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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "hudelement.h"
#include <vgui_controls/Panel.h>
#include <vgui_controls/EditablePanel.h>
#include <vgui_controls/ImagePanel.h>
#include <vgui/ISurface.h>
#include "c_dod_player.h"
#include "clientmode_dod.h"
#include "c_dod_objective_resource.h"
#include "c_dod_playerresource.h"
#include "dod_hud_capturepanel.h"
DECLARE_HUDELEMENT( CDoDHudCapturePanel );
ConVar hud_capturepanel( "hud_capturepanel", "1", FCVAR_CLIENTDLL | FCVAR_ARCHIVE, "Set to 0 to not draw the HUD capture panel" );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CDoDCapturePanelProgressBar::CDoDCapturePanelProgressBar( vgui::Panel *parent, const char *name ) : vgui::ImagePanel( parent, name ) { m_flPercent = 0.0f;
m_iTexture = vgui::surface()->DrawGetTextureId( "vgui/progress_bar" ); if ( m_iTexture == -1 ) // we didn't find it, so create a new one
{ m_iTexture = vgui::surface()->CreateNewTextureID(); }
vgui::surface()->DrawSetTextureFile( m_iTexture, "vgui/progress_bar", true, false ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDoDCapturePanelProgressBar::Paint() { int wide, tall; GetSize( wide, tall );
float uv1 = 0.0f, uv2 = 1.0f; Vector2D uv11( uv1, uv1 ); Vector2D uv21( uv2, uv1 ); Vector2D uv22( uv2, uv2 ); Vector2D uv12( uv1, uv2 );
vgui::Vertex_t verts[4]; verts[0].Init( Vector2D( 0, 0 ), uv11 ); verts[1].Init( Vector2D( wide, 0 ), uv21 ); verts[2].Init( Vector2D( wide, tall ), uv22 ); verts[3].Init( Vector2D( 0, tall ), uv12 );
// first, just draw the whole thing inactive.
vgui::surface()->DrawSetTexture( m_iTexture ); vgui::surface()->DrawSetColor( m_clrInActive ); vgui::surface()->DrawTexturedPolygon( 4, verts );
// now, let's calculate the "active" part of the progress bar
vgui::surface()->DrawSetColor( m_clrActive );
// we're going to do this using quadrants
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float flCompleteCircle = ( 2.0f * M_PI ); float fl90degrees = flCompleteCircle / 4.0f; float flEndAngle = flCompleteCircle * ( 1.0f - m_flPercent ); // count DOWN (counter-clockwise)
// float flEndAngle = flCompleteCircle * m_flPercent; // count UP (clockwise)
float flHalfWide = (float)wide / 2.0f; float flHalfTall = (float)tall / 2.0f;
if ( flEndAngle >= fl90degrees * 3.0f ) // >= 270 degrees
{ // draw the first and second quadrants
uv11.Init( 0.5f, 0.0f ); uv21.Init( 1.0f, 0.0f ); uv22.Init( 1.0f, 1.0f ); uv12.Init( 0.5, 1.0f ); verts[0].Init( Vector2D( flHalfWide, 0.0f ), uv11 ); verts[1].Init( Vector2D( wide, 0.0f ), uv21 ); verts[2].Init( Vector2D( wide, tall ), uv22 ); verts[3].Init( Vector2D( flHalfWide, tall ), uv12 );
vgui::surface()->DrawTexturedPolygon( 4, verts );
// draw the third quadrant
uv11.Init( 0.0f, 0.5f ); uv21.Init( 0.5f, 0.5f ); uv22.Init( 0.5f, 1.0f ); uv12.Init( 0.0f, 1.0f );
verts[0].Init( Vector2D( 0.0f, flHalfTall ), uv11 ); verts[1].Init( Vector2D( flHalfWide, flHalfTall ), uv21 ); verts[2].Init( Vector2D( flHalfWide, tall ), uv22 ); verts[3].Init( Vector2D( 0.0f, tall ), uv12 );
vgui::surface()->DrawTexturedPolygon( 4, verts );
// draw the partial fourth quadrant
if ( flEndAngle > fl90degrees * 3.5f ) // > 315 degrees
{ uv11.Init( 0.0f, 0.0f ); uv21.Init( 0.5f - ( tan(fl90degrees * 4.0f - flEndAngle) * 0.5 ), 0.0f ); uv22.Init( 0.5f, 0.5f ); uv12.Init( 0.0f, 0.5f );
