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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/Label.h>
#include <vgui/ISurface.h>
#include "c_baseplayer.h"
#include <vgui_controls/Panel.h>
#include "dod_gamerules.h"
#include "iclientmode.h"
#include "c_dod_objective_resource.h"
#include "c_dod_playerresource.h"
#include "c_dod_player.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include "hud_macros.h"
#include <baseviewport.h> //for IViewPortPanel
#include "spectatorgui.h"
#include "dod_round_timer.h"
#include "vgui_controls/AnimationController.h"
#include "dod_hud_freezepanel.h"
class CHudObjectiveIcons : public CHudElement, public vgui::Panel { public: DECLARE_CLASS_SIMPLE( CHudObjectiveIcons, vgui::Panel );
CHudObjectiveIcons( const char *pName ); virtual void ApplySchemeSettings( IScheme *scheme ); virtual void Paint(); virtual void Init(); virtual void VidInit(); virtual void Reset();
virtual void FireGameEvent( IGameEvent *event );
void DrawBackgroundBox( int xpos, int ypos, int nBoxWidth, int nBoxHeight, bool bCutCorner );
virtual bool IsVisible( void );
private:
vgui::Label *m_pTimer; vgui::Label *m_pTimeAdded;
CHudTexture *m_pIconDefended;
int m_iCPTextures[8]; int m_iCPCappingTextures[8];
int m_iBackgroundTexture; Color m_clrBackground; Color m_clrBorder;
int m_iLastCP; // the index of the area we were last in
CHudTexture *m_pC4Icon; CHudTexture *m_pExplodedIcon; CHudTexture *m_pC4PlantedBG;
int m_iSecondsAdded; // how many seconds were added in the last time_added event
bool bInTimerWarningAnim; float m_flDrawTimeAddedUntil;
CPanelAnimationVar( vgui::HFont, m_hTimerFont, "TimerFont", "Default" ); CPanelAnimationVar( vgui::HFont, m_hTimerFontSmall, "TimerFontSmall", "DefaultSmall" );
CPanelAnimationVar( vgui::HFont, m_hTextFont, "ChatFont", "Default" );
CPanelAnimationVarAliasType( int, m_nIconSize, "iconsize", "24", "proportional_int" ); CPanelAnimationVarAliasType( int, m_nSeparatorWidth, "separator_width", "7", "proportional_int" ); CPanelAnimationVarAliasType( int, m_nCornerCutSize, "CornerCutSize", "5", "proportional_int" ); CPanelAnimationVarAliasType( int, m_nBackgroundOverlap, "BackgroundOverlap", "5", "proportional_int" );
CPanelAnimationVarAliasType( int, m_iIconStartX, "icon_start_x", "10", "proportional_int" ); CPanelAnimationVarAliasType( int, m_iIconStartY, "icon_start_y", "10", "proportional_int" ); CPanelAnimationVarAliasType( float, m_flIconExpand, "icon_expand", "0", "proportional_float" );
CPanelAnimationVar( Color, m_clrTimer, "TimerBG", "255 0 0 128" );
CPanelAnimationVarAliasType( int, m_nTimeAddedHeight, "time_added_height", "12", "proportional_int" ); CPanelAnimationVar( float, m_flTimeAddedExpandPercent, "time_added_height_anim", "0.0" ); CPanelAnimationVar( float, m_flTimeAddedAlpha, "time_added_alpha", "0" );
CPanelAnimationVar( float, m_flTimeAddedDuration, "time_added_duration", "3.5" ); };
