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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "hudelement.h"
#include "iclientmode.h"
#include "engine/IEngineSound.h"
#include "vgui_controls/AnimationController.h"
#include "vgui_controls/Controls.h"
#include "vgui_controls/Panel.h"
#include "vgui/ISurface.h"
#include "../hud_crosshair.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#ifdef SIXENSE
#include "sixense/in_sixense.h"
#include "view.h"
int ScreenTransform( const Vector& point, Vector& screen ); #endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define HEALTH_WARNING_THRESHOLD 25
static ConVar hud_quickinfo( "hud_quickinfo", "1", FCVAR_ARCHIVE );
extern ConVar crosshair;
#define QUICKINFO_EVENT_DURATION 1.0f
#define QUICKINFO_BRIGHTNESS_FULL 255
#define QUICKINFO_BRIGHTNESS_DIM 64
#define QUICKINFO_FADE_IN_TIME 0.5f
#define QUICKINFO_FADE_OUT_TIME 2.0f
/*
================================================== CHUDQuickInfo ================================================== */
using namespace vgui;
class CHUDQuickInfo : public CHudElement, public vgui::Panel { DECLARE_CLASS_SIMPLE( CHUDQuickInfo, vgui::Panel ); public: CHUDQuickInfo( const char *pElementName ); void Init( void ); void VidInit( void ); bool ShouldDraw( void ); virtual void OnThink(); virtual void Paint(); virtual void ApplySchemeSettings( IScheme *scheme ); private: void DrawWarning( int x, int y, CHudTexture *icon, float &time ); void UpdateEventTime( void ); bool EventTimeElapsed( void );
int m_lastAmmo; int m_lastHealth;
float m_ammoFade; float m_healthFade;
bool m_warnAmmo; bool m_warnHealth;
bool m_bFadedOut; bool m_bDimmed; // Whether or not we are dimmed down
float m_flLastEventTime; // Last active event (controls dimmed state)
CHudTexture *m_icon_c;
CHudTexture *m_icon_rbn; // right bracket
CHudTexture *m_icon_lbn; // left bracket
CHudTexture *m_icon_rb; // right bracket, full
CHudTexture *m_icon_lb; // left bracket, full
CHudTexture *m_icon_rbe; // right bracket, empty
CHudTexture *m_icon_lbe; // left bracket, empty
};
DECLARE_HUDELEMENT( CHUDQuickInfo );
CHUDQuickInfo::CHUDQuickInfo( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HUDQuickInfo" ) { vgui::Panel *pParent = g_pClientMode->GetViewport(); SetParent( pParent );
SetHiddenBits( HIDEHUD_CROSSHAIR ); }
void CHUDQuickInfo::ApplySchemeSettings( IScheme *scheme ) { BaseClass::ApplySchemeSettings( scheme );
SetPaintBackgroundEnabled( false ); SetForceStereoRenderToFrameBuffer( true ); }
void CHUDQuickInfo::Init( void ) { m_ammoFade = 0.0f; m_healthFade = 0.0f;
m_lastAmmo = 0; m_lastHealth = 100;
m_warnAmmo = false; m_warnHealth = false;
m_bFadedOut = false; m_bDimmed = false; m_flLastEventTime = 0.0f; }
void CHUDQuickInfo::VidInit( void ) { Init();
m_icon_c = gHUD.GetIcon( "crosshair" ); m_icon_rb = gHUD.GetIcon( "crosshair_right_full" ); m_icon_lb = gHUD.GetIcon( "crosshair_left_full" ); m_icon_rbe = gHUD.GetIcon( "crosshair_right_empty" ); m_icon_lbe = gHUD.GetIcon( "crosshair_left_empty" ); m_icon_rbn = gHUD.GetIcon( "crosshair_right" ); m_icon_lbn = gHUD.GetIcon( "crosshair_left" ); }
void CHUDQuickInfo::DrawWarning( int x, int y, CHudTexture *icon, float &time ) { float scale = (int)( fabs(sin(gpGlobals->curtime*8.0f)) * 128.0);
// Only fade out at the low point of our blink
if ( time <= (gpGlobals->frametime * 200.0f) ) { if ( scale < 40 ) { time = 0.0f; return; } else { // Counteract the offset below to survive another frame
time += (gpGlobals->frametime * 200.0f); } } // Update our time
time -= (gpGlobals->frametime * 200.0f); Color caution = gHUD.m_clrCaution; caution[3] = scale * 255;
icon->DrawSelf( x, y, caution ); }
//-----------------------------------------------------------------------------
// Purpose: Save CPU cycles by letting the HUD system early cull
// costly traversal. Called per frame, return true if thinking and
// painting need to occur.