verts[0].Init( Vector2D( 0.0f, 0.0f ), uv11 ); verts[1].Init( Vector2D( flHalfWide - ( tan(fl90degrees * 4.0f - flEndAngle) * flHalfTall ), 0.0f ), uv21 ); verts[2].Init( Vector2D( flHalfWide, flHalfTall ), uv22 ); verts[3].Init( Vector2D( 0.0f, flHalfTall ), uv12 );
vgui::surface()->DrawTexturedPolygon( 4, verts ); } else // <= 315 degrees
{ uv11.Init( 0.0f, 0.5f ); uv21.Init( 0.0f, 0.5f - ( tan(flEndAngle - fl90degrees * 3.0f) * 0.5 ) ); uv22.Init( 0.5f, 0.5f ); uv12.Init( 0.0f, 0.5f );
verts[0].Init( Vector2D( 0.0f, flHalfTall ), uv11 ); verts[1].Init( Vector2D( 0.0f, flHalfTall - ( tan(flEndAngle - fl90degrees * 3.0f) * flHalfWide ) ), uv21 ); verts[2].Init( Vector2D( flHalfWide, flHalfTall ), uv22 ); verts[3].Init( Vector2D( 0.0f, flHalfTall ), uv12 );
vgui::surface()->DrawTexturedPolygon( 4, verts ); } } else if ( flEndAngle >= fl90degrees * 2.0f ) // >= 180 degrees
{ // draw the first and second quadrants
uv11.Init( 0.5f, 0.0f ); uv21.Init( 1.0f, 0.0f ); uv22.Init( 1.0f, 1.0f ); uv12.Init( 0.5, 1.0f );
verts[0].Init( Vector2D( flHalfWide, 0.0f ), uv11 ); verts[1].Init( Vector2D( wide, 0.0f ), uv21 ); verts[2].Init( Vector2D( wide, tall ), uv22 ); verts[3].Init( Vector2D( flHalfWide, tall ), uv12 );
vgui::surface()->DrawTexturedPolygon( 4, verts );
// draw the partial third quadrant
if ( flEndAngle > fl90degrees * 2.5f ) // > 225 degrees
{ uv11.Init( 0.5f, 0.5f ); uv21.Init( 0.5f, 1.0f ); uv22.Init( 0.0f, 1.0f ); uv12.Init( 0.0f, 0.5f + ( tan(fl90degrees * 3.0f - flEndAngle) * 0.5 ) );
verts[0].Init( Vector2D( flHalfWide, flHalfTall ), uv11 ); verts[1].Init( Vector2D( flHalfWide, tall ), uv21 ); verts[2].Init( Vector2D( 0.0f, tall ), uv22 ); verts[3].Init( Vector2D( 0.0f, flHalfTall + ( tan(fl90degrees * 3.0f - flEndAngle) * flHalfWide ) ), uv12 );
vgui::surface()->DrawTexturedPolygon( 4, verts ); } else // <= 225 degrees
{ uv11.Init( 0.5f, 0.5f ); uv21.Init( 0.5f, 1.0f ); uv22.Init( 0.5f - ( tan( flEndAngle - fl90degrees * 2.0f) * 0.5 ), 1.0f ); uv12.Init( 0.5f, 0.5f );
verts[0].Init( Vector2D( flHalfWide, flHalfTall ), uv11 ); verts[1].Init( Vector2D( flHalfWide, tall ), uv21 ); verts[2].Init( Vector2D( flHalfWide - ( tan(flEndAngle - fl90degrees * 2.0f) * flHalfTall ), tall ), uv22 ); verts[3].Init( Vector2D( flHalfWide, flHalfTall ), uv12 );
vgui::surface()->DrawTexturedPolygon( 4, verts ); } } else if ( flEndAngle >= fl90degrees ) // >= 90 degrees
{ // draw the first quadrant
uv11.Init( 0.5f, 0.0f ); uv21.Init( 1.0f, 0.0f ); uv22.Init( 1.0f, 0.5f ); uv12.Init( 0.5f, 0.5f ); verts[0].Init( Vector2D( flHalfWide, 0.0f ), uv11 ); verts[1].Init( Vector2D( wide, 0.0f ), uv21 ); verts[2].Init( Vector2D( wide, flHalfTall ), uv22 ); verts[3].Init( Vector2D( flHalfWide, flHalfTall ), uv12 );
vgui::surface()->DrawTexturedPolygon( 4, verts );
// draw the partial second quadrant
if ( flEndAngle > fl90degrees * 1.5f ) // > 135 degrees
{ uv11.Init( 0.5f, 0.5f ); uv21.Init( 1.0f, 0.5f ); uv22.Init( 1.0f, 1.0f ); uv12.Init( 0.5f + ( tan(fl90degrees * 2.0f - flEndAngle) * 0.5f ), 1.0f );
verts[0].Init( Vector2D( flHalfWide, flHalfTall ), uv11 ); verts[1].Init( Vector2D( wide, flHalfTall ), uv21 ); verts[2].Init( Vector2D( wide, tall ), uv22 ); verts[3].Init( Vector2D( flHalfWide + ( tan(fl90degrees * 2.0f - flEndAngle) * flHalfTall ), tall ), uv12 );
vgui::surface()->DrawTexturedPolygon( 4, verts ); } else // <= 135 degrees
{ uv11.Init( 0.5f, 0.5f ); uv21.Init( 1.0f, 0.5f ); uv22.Init( 1.0f, 0.5f + ( tan(flEndAngle - fl90degrees) * 0.5f ) ); uv12.Init( 0.5f, 0.5f );