DECLARE_HUDELEMENT( CHudObjectiveIcons );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudObjectiveIcons::CHudObjectiveIcons( const char *pName ) : vgui::Panel( NULL, "HudObjectiveIcons" ), CHudElement( pName ) { SetParent( g_pClientMode->GetViewport() ); SetHiddenBits( 0 );
m_pTimer = new vgui::Label( this, "HudObjectivesRoundTimer", " " ); if ( m_pTimer ) { m_pTimer->SetContentAlignment( Label::a_center ); }
m_pTimeAdded = new vgui::Label( this, "HudObjectivesTimeAdded", " " ); if ( m_pTimeAdded ) { m_pTimeAdded->SetContentAlignment( Label::a_center ); }
m_iBackgroundTexture = vgui::surface()->DrawGetTextureId( "vgui/white" ); if ( m_iBackgroundTexture == -1 ) { m_iBackgroundTexture = vgui::surface()->CreateNewTextureID(); } vgui::surface()->DrawSetTextureFile( m_iBackgroundTexture, "vgui/white", true, true );
m_iLastCP = -1;
m_iSecondsAdded = 0; bInTimerWarningAnim = false;
m_flDrawTimeAddedUntil = -1; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudObjectiveIcons::Init( void ) { for( int i = 0 ; i < 8 ; i++ ) { m_iCPTextures[i] = vgui::surface()->CreateNewTextureID(); m_iCPCappingTextures[i] = vgui::surface()->CreateNewTextureID(); }
ListenForGameEvent( "dod_timer_time_added" ); ListenForGameEvent( "dod_timer_flash" ); }
void CHudObjectiveIcons::VidInit( void ) { m_flTimeAddedExpandPercent = 0.0; m_flTimeAddedAlpha = 0.0; m_flDrawTimeAddedUntil = -1;
CHudElement::VidInit(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudObjectiveIcons::Reset( void ) { m_iLastCP = -1; m_flIconExpand = 0; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CHudObjectiveIcons::IsVisible( void ) { if ( IsTakingAFreezecamScreenshot() ) return false;
return BaseClass::IsVisible(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudObjectiveIcons::FireGameEvent( IGameEvent *event ) { const char *eventname = event->GetName();
if ( FStrEq( "dod_timer_time_added", eventname ) ) { // show time added under the timer, flash
m_iSecondsAdded = event->GetInt( "seconds_added" );
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "TimerFlash" );
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "ShowTimeAdded" );
if ( !m_pTimeAdded->IsVisible() ) { m_pTimeAdded->SetVisible( true ); }
wchar_t wText[12];
int iSecondsToDraw = abs(m_iSecondsAdded); bool bNegative = ( m_iSecondsAdded < 0 );
#ifdef WIN32
_snwprintf( wText, sizeof(wText)/sizeof(wchar_t), L"%s %d:%02d", bNegative ? L"-" : L"+", iSecondsToDraw / 60, iSecondsToDraw % 60 ); #else
_snwprintf( wText, sizeof(wText)/sizeof(wchar_t), L"%S %d:%02d", bNegative ? L"-" : L"+", iSecondsToDraw / 60, iSecondsToDraw % 60 ); #endif
m_pTimeAdded->SetText( wText );
m_flDrawTimeAddedUntil = gpGlobals->curtime + m_flTimeAddedDuration;
} else if ( FStrEq( "dod_timer_flash", eventname ) ) { // generic flash, used for 5, 2, 1 minute warnings
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "TimerFlash" ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudObjectiveIcons::ApplySchemeSettings( IScheme *pScheme ) { BaseClass::ApplySchemeSettings( pScheme );
