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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: To display the player's health with the use of one graphic over another. A cross in this case
// Currently this is only used on the freeze cam panel
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "cs_hud_freezepanel.h"
#include "vgui_controls/AnimationController.h"
#include "iclientmode.h"
#include "c_cs_player.h"
#include "c_cs_playerresource.h"
#include <vgui_controls/Label.h>
#include <vgui/ILocalize.h>
#include <vgui/ISurface.h>
#include "cs_gamerules.h"
DECLARE_BUILD_FACTORY( CCSHudPlayerHealth );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CCSHudPlayerHealth::CCSHudPlayerHealth( Panel *parent, const char *name ) : EditablePanel( parent, name ) { m_pHealthImage = new CCSHealthPanel( this, "PlayerStatusHealthImage" ); m_pHealthImageBG = new ImagePanel( this, "PlayerStatusHealthImageBG" );
m_flNextThink = 0.0f; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSHudPlayerHealth::Reset() { //m_flNextThink = gpGlobals->curtime + 0.05f;
m_nHealth = -1; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSHudPlayerHealth::ApplySchemeSettings( IScheme *pScheme ) { // load control settings...
LoadControlSettings( GetResFilename() );
m_flNextThink = 0.0f;
BaseClass::ApplySchemeSettings( pScheme ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSHudPlayerHealth::SetHealth( int iNewHealth, int iMaxHealth, int iMaxBuffedHealth ) { int nPrevHealth = m_nHealth;
// set our health
m_nHealth = iNewHealth; m_nMaxHealth = iMaxHealth; m_pHealthImage->SetHealth( (float)(m_nHealth) / (float)(m_nMaxHealth) );
if ( m_pHealthImage ) { m_pHealthImage->SetFgColor( Color( 255, 255, 255, 255 ) ); }
if ( m_nHealth <= 0 ) { if ( m_pHealthImageBG->IsVisible() ) { m_pHealthImageBG->SetVisible( false ); } } else { if ( !m_pHealthImageBG->IsVisible() ) { m_pHealthImageBG->SetVisible( true ); } }
// set our health display value
if ( nPrevHealth != m_nHealth ) { if ( m_nHealth > 0 ) { SetDialogVariable( "Health", m_nHealth ); } else { SetDialogVariable( "Health", "" ); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CCSHealthPanel::CCSHealthPanel( Panel *parent, const char *name ) : vgui::Panel( parent, name ) { m_flHealth = 1.0f;
m_iMaterialIndex = surface()->DrawGetTextureId( "hud/health_color" ); if ( m_iMaterialIndex == -1 ) // we didn't find it, so create a new one
{ m_iMaterialIndex = surface()->CreateNewTextureID(); }
surface()->DrawSetTextureFile( m_iMaterialIndex, "hud/health_color", true, false );
m_iDeadMaterialIndex = surface()->DrawGetTextureId( "hud/health_dead" ); if ( m_iDeadMaterialIndex == -1 ) // we didn't find it, so create a new one
{ m_iDeadMaterialIndex = surface()->CreateNewTextureID(); } surface()->DrawSetTextureFile( m_iDeadMaterialIndex, "hud/health_dead", true, false ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSHealthPanel::Paint() { BaseClass::Paint();
int x, y, w, h; GetBounds( x, y, w, h );
Vertex_t vert[4]; float uv1 = 0.0f; float uv2 = 1.0f; int xpos = 0, ypos = 0;
if ( m_flHealth <= 0 ) { // Draw the dead material
surface()->DrawSetTexture( m_iDeadMaterialIndex );
vert[0].Init( Vector2D( xpos, ypos ), Vector2D( uv1, uv1 ) ); vert[1].Init( Vector2D( xpos + w, ypos ), Vector2D( uv2, uv1 ) ); vert[2].Init( Vector2D( xpos + w, ypos + h ), Vector2D( uv2, uv2 ) ); vert[3].Init( Vector2D( xpos, ypos + h ), Vector2D( uv1, uv2 ) );
surface()->DrawSetColor( Color(255,255,255,255) ); } else { float flDamageY = h * ( 1.0f - m_flHealth );
// blend in the red "damage" part
surface()->DrawSetTexture( m_iMaterialIndex );
Vector2D uv11( uv1, uv2 - m_flHealth ); Vector2D uv21( uv2, uv2 - m_flHealth ); Vector2D uv22( uv2, uv2 ); Vector2D uv12( uv1, uv2 );
vert[0].Init( Vector2D( xpos, flDamageY ), uv11 ); vert[1].Init( Vector2D( xpos + w, flDamageY ), uv21 ); vert[2].Init( Vector2D( xpos + w, ypos + h ), uv22 ); vert[3].Init( Vector2D( xpos, ypos + h ), uv12 );
surface()->DrawSetColor( GetFgColor() ); }
surface()->DrawTexturedPolygon( 4, vert ); }
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