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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "hud_suitpower.h"
#include "hud_macros.h"
#include "c_basehlplayer.h"
#include "iclientmode.h"
#include <vgui_controls/AnimationController.h>
#include <vgui/ISurface.h>
#include <vgui/ILocalize.h>
using namespace vgui;
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DECLARE_HUDELEMENT( CHudSuitPower );
#define SUITPOWER_INIT -1
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudSuitPower::CHudSuitPower( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HudSuitPower" ) { vgui::Panel *pParent = g_pClientMode->GetViewport(); SetParent( pParent );
SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudSuitPower::Init( void ) { m_flSuitPower = SUITPOWER_INIT; m_nSuitPowerLow = -1; m_iActiveSuitDevices = 0; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudSuitPower::Reset( void ) { Init(); }
//-----------------------------------------------------------------------------
// 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 CHudSuitPower::ShouldDraw() { bool bNeedsDraw = false;
C_BaseHLPlayer *pPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return false;
// needs draw if suit power changed or animation in progress
bNeedsDraw = ( ( pPlayer->m_HL2Local.m_flSuitPower != m_flSuitPower ) || ( m_AuxPowerColor[3] > 0 ) );
return ( bNeedsDraw && CHudElement::ShouldDraw() ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudSuitPower::OnThink( void ) { float flCurrentPower = 0; C_BaseHLPlayer *pPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return;
flCurrentPower = pPlayer->m_HL2Local.m_flSuitPower;
// Only update if we've changed suit power
if ( flCurrentPower == m_flSuitPower ) return;
if ( flCurrentPower >= 100.0f && m_flSuitPower < 100.0f ) { // we've reached max power
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerMax"); } else if ( flCurrentPower < 100.0f && (m_flSuitPower >= 100.0f || m_flSuitPower == SUITPOWER_INIT) ) { // we've lost power
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerNotMax"); }
bool flashlightActive = pPlayer->IsFlashlightActive(); bool sprintActive = pPlayer->IsSprinting(); bool breatherActive = pPlayer->IsBreatherActive(); int activeDevices = (int)flashlightActive + (int)sprintActive + (int)breatherActive;
if (activeDevices != m_iActiveSuitDevices) { m_iActiveSuitDevices = activeDevices;
switch ( m_iActiveSuitDevices ) { default: case 3: g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerThreeItemsActive"); break; case 2: g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerTwoItemsActive"); break; case 1: g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerOneItemActive"); break; case 0: g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerNoItemsActive"); break; } }
m_flSuitPower = flCurrentPower; }
//-----------------------------------------------------------------------------
// Purpose: draws the power bar
//-----------------------------------------------------------------------------
void CHudSuitPower::Paint() { C_BaseHLPlayer *pPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return;
// get bar chunks
int chunkCount = m_flBarWidth / (m_flBarChunkWidth + m_flBarChunkGap); int enabledChunks = (int)((float)chunkCount * (m_flSuitPower * 1.0f/100.0f) + 0.5f );
// see if we've changed power state
int lowPower = 0; if (enabledChunks <= (chunkCount / 4)) { lowPower = 1; } if (m_nSuitPowerLow != lowPower) { if (m_iActiveSuitDevices || m_flSuitPower < 100.0f) { if (lowPower) { g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerDecreasedBelow25"); } else { g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerIncreasedAbove25"); } m_nSuitPowerLow = lowPower; } }
// draw the suit power bar
surface()->DrawSetColor( m_AuxPowerColor ); int xpos = m_flBarInsetX, ypos = m_flBarInsetY; for (int i = 0; i < enabledChunks; i++) { surface()->DrawFilledRect( xpos, ypos, xpos + m_flBarChunkWidth, ypos + m_flBarHeight ); xpos += (m_flBarChunkWidth + m_flBarChunkGap); } // draw the exhausted portion of the bar.
surface()->DrawSetColor( Color( m_AuxPowerColor[0], m_AuxPowerColor[1], m_AuxPowerColor[2], m_iAuxPowerDisabledAlpha ) ); for (int i = enabledChunks; i < chunkCount; i++) { surface()->DrawFilledRect( xpos, ypos, xpos + m_flBarChunkWidth, ypos + m_flBarHeight ); xpos += (m_flBarChunkWidth + m_flBarChunkGap); }
// draw our name
surface()->DrawSetTextFont(m_hTextFont); surface()->DrawSetTextColor(m_AuxPowerColor); surface()->DrawSetTextPos(text_xpos, text_ypos);
wchar_t *tempString = g_pVGuiLocalize->Find("#Valve_Hud_AUX_POWER");
if (tempString) { surface()->DrawPrintText(tempString, wcslen(tempString)); } else { surface()->DrawPrintText(L"AUX POWER", wcslen(L"AUX POWER")); }
if ( m_iActiveSuitDevices ) { // draw the additional text
int ypos = text2_ypos;
if (pPlayer->IsBreatherActive()) { tempString = g_pVGuiLocalize->Find("#Valve_Hud_OXYGEN");
surface()->DrawSetTextPos(text2_xpos, ypos);
if (tempString) { surface()->DrawPrintText(tempString, wcslen(tempString)); } else { surface()->DrawPrintText(L"OXYGEN", wcslen(L"OXYGEN")); } ypos += text2_gap; }
if (pPlayer->IsFlashlightActive()) { tempString = g_pVGuiLocalize->Find("#Valve_Hud_FLASHLIGHT");
surface()->DrawSetTextPos(text2_xpos, ypos);
if (tempString) { surface()->DrawPrintText(tempString, wcslen(tempString)); } else { surface()->DrawPrintText(L"FLASHLIGHT", wcslen(L"FLASHLIGHT")); } ypos += text2_gap; }
if (pPlayer->IsSprinting()) { tempString = g_pVGuiLocalize->Find("#Valve_Hud_SPRINT");
surface()->DrawSetTextPos(text2_xpos, ypos);
if (tempString) { surface()->DrawPrintText(tempString, wcslen(tempString)); } else { surface()->DrawPrintText(L"SPRINT", wcslen(L"SPRINT")); } ypos += text2_gap; } } }
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