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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "iclientmode.h"
#include "c_dod_player.h"
#include <vgui/IScheme.h>
#include <vgui/ISurface.h>
#include <vgui_controls/AnimationController.h>
#include "dod_hud_playerstatus_ammo.h"
#include "ihudlcd.h"
float GetScale( int nIconWidth, int nIconHeight, int nWidth, int nHeight ) { float flScale = 1.0;
if ( nIconWidth == nWidth && nIconHeight <= nHeight ) // no scaling necessary
{ return flScale; } else if ( nIconHeight == nHeight && nIconWidth <= nWidth ) // no scaling necessary
{ return flScale; } else if ( nIconWidth < nWidth && nIconHeight < nHeight ) // scale the image up
{ float scaleW = 0.0, scaleH = 0.0;
if ( nIconWidth < nWidth ) { scaleW = (float)nWidth / (float)nIconWidth; }
if ( nIconHeight < nHeight ) { scaleH = (float)nHeight / (float)nIconHeight; }
if ( scaleW != 0.0 && scaleH != 0.0 ) { if ( scaleW < scaleH ) { flScale = scaleW; } else { flScale = scaleH; } } else if ( scaleW != 0.0 ) { flScale = scaleW; } else { flScale = scaleH; } } else // scale the image down
{ float scaleW = 0.0, scaleH = 0.0;
if ( nIconWidth > nWidth ) { scaleW = (float)nWidth / (float)nIconWidth; }
if ( nIconHeight > nHeight ) { scaleH = (float)nHeight / (float)nIconHeight; }
if ( scaleW != 0.0 && scaleH != 0.0 ) { if ( scaleW < scaleH ) { flScale = scaleW; } else { flScale = scaleH; } } else if ( scaleW != 0.0 ) { flScale = scaleW; } else { flScale = scaleH; } }
return flScale; }
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CDoDHudAmmo::CDoDHudAmmo( vgui::Panel *parent, const char *name ) : vgui::Panel( parent, name ) { m_iAdditiveWhiteID = vgui::surface()->CreateNewTextureID(); vgui::surface()->DrawSetTextureFile( m_iAdditiveWhiteID, "vgui/white_additive", true, false );
m_clrIcon = Color( 255, 255, 255, 255 );
hudlcd->SetGlobalStat( "(ammo_primary)", "0" ); hudlcd->SetGlobalStat( "(ammo_secondary)", "0" ); hudlcd->SetGlobalStat( "(weapon_print_name)", "" ); hudlcd->SetGlobalStat( "(weapon_name)", "" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDoDHudAmmo::Init( void ) { m_iAmmo = -1; m_iAmmo2 = -1; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDoDHudAmmo::ApplySchemeSettings( vgui::IScheme *pScheme ) { BaseClass::ApplySchemeSettings( pScheme );
m_clrTextColor = pScheme->GetColor( "HudAmmoCount", GetFgColor() ); m_clrTextXColor = pScheme->GetColor( "HudPanelBorder", GetFgColor() ); }
//-----------------------------------------------------------------------------
// Purpose: called every frame to get ammo info from the weapon
//-----------------------------------------------------------------------------
void CDoDHudAmmo::OnThink() { C_BaseCombatWeapon *wpn = GetActiveWeapon(); C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
hudlcd->SetGlobalStat( "(weapon_print_name)", wpn ? wpn->GetPrintName() : " " ); hudlcd->SetGlobalStat( "(weapon_name)", wpn ? wpn->GetName() : " " );
if ( !wpn || !player || !wpn->UsesPrimaryAmmo() ) { hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" ); hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );
SetPaintEnabled( false ); SetPaintBackgroundEnabled( false ); return; } else { SetPaintEnabled( true ); SetPaintBackgroundEnabled( true ); }
// get the ammo in our clip
int ammo1 = wpn->Clip1(); int ammo2; if ( ammo1 < 0 ) { // we don't use clip ammo, just use the total ammo count
ammo1 = player->GetAmmoCount( wpn->GetPrimaryAmmoType() ); ammo2 = 0; } else { // we use clip ammo, so the second ammo is the total ammo
ammo2 = player->GetAmmoCount( wpn->GetPrimaryAmmoType() ); }
hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", ammo1 ) ); hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", ammo2 ) );
if ( wpn == m_hCurrentActiveWeapon ) { // same weapon, just update counts
SetAmmo( ammo1, true ); SetAmmo2( ammo2, true ); } else { // diferent weapon, change without triggering
SetAmmo( ammo1, false ); SetAmmo2( ammo2, false );
// update whether or not we show the total ammo display
m_bUsesClips = wpn->UsesClipsForAmmo1(); m_hCurrentActiveWeapon = wpn; } }
//-----------------------------------------------------------------------------
// Purpose: Updates ammo display
//-----------------------------------------------------------------------------
void CDoDHudAmmo::SetAmmo( int ammo, bool playAnimation ) { if ( ammo != m_iAmmo ) { m_iAmmo = ammo; } }
//-----------------------------------------------------------------------------
// Purpose: Updates 2nd ammo display
//-----------------------------------------------------------------------------
void CDoDHudAmmo::SetAmmo2( int ammo2, bool playAnimation ) { if ( ammo2 != m_iAmmo2 ) { m_iAmmo2 = ammo2; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDoDHudAmmo::DrawAmmoCount( int count ) { char buf[16]; Q_snprintf( buf, sizeof(buf), "x" ); DrawText( buf, clip_count_text_xpos, clip_count_text_ypos, m_clrTextXColor );
Q_snprintf( buf, sizeof(buf), " %d", count ); DrawText( buf, clip_count_text_xpos, clip_count_text_ypos, m_clrTextColor ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDoDHudAmmo::PaintGrenadeAmmo( CWeaponDODBase *pWpn ) { const CHudTexture *pAmmoIcon = pWpn->GetSpriteAmmo();
Assert( pAmmoIcon );
int xpos = small_icon_xpos, ypos = small_icon_ypos; int w = small_icon_width, t = small_icon_height;
int nIconWidth = 0, nIconHeight = 0; float scale = 1.0f;
if ( pAmmoIcon ) { nIconWidth = pAmmoIcon->Width(); nIconHeight = pAmmoIcon->Height();
scale = GetScale( nIconWidth, nIconHeight, w, t );
nIconWidth *= scale; nIconHeight *= scale;
if ( nIconWidth < small_icon_width - XRES(2) ) // 2 is our buffer for when we need to re-calculate the xpos
{ xpos = small_icon_xpos + small_icon_width / 2.0 - nIconWidth / 2.0; }
if ( nIconHeight < small_icon_height - YRES(2) ) // 2 is our buffer for when we need to re-calculate the ypos
{ ypos = small_icon_ypos + small_icon_height / 2.0 - nIconHeight / 2.0; }
if ( m_iAmmo > 0 ) { pAmmoIcon->DrawSelf( xpos, ypos, nIconWidth, nIconHeight, m_clrIcon ); DrawAmmoCount( m_iAmmo ); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDoDHudAmmo::PaintRifleGrenadeAmmo( CWeaponDODBase *pWpn ) { const CHudTexture *pAmmoIcon = pWpn->GetSpriteAmmo();
Assert( pAmmoIcon );
int xpos = small_icon_xpos, ypos = small_icon_ypos; int w = small_icon_width, t = small_icon_height;
int nIconWidth = 0, nIconHeight = 0; float scale = 1.0f;
if ( pAmmoIcon ) { nIconWidth = pAmmoIcon->Width(); nIconHeight = pAmmoIcon->Height();
scale = GetScale( nIconWidth, nIconHeight, w, t );
nIconWidth *= scale; nIconHeight *= scale;
if ( nIconWidth < small_icon_width - XRES(2) ) // 2 is our buffer for when we need to re-calculate the xpos
{ xpos = small_icon_xpos + small_icon_width / 2.0 - nIconWidth / 2.0; }
if ( nIconHeight < small_icon_height - YRES(2) ) // 2 is our buffer for when we need to re-calculate the ypos
{ ypos = small_icon_ypos + small_icon_height / 2.0 - nIconHeight / 2.0; }
int ammo = m_iAmmo + m_iAmmo2;
if ( ammo > 0 ) { pAmmoIcon->DrawSelf( xpos, ypos, nIconWidth, nIconHeight, m_clrIcon ); DrawAmmoCount( ammo ); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDoDHudAmmo::PaintBazookaAmmo( CWeaponDODBase *pWpn ) { int panelX, panelY, panelW, panelT; GetBounds( panelX, panelY, panelW, panelT );