verts[0].Init( Vector2D( flHalfWide, flHalfTall ), uv11 ); verts[1].Init( Vector2D( wide, flHalfTall ), uv21 ); verts[2].Init( Vector2D( wide, flHalfTall + ( tan(flEndAngle - fl90degrees) * flHalfWide ) ), uv22 ); verts[3].Init( Vector2D( flHalfWide, flHalfTall ), uv12 );
vgui::surface()->DrawTexturedPolygon( 4, verts ); } } else // > 0 degrees
{ if ( flEndAngle > fl90degrees / 2.0f ) // > 45 degrees
{ uv11.Init( 0.5f, 0.0f ); uv21.Init( 1.0f, 0.0f ); uv22.Init( 1.0f, 0.5f - ( tan(fl90degrees - flEndAngle) * 0.5 ) ); uv12.Init( 0.5f, 0.5f );
verts[0].Init( Vector2D( flHalfWide, 0.0f ), uv11 ); verts[1].Init( Vector2D( wide, 0.0f ), uv21 ); verts[2].Init( Vector2D( wide, flHalfTall - ( tan(fl90degrees - flEndAngle) * flHalfWide ) ), uv22 ); verts[3].Init( Vector2D( flHalfWide, flHalfTall ), uv12 );
vgui::surface()->DrawTexturedPolygon( 4, verts ); } else // <= 45 degrees
{ uv11.Init( 0.5f, 0.0f ); uv21.Init( 0.5 + ( tan(flEndAngle) * 0.5 ), 0.0f ); uv22.Init( 0.5f, 0.5f ); uv12.Init( 0.5f, 0.0f );
verts[0].Init( Vector2D( flHalfWide, 0.0f ), uv11 ); verts[1].Init( Vector2D( flHalfWide + ( tan(flEndAngle) * flHalfTall ), 0.0f ), uv21 ); verts[2].Init( Vector2D( flHalfWide, flHalfTall ), uv22 ); verts[3].Init( Vector2D( flHalfWide, 0.0f ), uv12 );
vgui::surface()->DrawTexturedPolygon( 4, verts ); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CDoDCapturePanelIcon::CDoDCapturePanelIcon( vgui::Panel *parent, const char *name ) : vgui::ImagePanel( parent, name ) { m_bActive = false;
m_iTexture = vgui::surface()->DrawGetTextureId( "vgui/capture_icon" ); if ( m_iTexture == -1 ) // we didn't find it, so create a new one
{ m_iTexture = vgui::surface()->CreateNewTextureID(); }
vgui::surface()->DrawSetTextureFile( m_iTexture, "vgui/capture_icon", true, false ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDoDCapturePanelIcon::Paint() { int wide, tall; GetSize( wide, tall );
float uv1 = 0.0f, uv2 = 1.0f; Vector2D uv11( uv1, uv1 ); Vector2D uv12( uv1, uv2 ); Vector2D uv21( uv2, uv1 ); Vector2D uv22( uv2, uv2 );
vgui::Vertex_t verts[4]; verts[0].Init( Vector2D( 0, 0 ), uv11 ); verts[1].Init( Vector2D( wide, 0 ), uv21 ); verts[2].Init( Vector2D( wide, tall ), uv22 ); verts[3].Init( Vector2D( 0, tall ), uv12 );
// just draw the whole thing
vgui::surface()->DrawSetTexture( m_iTexture ); vgui::surface()->DrawSetColor( m_bActive ? m_clrActive : m_clrInActive ); vgui::surface()->DrawTexturedPolygon( 4, verts ); }
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CDoDHudCapturePanel::CDoDHudCapturePanel( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HudCapturePanel" ) { SetParent( g_pClientMode->GetViewport() );
m_pBackground = new vgui::Panel( this, "CapturePanelBackground" ); m_pProgressBar = new CDoDCapturePanelProgressBar( this, "CapturePanelProgressBar" );
for ( int i = 0 ; i < 5 ; i++ ) { CDoDCapturePanelIcon *pPanel; char szName[64];
Q_snprintf( szName, sizeof( szName ), "CapturePanelPlayerIcon%d", i + 1 ); pPanel = new CDoDCapturePanelIcon( this, szName );
m_PlayerIcons.AddToTail( pPanel ); }
m_pAlliesFlag = new vgui::ImagePanel( this, "CapturePanelAlliesFlag" ); m_pAxisFlag = new vgui::ImagePanel( this, "CapturePanelAxisFlag" ); m_pNeutralFlag = new vgui::ImagePanel( this, "CapturePanelNeutralFlag" );
m_pMessage = new vgui::Label( this, "CapturePanelMessage", " " );
// load control settings...
