Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Draws the normal TF2 or HL2 HUD.
//
//=============================================================================
#include "cbase.h"
#include "clientmode_hlnormal.h"
#include "vgui_int.h"
#include "hud.h"
#include <vgui/IInput.h>
#include <vgui/IPanel.h>
#include <vgui/ISurface.h>
#include <vgui_controls/AnimationController.h>
#include "iinput.h"
#include "ienginevgui.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern bool g_bRollingCredits;
ConVar fov_desired( "fov_desired", "75", FCVAR_ARCHIVE | FCVAR_USERINFO, "Sets the base field-of-view.", true, 75.0, true, 90.0 );
//-----------------------------------------------------------------------------
// Globals
//-----------------------------------------------------------------------------
vgui::HScheme g_hVGuiCombineScheme = 0;
// Instance the singleton and expose the interface to it.
IClientMode *GetClientModeNormal() { static ClientModeHLNormal g_ClientModeNormal; return &g_ClientModeNormal; }
//-----------------------------------------------------------------------------
// Purpose: this is the viewport that contains all the hud elements
//-----------------------------------------------------------------------------
class CHudViewport : public CBaseViewport { private: DECLARE_CLASS_SIMPLE( CHudViewport, CBaseViewport );
protected: virtual void ApplySchemeSettings( vgui::IScheme *pScheme ) { BaseClass::ApplySchemeSettings( pScheme );
gHUD.InitColors( pScheme );
SetPaintBackgroundEnabled( false ); }
virtual void CreateDefaultPanels( void ) { /* don't create any panels yet*/ }; };
//-----------------------------------------------------------------------------
// ClientModeHLNormal implementation
//-----------------------------------------------------------------------------
ClientModeHLNormal::ClientModeHLNormal() { m_pViewport = new CHudViewport(); m_pViewport->Start( gameuifuncs, gameeventmanager ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
ClientModeHLNormal::~ClientModeHLNormal() { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void ClientModeHLNormal::Init() { BaseClass::Init();
// Load up the combine control panel scheme
g_hVGuiCombineScheme = vgui::scheme()->LoadSchemeFromFileEx( enginevgui->GetPanel( PANEL_CLIENTDLL ), IsXbox() ? "resource/ClientScheme.res" : "resource/CombinePanelScheme.res", "CombineScheme" ); if (!g_hVGuiCombineScheme) { Warning( "Couldn't load combine panel scheme!\n" ); } }
bool ClientModeHLNormal::ShouldDrawCrosshair( void ) { return ( g_bRollingCredits == false ); }
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