|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_selection.h"
#include "iclientmode.h"
#include "history_resource.h"
#include "input.h"
#include "../hud_crosshair.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include <KeyValues.h>
#include <vgui/IScheme.h>
#include <vgui/ISurface.h>
#include <vgui/ISystem.h>
#include <vgui_controls/AnimationController.h>
#include <vgui_controls/Panel.h>
#include "vgui/ILocalize.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar hud_showemptyweaponslots( "hud_showemptyweaponslots", "1", FCVAR_ARCHIVE, "Shows slots for missing weapons when recieving weapons out of order" );
#define SELECTION_TIMEOUT_THRESHOLD 0.5f // Seconds
#define SELECTION_FADEOUT_TIME 0.75f
#define PLUS_DISPLAY_TIMEOUT 0.5f // Seconds
#define PLUS_FADEOUT_TIME 0.75f
#define FASTSWITCH_DISPLAY_TIMEOUT 1.5f
#define FASTSWITCH_FADEOUT_TIME 1.5f
#define CAROUSEL_SMALL_DISPLAY_ALPHA 200.0f
#define FASTSWITCH_SMALL_DISPLAY_ALPHA 160.0f
#define MAX_CAROUSEL_SLOTS 5
//-----------------------------------------------------------------------------
// Purpose: hl2 weapon selection hud element
//-----------------------------------------------------------------------------
class CHudWeaponSelection : public CBaseHudWeaponSelection, public vgui::Panel { DECLARE_CLASS_SIMPLE( CHudWeaponSelection, vgui::Panel );
public: CHudWeaponSelection(const char *pElementName );
virtual bool ShouldDraw(); virtual void OnWeaponPickup( C_BaseCombatWeapon *pWeapon );
virtual void CycleToNextWeapon( void ); virtual void CycleToPrevWeapon( void );
virtual C_BaseCombatWeapon *GetWeaponInSlot( int iSlot, int iSlotPos ); virtual void SelectWeaponSlot( int iSlot );
virtual C_BaseCombatWeapon *GetSelectedWeapon( void ) { return m_hSelectedWeapon; }
virtual void OpenSelection( void ); virtual void HideSelection( void );
virtual void LevelInit();
protected: virtual void OnThink(); virtual void Paint(); virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
virtual bool IsWeaponSelectable() { if (IsInSelectionMode()) return true;
return false; }
virtual void SetWeaponSelected() { CBaseHudWeaponSelection::SetWeaponSelected();
switch( hud_fastswitch.GetInt() ) { case HUDTYPE_FASTSWITCH: case HUDTYPE_CAROUSEL: ActivateFastswitchWeaponDisplay( GetSelectedWeapon() ); break; case HUDTYPE_PLUS: ActivateWeaponHighlight( GetSelectedWeapon() ); break; default: // do nothing
break; } }
private: C_BaseCombatWeapon *FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition); C_BaseCombatWeapon *FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition);
void DrawLargeWeaponBox( C_BaseCombatWeapon *pWeapon, bool bSelected, int x, int y, int wide, int tall, Color color, float alpha, int number ); void ActivateFastswitchWeaponDisplay( C_BaseCombatWeapon *pWeapon ); void ActivateWeaponHighlight( C_BaseCombatWeapon *pWeapon ); float GetWeaponBoxAlpha( bool bSelected ); int GetLastPosInSlot( int iSlot ) const; void FastWeaponSwitch( int iWeaponSlot ); void PlusTypeFastWeaponSwitch( int iWeaponSlot );
virtual void SetSelectedWeapon( C_BaseCombatWeapon *pWeapon ) { m_hSelectedWeapon = pWeapon; }
virtual void SetSelectedSlot( int slot ) { m_iSelectedSlot = slot; }
void SetSelectedSlideDir( int dir ) { m_iSelectedSlideDir = dir; }
void DrawBox(int x, int y, int wide, int tall, Color color, float normalizedAlpha, int number);
CPanelAnimationVar( vgui::HFont, m_hNumberFont, "NumberFont", "HudSelectionNumbers" ); CPanelAnimationVar( vgui::HFont, m_hTextFont, "TextFont", "HudSelectionText" ); CPanelAnimationVar( float, m_flBlur, "Blur", "0" );
CPanelAnimationVarAliasType( float, m_flSmallBoxSize, "SmallBoxSize", "32", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flLargeBoxWide, "LargeBoxWide", "108", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flLargeBoxTall, "LargeBoxTall", "72", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flMediumBoxWide, "MediumBoxWide", "75", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flMediumBoxTall, "MediumBoxTall", "50", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flBoxGap, "BoxGap", "12", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flSelectionNumberXPos, "SelectionNumberXPos", "4", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flSelectionNumberYPos, "SelectionNumberYPos", "4", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flTextYPos, "TextYPos", "54", "proportional_float" );