LoadControlSettings( "resource/UI/HudCapturePanel.res" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDoDHudCapturePanel::OnScreenSizeChanged( int iOldWide, int iOldTall ) { LoadControlSettings( "resource/UI/HudCapturePanel.res" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDoDHudCapturePanel::ApplySchemeSettings( vgui::IScheme *pScheme ) { BaseClass::ApplySchemeSettings( pScheme );
if ( m_pBackground ) { m_pBackground->SetBgColor( GetSchemeColor( "HintMessageBg", pScheme ) ); m_pBackground->SetPaintBackgroundType( 2 ); }
SetFgColor( GetSchemeColor( "HudProgressBar.Active", pScheme ) ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDoDHudCapturePanel::OnThink() { BaseClass::OnThink();
C_DODPlayer *pPlayer = C_DODPlayer::GetLocalDODPlayer();
if ( pPlayer ) { int iCPIndex = pPlayer->GetCPIndex(); bool bInCapZone = ( iCPIndex >= 0 );
// turn off the panel and children if the player is dead or not in a cap zone
if ( !pPlayer->IsAlive() ) { if ( IsVisible() ) { SetVisible( false ); } return; }
if ( !bInCapZone || !hud_capturepanel.GetBool() ) { // see if the player progress bar wants to draw
// then return, we're not in an area cap
if ( pPlayer->m_iProgressBarDuration > 0 && pPlayer ) { if ( !IsVisible() ) { SetVisible( true ); }
// hide the other stuff
m_pAlliesFlag->SetVisible( false ); m_pAxisFlag->SetVisible( false ); m_pNeutralFlag->SetVisible( false );
m_pMessage->SetVisible( false );
int i; for ( i = 0 ; i < m_PlayerIcons.Count() ; i++ ) { m_PlayerIcons[i]->SetVisible( false ); }
// turn on the progress bar, we're capping
if ( m_pProgressBar ) { if ( !m_pProgressBar->IsVisible() ) { m_pProgressBar->SetVisible( true ); }
float flPercent = (pPlayer->m_flSimulationTime - pPlayer->m_flProgressBarStartTime) / (float)pPlayer->m_iProgressBarDuration; flPercent = clamp( flPercent, 0, 1 );
m_pProgressBar->SetPercentage( flPercent ); } } else { if ( IsVisible() ) { SetVisible( false ); } } return; }
int nOwningTeam = g_pObjectiveResource->GetOwningTeam( iCPIndex ); int nPlayerTeam = pPlayer->GetTeamNumber();
int nNumTeammates = g_pObjectiveResource->GetNumPlayersInArea( iCPIndex, nPlayerTeam == TEAM_ALLIES ? TEAM_ALLIES : TEAM_AXIS ); int nRequiredTeammates = g_pObjectiveResource->GetRequiredCappers( iCPIndex, nPlayerTeam == TEAM_ALLIES ? TEAM_ALLIES : TEAM_AXIS );
int nNumEnemies = g_pObjectiveResource->GetNumPlayersInArea( iCPIndex, nPlayerTeam == TEAM_ALLIES ? TEAM_AXIS : TEAM_ALLIES ); int nRequiredEnemies = g_pObjectiveResource->GetRequiredCappers( iCPIndex, nPlayerTeam == TEAM_ALLIES ? TEAM_AXIS : TEAM_ALLIES );
int iCappingTeam = g_pObjectiveResource->GetCappingTeam( iCPIndex ); // if we already own this capture point and there are no enemies in the area
if ( nOwningTeam == nPlayerTeam && nNumEnemies < nRequiredEnemies ) { // don't need to do anything
if ( IsVisible() ) { SetVisible( false ); } return; }
// okay, turn on the capture point panel
if ( !IsVisible() ) { SetVisible( true ); }
// set the correct flag image
