(), (1000/HUD_POSTURE_UPDATES_PER_SECOND) );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Save CPU cycles by letting the HUD system early cull
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// costly traversal. Called per frame, return true if thinking and
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// painting need to occur.
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//-----------------------------------------------------------------------------
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bool CHudPosture::ShouldDraw()
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{
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#ifdef _GAMECONSOLE
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return ( m_duckTimeout >= gpGlobals->curtime &&
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CHudElement::ShouldDraw() );
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#else
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return false;
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#endif
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}
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#ifdef _GAMECONSOLE
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudPosture::Init( void )
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{
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m_duckTimeout = 0.0f;
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m_kIsFading = NOT_FADING;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudPosture::Reset( void )
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{
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Init();
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}
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void CHudPosture::OnTick( void )
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{
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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if (!pPlayer)
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return;
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if ( PlayerIsDucking(pPlayer) )
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{
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m_duckTimeout = gpGlobals->curtime + HUD_POSTURE_FADE_TIME; // kick the timer forward
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if (GetAlpha() < 255)
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{
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// if not fully faded in, and not fading in, start fading in.
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if (m_kIsFading != FADING_UP)
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{
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m_kIsFading = FADING_UP;
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GetAnimationController()->RunAnimationCommand( this, "alpha", 255, 0, HUD_POSTURE_FADE_TIME, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );
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}
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}
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else
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{
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m_kIsFading = NOT_FADING;
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}
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}
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else // player is not ducking
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{
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if (GetAlpha() > 0)
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{
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// if not faded out or fading out, fade out.
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if (m_kIsFading != FADING_DOWN)
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{
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m_kIsFading = FADING_DOWN;
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GetAnimationController()->RunAnimationCommand( this, "alpha", 0, 0, HUD_POSTURE_FADE_TIME, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );
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}
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}
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else
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{
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m_kIsFading = NOT_FADING;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: draws the posture elements we want.
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//-----------------------------------------------------------------------------
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void CHudPosture::Paint()
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{
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( !pPlayer )
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return;
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SetPaintBackgroundEnabled( true );
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Color clr;
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clr = GetHud().m_clrNormal;
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clr[3] = 255;
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// Pick the duck character
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wchar_t duck_char = CROUCHING_CHARACTER_INDEX;
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surface()->DrawSetTextFont( m_hFont );
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surface()->DrawSetTextColor( clr );
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surface()->DrawSetTextPos( m_IconX, m_IconY );
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surface()->DrawUnicodeChar( duck_char );
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}
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#endif
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