//-----------------------------------------------------------------------------
bool CHUDQuickInfo::ShouldDraw( void ) { if ( !m_icon_c || !m_icon_rb || !m_icon_rbe || !m_icon_lb || !m_icon_lbe ) return false;
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( player == NULL ) return false;
if ( !crosshair.GetBool() && !IsX360() ) return false;
return ( CHudElement::ShouldDraw() && !engine->IsDrawingLoadingImage() ); }
//-----------------------------------------------------------------------------
// Purpose: Checks if the hud element needs to fade out
//-----------------------------------------------------------------------------
void CHUDQuickInfo::OnThink() { BaseClass::OnThink();
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( player == NULL ) return;
// see if we should fade in/out
bool bFadeOut = player->IsZoomed();
// check if the state has changed
if ( m_bFadedOut != bFadeOut ) { m_bFadedOut = bFadeOut;
m_bDimmed = false;
if ( bFadeOut ) { g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "Alpha", 0.0f, 0.0f, 0.25f, vgui::AnimationController::INTERPOLATOR_LINEAR ); } else { g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "Alpha", QUICKINFO_BRIGHTNESS_FULL, 0.0f, QUICKINFO_FADE_IN_TIME, vgui::AnimationController::INTERPOLATOR_LINEAR ); } } else if ( !m_bFadedOut ) { // If we're dormant, fade out
if ( EventTimeElapsed() ) { if ( !m_bDimmed ) { m_bDimmed = true; g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "Alpha", QUICKINFO_BRIGHTNESS_DIM, 0.0f, QUICKINFO_FADE_OUT_TIME, vgui::AnimationController::INTERPOLATOR_LINEAR ); } } else if ( m_bDimmed ) { // Fade back up, we're active
m_bDimmed = false; g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "Alpha", QUICKINFO_BRIGHTNESS_FULL, 0.0f, QUICKINFO_FADE_IN_TIME, vgui::AnimationController::INTERPOLATOR_LINEAR ); } } }
void CHUDQuickInfo::Paint() { C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( player == NULL ) return;
C_BaseCombatWeapon *pWeapon = GetActiveWeapon(); if ( pWeapon == NULL ) return;
float fX, fY; bool bBehindCamera = false; CHudCrosshair::GetDrawPosition( &fX, &fY, &bBehindCamera );
// if the crosshair is behind the camera, don't draw it
if( bBehindCamera ) return;
int xCenter = (int)fX; int yCenter = (int)fY - m_icon_lb->Height() / 2;
float scalar = 138.0f/255.0f; // Check our health for a warning
int health = player->GetHealth(); if ( health != m_lastHealth ) { UpdateEventTime(); m_lastHealth = health;
if ( health <= HEALTH_WARNING_THRESHOLD ) { if ( m_warnHealth == false ) { m_healthFade = 255; m_warnHealth = true; CLocalPlayerFilter filter; C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "HUDQuickInfo.LowHealth" ); } } else { m_warnHealth = false; } }
// Check our ammo for a warning
int ammo = pWeapon->Clip1(); if ( ammo != m_lastAmmo ) { UpdateEventTime(); m_lastAmmo = ammo;
// Find how far through the current clip we are
float ammoPerc = (float) ammo / (float) pWeapon->GetMaxClip1();
// Warn if we're below a certain percentage of our clip's size
if (( pWeapon->GetMaxClip1() > 1 ) && ( ammoPerc <= ( 1.0f - CLIP_PERC_THRESHOLD ))) { if ( m_warnAmmo == false ) { m_ammoFade = 255; m_warnAmmo = true;
CLocalPlayerFilter filter; C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "HUDQuickInfo.LowAmmo" ); } } else { m_warnAmmo = false; } }
Color clrNormal = gHUD.m_clrNormal; clrNormal[3] = 255 * scalar; m_icon_c->DrawSelf( xCenter, yCenter, clrNormal );
if( IsX360() ) { // Because the fixed reticle draws on half-texels, this rather unsightly hack really helps
// center the appearance of the quickinfo on 360 displays.
xCenter += 1; }
if ( !hud_quickinfo.GetInt() ) return;
int sinScale = (int)( fabs(sin(gpGlobals->curtime*8.0f)) * 128.0f );
// Update our health
if ( m_healthFade > 0.0f ) { DrawWarning( xCenter - (m_icon_lb->Width() * 2), yCenter, m_icon_lb, m_healthFade ); } else { float healthPerc = (float) health / 100.0f; healthPerc = clamp( healthPerc, 0.0f, 1.0f );
Color healthColor = m_warnHealth ? gHUD.m_clrCaution : gHUD.m_clrNormal; if ( m_warnHealth ) { healthColor[3] = 255 * sinScale; } else { healthColor[3] = 255 * scalar; } gHUD.DrawIconProgressBar( xCenter - (m_icon_lb->Width() * 2), yCenter, m_icon_lb, m_icon_lbe, ( 1.0f - healthPerc ), healthColor, CHud::HUDPB_VERTICAL ); }
// Update our ammo
if ( m_ammoFade > 0.0f ) { DrawWarning( xCenter + m_icon_rb->Width(), yCenter, m_icon_rb, m_ammoFade ); } else { float ammoPerc;
if ( pWeapon->GetMaxClip1() <= 0 ) { ammoPerc = 0.0f; } else { ammoPerc = 1.0f - ( (float) ammo / (float) pWeapon->GetMaxClip1() ); ammoPerc = clamp( ammoPerc, 0.0f, 1.0f ); }
Color ammoColor = m_warnAmmo ? gHUD.m_clrCaution : gHUD.m_clrNormal; if ( m_warnAmmo ) { ammoColor[3] = 255 * sinScale; } else { ammoColor[3] = 255 * scalar; } gHUD.DrawIconProgressBar( xCenter + m_icon_rb->Width(), yCenter, m_icon_rb, m_icon_rbe, ammoPerc, ammoColor, CHud::HUDPB_VERTICAL ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHUDQuickInfo::UpdateEventTime( void ) { m_flLastEventTime = gpGlobals->curtime; }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CHUDQuickInfo::EventTimeElapsed( void ) { if (( gpGlobals->curtime - m_flLastEventTime ) > QUICKINFO_EVENT_DURATION ) return true;
return false; }
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