switch( nOwningTeam ) { case TEAM_ALLIES: if ( m_pAlliesFlag && !m_pAlliesFlag->IsVisible() ) m_pAlliesFlag->SetVisible( true ); if ( m_pAxisFlag && m_pAxisFlag->IsVisible() ) m_pAxisFlag->SetVisible( false ); if ( m_pNeutralFlag && m_pNeutralFlag->IsVisible() ) m_pNeutralFlag->SetVisible( false ); break; case TEAM_AXIS: if ( m_pAlliesFlag && m_pAlliesFlag->IsVisible() ) m_pAlliesFlag->SetVisible( false ); if ( m_pAxisFlag && !m_pAxisFlag->IsVisible() ) m_pAxisFlag->SetVisible( true ); if ( m_pNeutralFlag && m_pNeutralFlag->IsVisible() ) m_pNeutralFlag->SetVisible( false ); break; default: if ( m_pAlliesFlag && m_pAlliesFlag->IsVisible() ) m_pAlliesFlag->SetVisible( false ); if ( m_pAxisFlag && m_pAxisFlag->IsVisible() ) m_pAxisFlag->SetVisible( false ); if ( m_pNeutralFlag && !m_pNeutralFlag->IsVisible() ) m_pNeutralFlag->SetVisible( true ); break; }
// arrange the player icons
int i = 0; for ( i = 0 ; i < m_PlayerIcons.Count() ; i++ ) { CDoDCapturePanelIcon *pPanel = m_PlayerIcons[i];
if ( !pPanel ) { continue; }
if ( i < nRequiredTeammates ) { if ( i < nNumTeammates ) { pPanel->SetActive( true );
if ( !pPanel->IsVisible() ) pPanel->SetVisible( true ); } else { pPanel->SetActive( false );
if ( !pPanel->IsVisible() ) pPanel->SetVisible( true ); } } else { if ( pPanel->IsVisible() ) pPanel->SetVisible( false ); } }
int wide = 0, tall = 0, iconWide = 0, iconTall = 0; GetSize( wide, tall );
vgui::ImagePanel *pPanel = m_PlayerIcons[0]; if ( pPanel ) pPanel->GetSize( iconWide, iconTall ); int width = ( nRequiredTeammates * iconWide ) + ( ( nRequiredTeammates - 1 ) * m_nSpaceBetweenIcons ); int xpos = wide / 2.0 - width / 2.0;
// rearrange the player icon panels
for ( i = 0 ; i < nRequiredTeammates ; i++ ) { CDoDCapturePanelIcon *pPanel = m_PlayerIcons[i]; if ( pPanel ) { int x, y, w, t; pPanel->GetBounds( x, y, w, t ); pPanel->SetBounds( xpos, y, w, t ); }
xpos += iconWide + m_nSpaceBetweenIcons; }
// are we capping an area?
if ( iCappingTeam == TEAM_UNASSIGNED || iCappingTeam != nPlayerTeam ) { // turn off the progress bar, we're not capping
if ( m_pProgressBar && m_pProgressBar->IsVisible() ) { m_pProgressBar->SetVisible( false ); }
// turn on the message
if ( m_pMessage ) { m_pMessage->SetFgColor( GetFgColor() );
if ( !m_pMessage->IsVisible() ) { m_pMessage->SetVisible( true ); }
if ( nNumTeammates >= nRequiredTeammates && nNumEnemies > 0 ) { m_pMessage->SetText( "#Dod_Capture_Blocked" ); } else if ( nNumEnemies > 0 /*nNumEnemies >= nRequiredEnemies*/ ) { m_pMessage->SetText( "#Dod_Blocking_Capture" ); } else { m_pMessage->SetText( "#Dod_Waiting_for_teammate" ); } if ( m_pBackground ) { // do we need to resize our background?
int textW, textH, bgX, bgY, bgW, bgH; m_pMessage->GetContentSize( textW, textH ); m_pBackground->GetBounds( bgX, bgY, bgW, bgH );
if ( bgW < textW ) { m_pBackground->SetBounds( bgX + ( bgW / 2.0 ) - ( ( textW + XRES(3) ) / 2.0 ), bgY, textW + XRES(3), bgH ); } } } } else { // turn on the progress bar, we're capping
if ( m_pProgressBar ) { if ( !m_pProgressBar->IsVisible() ) { m_pProgressBar->SetVisible( true ); }
m_pProgressBar->SetPercentage( g_pObjectiveResource->GetCPCapPercentage( pPlayer->GetCPIndex() ) ); }
// turn off the message
if ( m_pMessage && m_pMessage->IsVisible() ) { m_pMessage->SetVisible( false ); } } } }
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