const CHudTexture *pTubeIcon = pWpn->GetSpriteAmmo2(); const CHudTexture *pRocketIcon = pWpn->GetSpriteAmmo(); const CHudTexture *pExtraIcon = pWpn->GetSpriteAutoaim();
Assert( pTubeIcon ); Assert( pRocketIcon ); Assert( pExtraIcon );
int xpos = 0, ypos = 0; int nIconWidth = 0, nIconHeight = 0; float scale = 1.0f;
if ( pTubeIcon && pRocketIcon ) { nIconWidth = pTubeIcon->Width(); nIconHeight = pTubeIcon->Height();
xpos = large_icon_xpos; ypos = large_icon_ypos;
// mad hax
int width = large_icon_width + XRES(10);
scale = GetScale( nIconWidth, nIconHeight, width, large_icon_height );
nIconWidth *= scale; nIconHeight *= scale;
if ( nIconWidth < large_icon_width - XRES(2) ) // 2 is our buffer for when we need to re-calculate the xpos
{ xpos = small_icon_xpos + small_icon_width / 2.0 - nIconWidth / 2.0; }
if ( nIconHeight < large_icon_height - YRES(2) ) // 2 is our buffer for when we need to re-calculate the ypos
{ ypos = small_icon_ypos + small_icon_height / 2.0 - nIconHeight / 2.0; }
pTubeIcon->DrawSelf( xpos, ypos, nIconWidth, nIconHeight, m_clrIcon );
// If our clip is full, draw the rocket
if( pRocketIcon ) { if( m_iAmmo > 0 ) { pRocketIcon->DrawSelf( xpos, ypos, nIconWidth, nIconHeight, m_clrIcon ); } } }
// Draw the extra rockets
if( m_iAmmo2 > 0 && pExtraIcon ) { // Align the extra clip on the same baseline as the large clip
xpos = extra_clip_xpos; ypos = extra_clip_ypos;
nIconWidth = pExtraIcon->Width(); nIconHeight = pExtraIcon->Height();
if ( nIconWidth > extra_clip_width || nIconHeight > extra_clip_height ) { scale = GetScale( nIconWidth, nIconHeight, extra_clip_width, extra_clip_height ); nIconWidth *= scale; nIconHeight *= scale; }
if ( nIconWidth < extra_clip_width - XRES(2) ) // 2 is our buffer for when we need to re-calculate the ypos
{ xpos = extra_clip_xpos + extra_clip_width / 2.0 - nIconWidth / 2.0; }
if ( nIconHeight < extra_clip_height - YRES(2) ) // 2 is our buffer for when we need to re-calculate the ypos
{ ypos = extra_clip_ypos + extra_clip_height / 2.0 - nIconHeight / 2.0; }
pExtraIcon->DrawSelf( xpos, ypos, pExtraIcon->Width() * scale, pExtraIcon->Height() * scale, m_clrIcon ); DrawAmmoCount( m_iAmmo2 ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDoDHudAmmo::PaintMGAmmo( CWeaponDODBase *pWpn ) { int panelX, panelY, panelW, panelT; GetBounds( panelX, panelY, panelW, panelT );
const CHudTexture *pFullClip = pWpn->GetSpriteAmmo(); const CHudTexture *pExtraClip = pWpn->GetSpriteAmmo2();
Assert( pFullClip ); Assert( pExtraClip );
int xpos = 0, ypos = 0; int nIconWidth = 0, nIconHeight = 0; float scale = 1.0f;
if ( pFullClip ) { nIconWidth = pFullClip->Width(); nIconHeight = pFullClip->Height();
xpos = large_icon_xpos; ypos = large_icon_ypos;
scale = GetScale( nIconWidth, nIconHeight, large_icon_width, large_icon_height );
nIconWidth *= scale; nIconHeight *= scale;
if ( nIconWidth < large_icon_width - XRES(2) ) // 2 is our buffer for when we need to re-calculate the xpos
{ xpos = small_icon_xpos + small_icon_width / 2.0 - nIconWidth / 2.0; }
if ( nIconHeight < large_icon_height - YRES(2) ) // 2 is our buffer for when we need to re-calculate the ypos
{ ypos = small_icon_ypos + small_icon_height / 2.0 - nIconHeight / 2.0; }
pFullClip->DrawSelf( xpos, ypos, nIconWidth, nIconHeight, m_clrIcon );
char buf[16]; Q_snprintf( buf, sizeof(buf), "%d", m_iAmmo ); DrawText( buf, xpos + nIconWidth - ( (float)nIconWidth / 3.0 ), ypos + nIconHeight - ( (float)nIconHeight / 3.0 ), m_clrTextColor ); }
//how many full or partially full clips do we have?