m_hTextFont = pScheme->GetFont( "ChatFont" ); m_hTimerFontSmall = pScheme->GetFont( "TimerFontSmall" );
m_clrBackground = pScheme->GetColor( "HudPanelBackground", GetFgColor() ); m_clrBorder = pScheme->GetColor( "HudPanelBorder", GetBgColor() );
m_pC4Icon = gHUD.GetIcon( "icon_c4" ); m_pExplodedIcon = gHUD.GetIcon( "icon_c4_exploded" ); m_pC4PlantedBG = gHUD.GetIcon( "icon_c4_planted_bg" ); m_pIconDefended = gHUD.GetIcon( "icon_defended" );
m_pTimer->SetFont( m_hTimerFont ); m_pTimeAdded->SetFont( m_hTimerFontSmall ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudObjectiveIcons::DrawBackgroundBox( int xpos, int ypos, int nBoxWidth, int nBoxHeight, bool bCutCorner ) { int nCornerCutSize = bCutCorner ? m_nCornerCutSize : 0; vgui::Vertex_t verts[5];
verts[0].Init( Vector2D( xpos, ypos ) ); verts[1].Init( Vector2D( xpos + nBoxWidth, ypos ) ); verts[2].Init( Vector2D( xpos + nBoxWidth + 1, ypos + nBoxHeight - nCornerCutSize + 1 ) ); verts[3].Init( Vector2D( xpos + nBoxWidth - nCornerCutSize + 1, ypos + nBoxHeight + 1 ) ); verts[4].Init( Vector2D( xpos, ypos + nBoxHeight ) );
vgui::surface()->DrawSetTexture( m_iBackgroundTexture ); vgui::surface()->DrawSetColor( Color( m_clrBackground ) ); vgui::surface()->DrawTexturedPolygon( 5, verts );
vgui::Vertex_t borderverts[5];
borderverts[0].Init( Vector2D( xpos, ypos ) ); borderverts[1].Init( Vector2D( xpos + nBoxWidth, ypos ) ); borderverts[2].Init( Vector2D( xpos + nBoxWidth, ypos + nBoxHeight - nCornerCutSize ) ); borderverts[3].Init( Vector2D( xpos + nBoxWidth - nCornerCutSize, ypos + nBoxHeight ) ); borderverts[4].Init( Vector2D( xpos, ypos + nBoxHeight ) );
vgui::surface()->DrawSetColor( Color( m_clrBorder ) ); vgui::surface()->DrawTexturedPolyLine( borderverts, 5 ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudObjectiveIcons::Paint() { int ypos = m_iIconStartY; int xpos = m_iIconStartX; static Color clrIcon( 255, 255, 255, 255 );
if( !g_pObjectiveResource ) // MATTTODO: hasn't been transmited yet .. fix ?
{ return; }
// Hide the time added if it is time to do so
if ( m_flDrawTimeAddedUntil > 0 && m_flDrawTimeAddedUntil < gpGlobals->curtime ) { g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "HideTimeAdded" );
m_flDrawTimeAddedUntil = -1; }
vgui::surface()->DrawSetTextFont( m_hTextFont ); vgui::surface()->DrawSetColor( clrIcon ); if ( g_pSpectatorGUI && g_pSpectatorGUI->IsVisible() ) { ypos += g_pSpectatorGUI->GetTopBarHeight(); }
int num = g_pObjectiveResource->GetNumControlPoints(); bool bShowTimer = ( g_DODRoundTimer != NULL );
if ( num <= 0 && !bShowTimer ) { if ( m_pTimer && m_pTimer->IsVisible() ) { m_pTimer->SetVisible( false ); }
if ( m_pTimeAdded && m_pTimeAdded->IsVisible() ) { m_pTimeAdded->SetVisible( false ); }
return; // nothing to draw yet
}
int iLastVisible = 0;
int k;
// let's count how many visible capture points we have (for cutting the corner of the last visible one)
for( k = 0 ; k < num ; k++ ) { if( g_pObjectiveResource->IsCPVisible( k ) ) { iLastVisible = k; } }
// do we have a round timer?