CPanelAnimationVar( float, m_flAlphaOverride, "Alpha", "0" ); CPanelAnimationVar( float, m_flSelectionAlphaOverride, "SelectionAlpha", "0" );
CPanelAnimationVar( Color, m_TextColor, "TextColor", "SelectionTextFg" ); CPanelAnimationVar( Color, m_NumberColor, "NumberColor", "SelectionNumberFg" ); CPanelAnimationVar( Color, m_EmptyBoxColor, "EmptyBoxColor", "SelectionEmptyBoxBg" ); CPanelAnimationVar( Color, m_BoxColor, "BoxColor", "SelectionBoxBg" ); CPanelAnimationVar( Color, m_SelectedBoxColor, "SelectedBoxColor", "SelectionSelectedBoxBg" ); CPanelAnimationVar( Color, m_SelectedFgColor, "SelectedFgColor", "FgColor" ); CPanelAnimationVar( Color, m_BrightBoxColor, "SelectedFgColor", "BgColor" );
CPanelAnimationVar( float, m_flWeaponPickupGrowTime, "SelectionGrowTime", "0.1" );
CPanelAnimationVar( float, m_flTextScan, "TextScan", "1.0" );
bool m_bFadingOut;
// fastswitch weapon display
struct WeaponBox_t { int m_iSlot; int m_iSlotPos; }; CUtlVector<WeaponBox_t> m_WeaponBoxes; int m_iSelectedWeaponBox; int m_iSelectedSlideDir; int m_iSelectedBoxPosition; int m_iSelectedSlot; C_BaseCombatWeapon *m_pLastWeapon; CPanelAnimationVar( float, m_flHorizWeaponSelectOffsetPoint, "WeaponBoxOffset", "0" ); };
DECLARE_HUDELEMENT( CHudWeaponSelection );
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudWeaponSelection::CHudWeaponSelection( const char *pElementName ) : CBaseHudWeaponSelection(pElementName), BaseClass(NULL, "HudWeaponSelection") { vgui::Panel *pParent = g_pClientMode->GetViewport(); SetParent( pParent ); m_bFadingOut = false; }
//-----------------------------------------------------------------------------
// Purpose: sets up display for showing weapon pickup
//-----------------------------------------------------------------------------
void CHudWeaponSelection::OnWeaponPickup( C_BaseCombatWeapon *pWeapon ) { // add to pickup history
CHudHistoryResource *pHudHR = GET_HUDELEMENT( CHudHistoryResource ); if ( pHudHR ) { pHudHR->AddToHistory( pWeapon ); } }
//-----------------------------------------------------------------------------
// Purpose: updates animation status
//-----------------------------------------------------------------------------
void CHudWeaponSelection::OnThink( void ) { float flSelectionTimeout = SELECTION_TIMEOUT_THRESHOLD; float flSelectionFadeoutTime = SELECTION_FADEOUT_TIME; if ( hud_fastswitch.GetBool() ) { flSelectionTimeout = FASTSWITCH_DISPLAY_TIMEOUT; flSelectionFadeoutTime = FASTSWITCH_FADEOUT_TIME; }
// Time out after awhile of inactivity
if ( ( gpGlobals->curtime - m_flSelectionTime ) > flSelectionTimeout ) { if (!m_bFadingOut) { // start fading out
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "FadeOutWeaponSelectionMenu" ); m_bFadingOut = true; } else if ( gpGlobals->curtime - m_flSelectionTime > flSelectionTimeout + flSelectionFadeoutTime ) { // finished fade, close
HideSelection(); } } else if (m_bFadingOut) { // stop us fading out, show the animation again
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "OpenWeaponSelectionMenu" ); m_bFadingOut = false; } }
//-----------------------------------------------------------------------------
// Purpose: returns true if the panel should draw
//-----------------------------------------------------------------------------
bool CHudWeaponSelection::ShouldDraw() { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) { if ( IsInSelectionMode() ) { HideSelection(); } return false; }
bool bret = CBaseHudWeaponSelection::ShouldDraw(); if ( !bret ) return false;
// draw weapon selection a little longer if in fastswitch so we can see what we've selected
if ( hud_fastswitch.GetBool() && ( gpGlobals->curtime - m_flSelectionTime ) < (FASTSWITCH_DISPLAY_TIMEOUT + FASTSWITCH_FADEOUT_TIME) ) return true;
return ( m_bSelectionVisible ) ? true : false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudWeaponSelection::LevelInit() { CHudElement::LevelInit();