int clips = m_iAmmo2 / pWpn->GetMaxClip1();
//account for the partial clip, if it exists
if( clips * pWpn->GetMaxClip1() < m_iAmmo2 ) { clips++; }
if( clips > 0 && pExtraClip ) { //align the extra clip on the same baseline as the large clip
xpos = extra_clip_xpos; ypos = extra_clip_ypos;
nIconWidth = pExtraClip->Width(); nIconHeight = pExtraClip->Height();
if ( nIconWidth > extra_clip_width || nIconHeight > extra_clip_height ) { scale = GetScale( nIconWidth, nIconHeight, extra_clip_width, extra_clip_height ); nIconWidth *= scale; nIconHeight *= scale; }
if ( nIconWidth < extra_clip_width - XRES(2) ) // 2 is our buffer for when we need to re-calculate the ypos
{ xpos = extra_clip_xpos + extra_clip_width / 2.0 - nIconWidth / 2.0; }
if ( nIconHeight < extra_clip_height - YRES(2) ) // 2 is our buffer for when we need to re-calculate the ypos
{ ypos = extra_clip_ypos + extra_clip_height / 2.0 - nIconHeight / 2.0; }
pExtraClip->DrawSelf( xpos, ypos, pExtraClip->Width() * scale, pExtraClip->Height() * scale, m_clrIcon ); DrawAmmoCount( clips ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDoDHudAmmo::PaintGunAmmo( CWeaponDODBase *pWpn ) { int panelX, panelY, panelW, panelT; GetBounds( panelX, panelY, panelW, panelT );
//regular gun
const CHudTexture *pEmptyClip = pWpn->GetSpriteAmmo(); const CHudTexture *pFullClip = pWpn->GetSpriteAmmo2(); const CHudTexture *pExtraClip = pWpn->GetSpriteAutoaim();
Assert( pEmptyClip ); Assert( pFullClip ); Assert( pExtraClip );
int xpos = 0, ypos = 0; int nIconWidth = 0, nIconHeight = 0; float scale = 1.0f; if ( pFullClip && pEmptyClip ) { nIconWidth = pFullClip->Width(); nIconHeight = pFullClip->Height();
xpos = large_icon_xpos; ypos = large_icon_ypos;
scale = GetScale( nIconWidth, nIconHeight, large_icon_width, large_icon_height );
nIconWidth *= scale; nIconHeight *= scale;
if ( nIconWidth < large_icon_width - XRES(2) ) // 2 is our buffer for when we need to re-calculate the xpos
{ xpos = small_icon_xpos + small_icon_width / 2.0 - nIconWidth / 2.0; }
if ( nIconHeight < large_icon_height - YRES(2) ) // 2 is our buffer for when we need to re-calculate the ypos
{ ypos = small_icon_ypos + small_icon_height / 2.0 - nIconHeight / 2.0; }
pFullClip->DrawSelf( xpos, ypos, nIconWidth, nIconHeight, m_clrIcon );
// base percent is how much of the bullet clip to always draw.