if( bShowTimer ) { if ( m_pTimer ) { if ( !m_pTimer->IsVisible() ) { m_pTimer->SetVisible( true ); }
m_pTimer->SetBounds( xpos, ypos, 2 * m_nIconSize, m_nIconSize ); m_pTimer->SetBgColor( m_clrTimer );
m_pTimeAdded->SetBounds( xpos, ypos + m_nIconSize, 2 * m_nIconSize, m_nTimeAddedHeight + m_nBackgroundOverlap ); m_pTimeAdded->SetBgColor( Color(0,0,0,0) );
int iRoundTime = (int)g_DODRoundTimer->GetTimeRemaining();
int minutes = iRoundTime / 60; int seconds = iRoundTime % 60;
if( minutes < 0 ) minutes = 0; if( minutes > 99 ) minutes = 99; if( seconds < 0 ) seconds = 0;
// cut the corner if this is all we're drawing
// figure out the height. will change if we're drawing the +1:00 below it
int boxHeight = 2*m_nBackgroundOverlap + m_nIconSize + (int)( (float)m_nTimeAddedHeight * m_flTimeAddedExpandPercent );
DrawBackgroundBox( xpos - m_nBackgroundOverlap, ypos - m_nBackgroundOverlap, m_pTimer->GetWide() + 2 * m_nBackgroundOverlap, boxHeight, ( num <= 0 ) ? true : false );
// set the time
char szTime[16]; Q_snprintf( szTime, sizeof( szTime ), "%02d:%02d", minutes, seconds ); m_pTimer->SetText( szTime );
m_pTimeAdded->SetAlpha( (int)m_flTimeAddedAlpha );
xpos += ( m_pTimer->GetWide() + m_nSeparatorWidth + m_nBackgroundOverlap * 2 ); } } else { if ( m_pTimer && m_pTimer->IsVisible() ) { m_pTimer->SetVisible( false ); } }
C_DODPlayer *pPlayer = C_DODPlayer::GetLocalDODPlayer(); int iCurrentCapAreaIndex = pPlayer->GetCPIndex();
if ( pPlayer->IsAlive() == false ) { m_iLastCP = -1; }
int index;
for( index = 0 ; index < num ; index++ ) { if( g_pObjectiveResource->IsCPVisible( index ) ) { int iOwnerIcon = g_pObjectiveResource->GetCPCurrentOwnerIcon( index );
float uv1 = 0.0f; float uv2 = 1.0f;
float flXPos = (float)xpos; float flYPos = (float)ypos; float flIconSize = (float)m_nIconSize;
if ( index == iCurrentCapAreaIndex ) { // animate the current cp
flXPos -= m_flIconExpand; flYPos -= m_flIconExpand; flIconSize += m_flIconExpand*2;
m_iLastCP = iCurrentCapAreaIndex; } else if ( m_iLastCP == index ) { // as a backup, animate out of the one we just left
flXPos -= m_flIconExpand; flYPos -= m_flIconExpand; flIconSize += m_flIconExpand*2; }
int iBombsRequired = g_pObjectiveResource->GetBombsRequired( index );
if ( iBombsRequired > 0 ) { DrawBackgroundBox( flXPos - m_nBackgroundOverlap, flYPos - m_nBackgroundOverlap, flIconSize + 2 * m_nBackgroundOverlap, flIconSize + 2 * m_nBackgroundOverlap + m_nTimeAddedHeight, ( index != iLastVisible ) ? false : true ); } else { DrawBackgroundBox( flXPos - m_nBackgroundOverlap, flYPos - m_nBackgroundOverlap, flIconSize + 2 * m_nBackgroundOverlap, flIconSize + 2 * m_nBackgroundOverlap, ( index != iLastVisible ) ? false : true ); }
// Draw the background for the icon
// allow for error
if ( g_pObjectiveResource->IsBombSetAtPoint( index ) ) { // if bomb timer is > 0, draw swipe
float flBombTime = g_pObjectiveResource->GetBombTimeForPoint( index ); // round up
// draw the 'white' version underneath
int iBlankIcon = g_pObjectiveResource->GetCPTimerCapIcon( index );