m_iSelectedWeaponBox = -1; m_iSelectedSlideDir = 0; m_pLastWeapon = NULL; }
//-----------------------------------------------------------------------------
// Purpose: starts animating the center of the draw point to the newly selected weapon
//-----------------------------------------------------------------------------
void CHudWeaponSelection::ActivateFastswitchWeaponDisplay( C_BaseCombatWeapon *pSelectedWeapon ) { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return;
// make sure all our configuration data is read
MakeReadyForUse();
m_WeaponBoxes.RemoveAll(); m_iSelectedWeaponBox = 0;
// find out where our selected weapon is in the full list
int cWeapons = 0; int iLastSelectedWeaponBox = -1; for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ ) { for (int slotpos = 0; slotpos < MAX_WEAPON_POSITIONS; slotpos++) { C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( i, slotpos ); if ( !pWeapon ) continue;
WeaponBox_t box = { i, slotpos }; m_WeaponBoxes.AddToTail( box );
if ( pWeapon == pSelectedWeapon ) { m_iSelectedWeaponBox = cWeapons; } if ( pWeapon == m_pLastWeapon ) { iLastSelectedWeaponBox = cWeapons; } cWeapons++; } }
if ( iLastSelectedWeaponBox == -1 ) { // unexpected failure, no last weapon to scroll from, default to snap behavior
m_pLastWeapon = NULL; }
// calculate where we would have to start drawing for this weapon to slide into center
float flStart, flStop, flTime; if ( !m_pLastWeapon || m_iSelectedSlideDir == 0 || m_flHorizWeaponSelectOffsetPoint != 0 ) { // no previous weapon or weapon selected directly or selection during slide, snap to exact position
m_pLastWeapon = pSelectedWeapon; flStart = flStop = flTime = 0; } else { // offset display for a scroll
// causing selected weapon to slide into position
// scroll direction based on user's "previous" or "next" selection
int numIcons = 0; int start = iLastSelectedWeaponBox; for (int i=0; i<cWeapons; i++) { // count icons in direction of slide to destination
if ( start == m_iSelectedWeaponBox ) break; if ( m_iSelectedSlideDir < 0 ) { start--; } else { start++; } // handle wraparound in either direction
start = ( start + cWeapons ) % cWeapons; numIcons++; }
flStart = numIcons * (m_flLargeBoxWide + m_flBoxGap); if ( m_iSelectedSlideDir < 0 ) flStart *= -1; flStop = 0;
// shorten duration for scrolling when desired weapon is farther away
// otherwise a large skip in the same duration causes the scroll to fly too fast
flTime = numIcons * 0.20f; if ( numIcons > 1 ) flTime *= 0.5f; } m_flHorizWeaponSelectOffsetPoint = flStart; g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "WeaponBoxOffset", flStop, 0, flTime, AnimationController::INTERPOLATOR_LINEAR );
// start the highlight after the scroll completes
m_flBlur = 7.f; g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "Blur", 0, flTime, 0.75f, AnimationController::INTERPOLATOR_DEACCEL ); }
//-----------------------------------------------------------------------------
// Purpose: starts animating the highlight for the selected weapon
//-----------------------------------------------------------------------------
void CHudWeaponSelection::ActivateWeaponHighlight( C_BaseCombatWeapon *pSelectedWeapon ) { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return;
// make sure all our configuration data is read
MakeReadyForUse();
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( m_iSelectedSlot, m_iSelectedBoxPosition ); if ( !pWeapon ) return;
// start the highlight after the scroll completes
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "WeaponHighlight" ); }
//-----------------------------------------------------------------------------
// Purpose: returns an (per frame animating) alpha value for different weapon boxes
//-----------------------------------------------------------------------------
float CHudWeaponSelection::GetWeaponBoxAlpha( bool bSelected ) { float alpha; if ( bSelected ) { alpha = m_flSelectionAlphaOverride; } else { alpha = m_flSelectionAlphaOverride * (m_flAlphaOverride / 255.0f); } return alpha; }
//-------------------------------------------------------------------------
// Purpose: draws the selection area
//-------------------------------------------------------------------------