// total cropped height of the bullet sprite will be
// base percent + bullet height * bullets
float flBasePercent = (float)pWpn->GetDODWpnData().m_iHudClipBaseHeight / (float)pWpn->GetDODWpnData().m_iHudClipHeight; float flBulletHeightPercent = (float)pWpn->GetDODWpnData().m_iHudClipBulletHeight / (float)pWpn->GetDODWpnData().m_iHudClipHeight;
float flHeight = (float)pEmptyClip->Height();
//Now we draw the bullets inside based on how full our clip is
float flDrawHeight = flHeight * ( 1.0 - ( flBasePercent + flBulletHeightPercent * m_iAmmo ) );
int nOffset = (int)flDrawHeight; int yPosOffset = nOffset * scale;
pEmptyClip->DrawSelfCropped( xpos, ypos + yPosOffset, 0, nOffset, pEmptyClip->Width(), pEmptyClip->Height() - nOffset, nIconWidth, nIconHeight - yPosOffset, m_clrIcon ); }
// how many full or partially full clips do we have?
int clips = m_iAmmo2 / pWpn->GetMaxClip1();
// account for the partial clip, if it exists
if( clips * pWpn->GetMaxClip1() < m_iAmmo2 ) { clips++; }
if( clips > 0 && pExtraClip ) { //align the extra clip on the same baseline as the large clip
xpos = extra_clip_xpos; ypos = extra_clip_ypos;
nIconWidth = pExtraClip->Width(); nIconHeight = pExtraClip->Height();
if ( nIconWidth > extra_clip_width || nIconHeight > extra_clip_height ) { scale = GetScale( nIconWidth, nIconHeight, extra_clip_width, extra_clip_height ); nIconWidth *= scale; nIconHeight *= scale; }
if ( nIconWidth < extra_clip_width - XRES(2) ) // 2 is our buffer for when we need to re-calculate the ypos
{ xpos = extra_clip_xpos + extra_clip_width / 2.0 - nIconWidth / 2.0; }
if ( nIconHeight < extra_clip_height - YRES(2) ) // 2 is our buffer for when we need to re-calculate the ypos
{ ypos = extra_clip_ypos + extra_clip_height / 2.0 - nIconHeight / 2.0; } pExtraClip->DrawSelf( xpos, ypos, pExtraClip->Width() * scale, pExtraClip->Height() * scale, m_clrIcon ); DrawAmmoCount( clips ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDoDHudAmmo::Paint( void ) { C_DODPlayer *pPlayer = C_DODPlayer::GetLocalDODPlayer();
if( !pPlayer ) return;
CWeaponDODBase *pWpn = pPlayer->GetActiveDODWeapon();
if( !pWpn ) return; switch( pWpn->GetDODWpnData().m_WeaponType ) { case WPN_TYPE_GRENADE: PaintGrenadeAmmo( pWpn ); break;
case WPN_TYPE_RIFLEGRENADE: PaintRifleGrenadeAmmo( pWpn ); break;
case WPN_TYPE_BAZOOKA: PaintBazookaAmmo( pWpn ); break;
case WPN_TYPE_MG: PaintMGAmmo( pWpn ); break;
case WPN_TYPE_CAMERA: break;
default: PaintGunAmmo( pWpn ); break; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDoDHudAmmo::DrawText( char *text, int x, int y, Color clrText ) { vgui::surface()->DrawSetTextColor( clrText ); vgui::surface()->DrawSetTextFont( m_hNumberFont ); vgui::surface()->DrawSetTextPos( x, y );
for (char *pch = text; *pch != 0; pch++) { vgui::surface()->DrawUnicodeChar(*pch); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDoDHudAmmo::DrawNumbers( int num, int x, int y ) { if ( !m_pMGNumbers[0] ) { int i; for ( i = 0 ; i < 10 ; i++ ) { char buf[8]; Q_snprintf( buf, sizeof(buf), "mg_%d", i ); m_pMGNumbers[i] = gHUD.GetIcon( buf ); } }
Assert( num < 1000 );
int xpos = x; int ypos = y; int num_working = num;
int iconWidth = m_pMGNumbers[0]->Width();
int hundreds = num_working / 100; num_working -= hundreds * 100;
m_pMGNumbers[hundreds]->DrawSelf( xpos, ypos, m_clrIcon ); xpos += iconWidth;
int tens = num_working / 10; num_working -= tens * 10;
m_pMGNumbers[tens]->DrawSelf( xpos, ypos, m_clrIcon ); xpos += iconWidth;
m_pMGNumbers[num_working]->DrawSelf( xpos, ypos, m_clrIcon ); xpos += iconWidth; }
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