if ( iBlankIcon == 0 ) { iBlankIcon = g_pObjectiveResource->GetIconForTeam( index, TEAM_UNASSIGNED ); }
const char *szMatName = GetMaterialNameFromIndex( iBlankIcon );
vgui::surface()->DrawSetTextureFile( m_iCPTextures[index], szMatName, true, false );
Vector2D uv11( uv1, uv1 ); Vector2D uv21( uv2, uv1 ); Vector2D uv22( uv2, uv2 ); Vector2D uv12( uv1, uv2 );
vgui::Vertex_t vert[4]; vert[0].Init( Vector2D( flXPos, flYPos ), uv11 ); vert[1].Init( Vector2D( flXPos + flIconSize, flYPos ), uv21 ); vert[2].Init( Vector2D( flXPos + flIconSize, flYPos + flIconSize ), uv22 ); vert[3].Init( Vector2D( flXPos, flYPos + flIconSize ), uv12 );
vgui::surface()->DrawSetColor( Color(255,255,255,255) ); vgui::surface()->DrawTexturedPolygon( 4, vert ); // draw the real version in a circular swipe
float flPercentRemaining = ( flBombTime / DOD_BOMB_TIMER_LENGTH );
float flHalfWide = (float)flIconSize / 2.0f; float flHalfTall = (float)flIconSize / 2.0f;
const float flCompleteCircle = ( 2.0f * M_PI ); const float fl90degrees = flCompleteCircle * 0.25f; const float fl45degrees = fl90degrees * 0.5f;
float flEndAngle = flCompleteCircle * flPercentRemaining; // clockwise
typedef struct { Vector2D vecTrailing; Vector2D vecLeading; } icon_quadrant_t;
/*
Quadrants are numbered 0 - 7 counter-clockwise _________________ | 0 | 7 | | | | | 1 | 6 | ----------------- | 2 | 5 | | | | | 3 | 4 | ----------------- */
// Encode the leading and trailing edge of each quadrant
// in the range 0.0 -> 1.0
icon_quadrant_t quadrants[8]; quadrants[0].vecTrailing.Init( 0.5, 0.0 ); quadrants[0].vecLeading.Init( 0.0, 0.0 );
quadrants[1].vecTrailing.Init( 0.0, 0.0 ); quadrants[1].vecLeading.Init( 0.0, 0.5 );
quadrants[2].vecTrailing.Init( 0.0, 0.5 ); quadrants[2].vecLeading.Init( 0.0, 1.0 );
quadrants[3].vecTrailing.Init( 0.0, 1.0 ); quadrants[3].vecLeading.Init( 0.5, 1.0 );
quadrants[4].vecTrailing.Init( 0.5, 1.0 ); quadrants[4].vecLeading.Init( 1.0, 1.0 );
quadrants[5].vecTrailing.Init( 1.0, 1.0 ); quadrants[5].vecLeading.Init( 1.0, 0.5 );
quadrants[6].vecTrailing.Init( 1.0, 0.5 ); quadrants[6].vecLeading.Init( 1.0, 0.0 );
quadrants[7].vecTrailing.Init( 1.0, 0.0 ); quadrants[7].vecLeading.Init( 0.5, 0.0 );
szMatName = GetMaterialNameFromIndex( iOwnerIcon );
vgui::surface()->DrawSetTextureFile( m_iCPTextures[index], szMatName, true, false ); vgui::surface()->DrawSetColor( Color(255,255,255,255) );
Vector2D uvMid( 0.5, 0.5 ); Vector2D vecMid( flXPos + flHalfWide, flYPos + flHalfTall );
int j; for ( j=0;j<=7;j++ ) { float flMinAngle = j * fl45degrees;
float flAngle = clamp( flEndAngle - flMinAngle, 0, fl45degrees );
if ( flAngle <= 0 ) { // past our quadrant, draw nothing
continue; } else { // draw our segment
vgui::Vertex_t vert[3];
// vert 0 is mid ( 0.5, 0.5 )
vert[0].Init( vecMid, uvMid );
int xdir = 0, ydir = 0;
switch( j ) { case 0: case 7: //right
xdir = 1; ydir = 0; break;
case 1: case 2: //up
xdir = 0; ydir = -1; break;
case 3: case 4: //left
xdir = -1; ydir = 0; break;
case 5: case 6: //down
xdir = 0; ydir = 1; break; }
Vector2D vec1; Vector2D uv1;
// vert 1 is the variable vert based on leading edge
vec1.x = flXPos + quadrants[j].vecTrailing.x * flIconSize - xdir * tan(flAngle) * flHalfWide; vec1.y = flYPos + quadrants[j].vecTrailing.y * flIconSize - ydir * tan(flAngle) * flHalfTall;
uv1.x = quadrants[j].vecTrailing.x - xdir * abs( quadrants[j].vecLeading.x - quadrants[j].vecTrailing.x ) * tan(flAngle); uv1.y = quadrants[j].vecTrailing.y - ydir * abs( quadrants[j].vecLeading.y - quadrants[j].vecTrailing.y ) * tan(flAngle);
vert[1].Init( vec1, uv1 );
// vert 2 is our trailing edge
vert[2].Init( Vector2D( flXPos + quadrants[j].vecTrailing.x * flIconSize, flYPos + quadrants[j].vecTrailing.y * flIconSize ), quadrants[j].vecTrailing );
vgui::surface()->DrawTexturedPolygon( 3, vert ); } }
if ( g_pObjectiveResource->IsBombBeingDefused( index ) ) { float flSize = 0.75; int iconX = (int)( flXPos + flIconSize * ( ( 1.0 - flSize ) / 2 ) ); int iconY = (int)( flYPos + flIconSize * ( ( 1.0 - flSize ) / 2 ) ); int iconW = (int)( flIconSize * flSize );
Color c(255,255,255,255); m_pIconDefended->DrawSelf( iconX, iconY, iconW, iconW, c ); } } else { // Draw the owner's icon
if( iOwnerIcon != 0 ) { const char *szMatName = GetMaterialNameFromIndex( iOwnerIcon );
vgui::surface()->DrawSetTextureFile( m_iCPTextures[index], szMatName, true, false ); /*
// re-enable if we want to have animating cp icons
// todo: framerate
IVguiMatInfo *pMat = vgui::surface()->DrawGetTextureMatInfoFactory( m_iCPTextures[index] );
if ( !pMat ) return;
int iNumFrames = pMat->GetNumAnimationFrames();
IVguiMatInfoVar *m_pFrameVar;
bool bFound = false; m_pFrameVar = pMat->FindVarFactory( "$frame", &bFound );
static int frame = 0;
if ( bFound ) { frame++; m_pFrameVar->SetIntValue( frame % iNumFrames ); } */
Vector2D uv11( uv1, uv1 ); Vector2D uv21( uv2, uv1 ); Vector2D uv22( uv2, uv2 ); Vector2D uv12( uv1, uv2 );
vgui::Vertex_t vert[4]; vert[0].Init( Vector2D( flXPos, flYPos ), uv11 ); vert[1].Init( Vector2D( flXPos + flIconSize, flYPos ), uv21 ); vert[2].Init( Vector2D( flXPos + flIconSize, flYPos + flIconSize ), uv22 ); vert[3].Init( Vector2D( flXPos, flYPos + flIconSize ), uv12 );
vgui::surface()->DrawSetColor( Color(255,255,255,255) ); vgui::surface()->DrawTexturedPolygon( 4, vert ); } } // see if there are players in the area
int iNumAllies = g_pObjectiveResource->GetNumPlayersInArea( index, TEAM_ALLIES ); int iNumAxis = g_pObjectiveResource->GetNumPlayersInArea( index, TEAM_AXIS );
int iCappingTeam = g_pObjectiveResource->GetCappingTeam( index );
// Draw bomb icons under cap points
if ( iBombsRequired > 0 ) { int iBombsRemaining = g_pObjectiveResource->GetBombsRemaining( index );
bool bBombPlanted = g_pObjectiveResource->IsBombSetAtPoint( index );
int yIcon = ypos + flIconSize + YRES(2);
int iIconHalfWidth = XRES(5); int iIconWidth = iIconHalfWidth * 2;
Color c(255,255,255,255);
switch( iBombsRequired ) { case 1: { int xMid = xpos + ( flIconSize * 0.50f );
switch( iBombsRemaining ) { case 0: m_pExplodedIcon->DrawSelf( xMid - iIconHalfWidth, yIcon, iIconWidth, iIconWidth, c ); break; case 1: if ( bBombPlanted ) { // draw the background behind 1
int alpha = (float)( abs( sin(2*gpGlobals->curtime) ) * 205.0 + 50.0 ); m_pC4PlantedBG->DrawSelf( xMid - iIconWidth, yIcon - iIconHalfWidth, iIconWidth*2, iIconWidth*2, Color( 255,255,255,alpha) ); } m_pC4Icon->DrawSelf( xMid - iIconHalfWidth, yIcon, iIconWidth, iIconWidth, c ); break; } } break; case 2: { int xMid1 = xpos + ( flIconSize * 0.25f ); int xMid2 = xpos + ( flIconSize * 0.75f );
switch( iBombsRemaining ) { case 0: m_pExplodedIcon->DrawSelf( xMid1 - iIconHalfWidth, yIcon, iIconWidth, iIconWidth, c ); m_pExplodedIcon->DrawSelf( xMid2 - iIconHalfWidth, yIcon, iIconWidth, iIconWidth, c ); break; case 1: if ( bBombPlanted ) { // draw the background behind 1
int alpha = (float)( abs( sin(2*gpGlobals->curtime) ) * 205.0 + 50.0 ); m_pC4PlantedBG->DrawSelf( xMid1 - iIconWidth, yIcon - iIconHalfWidth, iIconWidth*2, iIconWidth*2, Color( 255,255,255,alpha) ); } m_pC4Icon->DrawSelf( xMid1 - iIconHalfWidth, yIcon, iIconWidth, iIconWidth, c ); m_pExplodedIcon->DrawSelf( xMid2 - iIconHalfWidth, yIcon, iIconWidth, iIconWidth, c ); break; case 2: if ( bBombPlanted ) { // draw the background behind 2
int alpha = (float)( abs( sin(2*gpGlobals->curtime) ) * 205.0 + 50.0 ); m_pC4PlantedBG->DrawSelf( xMid2 - iIconWidth, yIcon - iIconHalfWidth, iIconWidth*2, iIconWidth*2, Color( 255,255,255,alpha) ); } m_pC4Icon->DrawSelf( xMid1 - iIconHalfWidth, yIcon, iIconWidth, iIconWidth, c ); m_pC4Icon->DrawSelf( xMid2 - iIconHalfWidth, yIcon, iIconWidth, iIconWidth, c ); break; } } break; default: { // general solution for > 2 bombs
if ( iBombsRemaining > 0 ) { // draw a bomb icon, then a 'x 3' for how many there are remaining
if ( bBombPlanted ) { // draw the background behind 2
int alpha = (float)( abs( sin( 2*gpGlobals->curtime) ) * 205.0 + 50.0 ); m_pC4PlantedBG->DrawSelf( xpos - iIconHalfWidth, yIcon - iIconHalfWidth, iIconWidth*2, iIconWidth*2, Color( 255,255,255,alpha) ); }
m_pC4Icon->DrawSelf( xpos, yIcon, iIconWidth, iIconWidth, c );
// draw text saying how many bombs there are
{ wchar_t wText[6]; _snwprintf( wText, sizeof(wText)/sizeof(wchar_t), L"x %d", iBombsRemaining );
vgui::surface()->DrawSetTextColor( g_PR->GetTeamColor( TEAM_SPECTATOR ) );
// set pos centered under icon
vgui::surface()->DrawSetTextPos( xpos + ( flIconSize * 0.50f ), yIcon + YRES(2) );
for ( wchar_t *wch = wText ; *wch != 0 ; wch++ ) { vgui::surface()->DrawUnicodeChar( *wch ); } }
} else { int xMid = xpos + ( flIconSize * 0.50f ); m_pExplodedIcon->DrawSelf( xMid - iIconHalfWidth, yIcon, iIconWidth, iIconWidth, c ); } } break; } }
// see if one team is partially capping,
// should show a 1/2 under the cap icon
if ( iCappingTeam == TEAM_UNASSIGNED ) { if ( iNumAllies > 0 && iNumAxis == 0 ) { iCappingTeam = TEAM_ALLIES; } else if ( iNumAxis > 0 && iNumAllies == 0 ) { iCappingTeam = TEAM_AXIS; }
if ( iCappingTeam == TEAM_UNASSIGNED || iCappingTeam == g_pObjectiveResource->GetOwningTeam( index ) ) { // no team is capping, even partially
// or the person in the area already owns it
xpos += ( m_nIconSize + m_nSeparatorWidth + m_nBackgroundOverlap * 2 ); continue; } }
// Draw the number of cappers below the icon
int numPlayers = g_pObjectiveResource->GetNumPlayersInArea( index, iCappingTeam ); int requiredPlayers = g_pObjectiveResource->GetRequiredCappers( index, iCappingTeam );
if ( requiredPlayers > 1 ) { numPlayers = MIN( numPlayers, requiredPlayers );
wchar_t wText[6]; _snwprintf( wText, sizeof(wText)/sizeof(wchar_t), L"%d/%d", numPlayers, requiredPlayers );
vgui::surface()->DrawSetTextColor( g_PR->GetTeamColor( iCappingTeam ) );
// get string length
int len = g_pMatSystemSurface->DrawTextLen( m_hTextFont, "2/2" );
// set pos centered under icon
vgui::surface()->DrawSetTextPos( xpos + ( m_nIconSize / 2.0f ) - ( len / 2 ), ypos + flIconSize + m_nBackgroundOverlap + YRES( 2 ) ); // + 2 to account for the outlined box
for ( wchar_t *wch = wText ; *wch != 0 ; wch++ ) { vgui::surface()->DrawUnicodeChar( *wch ); } }
if ( g_pObjectiveResource->GetCappingTeam( index ) != TEAM_UNASSIGNED ) { int iCapperIcon = g_pObjectiveResource->GetCPCappingIcon( index );
// Draw the capper's icon
if( iOwnerIcon != iCapperIcon && iCapperIcon != 0 ) { // axis caps swipe from right to left...allied from left to right
bool bAxis = ( g_pObjectiveResource->GetCappingTeam(index) == TEAM_AXIS ) ? true : false;
//swipe!
float flCapPercentage = g_pObjectiveResource->GetCPCapPercentage(index); // reversing the direction of the swipe effect
if ( bAxis ) { flCapPercentage = 1.0f - g_pObjectiveResource->GetCPCapPercentage(index); }
float width = ( flIconSize * flCapPercentage ); const char *szCappingMatName = GetMaterialNameFromIndex( iCapperIcon ); vgui::surface()->DrawSetTextureFile( m_iCPCappingTextures[index], szCappingMatName, true, false );
vgui::Vertex_t vert[4];
Vector2D uv11( uv1, uv1 ); Vector2D uv21( flCapPercentage, uv1 ); Vector2D uv22( flCapPercentage, uv2 ); Vector2D uv12( uv1, uv2 );
// reversing the direction of the swipe effect
if ( bAxis ) { uv11.x = flCapPercentage; uv21.x = uv2; uv22.x = uv2; uv12.x = flCapPercentage; }
Vector2D upperLeft ( flXPos, flYPos ); Vector2D upperRight( flXPos + width, flYPos ); Vector2D lowerRight( flXPos + width, flYPos + flIconSize ); Vector2D lowerLeft ( flXPos, flYPos + flIconSize );
/// reversing the direction of the swipe effect
if ( bAxis ) { upperLeft.x = flXPos + width; upperRight.x = flXPos + flIconSize; lowerRight.x = flXPos + flIconSize; lowerLeft.x = flXPos + width; } vert[0].Init( upperLeft, uv11 ); vert[1].Init( upperRight, uv21 ); vert[2].Init( lowerRight, uv22 ); vert[3].Init( lowerLeft, uv12 ); vgui::surface()->DrawSetColor( Color(255,255,255,255) ); vgui::surface()->DrawTexturedPolygon( 4, vert ); } } xpos += ( m_nIconSize + m_nSeparatorWidth + m_nBackgroundOverlap * 2 ); } } }
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