void CHudWeaponSelection::Paint() { int width; int xpos; int ypos;
if (!ShouldDraw()) return;
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return;
// find and display our current selection
C_BaseCombatWeapon *pSelectedWeapon = NULL; switch ( hud_fastswitch.GetInt() ) { case HUDTYPE_FASTSWITCH: case HUDTYPE_CAROUSEL: pSelectedWeapon = pPlayer->GetActiveWeapon(); break; default: pSelectedWeapon = GetSelectedWeapon(); break; } if ( !pSelectedWeapon ) return;
bool bPushedViewport = false; if( hud_fastswitch.GetInt() == HUDTYPE_FASTSWITCH || hud_fastswitch.GetInt() == HUDTYPE_PLUS ) { CMatRenderContextPtr pRenderContext( materials ); if( pRenderContext->GetRenderTarget() ) { surface()->PushFullscreenViewport(); bPushedViewport = true; } }
// interpolate the selected box size between the small box size and the large box size
// interpolation has been removed since there is no weapon pickup animation anymore, so it's all at the largest size
float percentageDone = 1.0f; //min(1.0f, (gpGlobals->curtime - m_flPickupStartTime) / m_flWeaponPickupGrowTime);
int largeBoxWide = m_flSmallBoxSize + ((m_flLargeBoxWide - m_flSmallBoxSize) * percentageDone); int largeBoxTall = m_flSmallBoxSize + ((m_flLargeBoxTall - m_flSmallBoxSize) * percentageDone); Color selectedColor; for (int i = 0; i < 4; i++) { selectedColor[i] = m_BoxColor[i] + ((m_SelectedBoxColor[i] - m_BoxColor[i]) * percentageDone); }
switch ( hud_fastswitch.GetInt() ) { case HUDTYPE_CAROUSEL: { // carousel style - flat line of items
ypos = 0; if ( m_iSelectedWeaponBox == -1 || m_WeaponBoxes.Count() <= 1 ) { // nothing to do
return; } else if ( m_WeaponBoxes.Count() < MAX_CAROUSEL_SLOTS ) { // draw the selected weapon as a 1 of n style
width = (m_WeaponBoxes.Count()-1) * (m_flLargeBoxWide+m_flBoxGap) + m_flLargeBoxWide; xpos = (GetWide() - width)/2; for ( int i=0; i<m_WeaponBoxes.Count(); i++ ) { C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( m_WeaponBoxes[i].m_iSlot, m_WeaponBoxes[i].m_iSlotPos ); if ( !pWeapon ) break;
float alpha = GetWeaponBoxAlpha( i == m_iSelectedWeaponBox ); if ( i == m_iSelectedWeaponBox ) { // draw selected in highlighted style
DrawLargeWeaponBox( pWeapon, true, xpos, ypos, m_flLargeBoxWide, m_flLargeBoxTall, selectedColor, alpha, -1 ); } else { DrawLargeWeaponBox( pWeapon, false, xpos, ypos, m_flLargeBoxWide, m_flLargeBoxTall / 1.5f, m_BoxColor, alpha, -1 ); }
xpos += (m_flLargeBoxWide + m_flBoxGap); } } else { // draw the selected weapon in the center, as a continuous scrolling carosuel
// draw at center the current selected and all items to its right
xpos = GetWide()/2 + m_flHorizWeaponSelectOffsetPoint - largeBoxWide/2; int i = m_iSelectedWeaponBox; while ( 1 ) { C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( m_WeaponBoxes[i].m_iSlot, m_WeaponBoxes[i].m_iSlotPos ); if ( !pWeapon ) break;
float alpha; if ( i == m_iSelectedWeaponBox && !m_flHorizWeaponSelectOffsetPoint ) { // draw selected in highlighted style
alpha = GetWeaponBoxAlpha( true ); DrawLargeWeaponBox( pWeapon, true, xpos, ypos, largeBoxWide, largeBoxTall, selectedColor, alpha, -1 ); } else { alpha = GetWeaponBoxAlpha( false ); DrawLargeWeaponBox( pWeapon, false, xpos, ypos, largeBoxWide, largeBoxTall / 1.5f, m_BoxColor, alpha, -1 ); }
// advance until past edge
xpos += (largeBoxWide + m_flBoxGap); if ( xpos >= GetWide() ) break;
++i; if ( i >= m_WeaponBoxes.Count() ) { // wraparound
i = 0; } }
// draw all items left of center
xpos = GetWide()/2 + m_flHorizWeaponSelectOffsetPoint - (3*largeBoxWide/2 + m_flBoxGap); i = m_iSelectedWeaponBox - 1; while ( 1 ) { if ( i < 0 ) { // wraparound
i = m_WeaponBoxes.Count() - 1; }
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( m_WeaponBoxes[i].m_iSlot, m_WeaponBoxes[i].m_iSlotPos ); if ( !pWeapon ) break;
float alpha; if ( i == m_iSelectedWeaponBox && !m_flHorizWeaponSelectOffsetPoint ) { // draw selected in highlighted style
alpha = GetWeaponBoxAlpha( true ); DrawLargeWeaponBox( pWeapon, true, xpos, ypos, largeBoxWide, largeBoxTall, selectedColor, alpha, -1 ); } else { alpha = GetWeaponBoxAlpha( false ); DrawLargeWeaponBox( pWeapon, false, xpos, ypos, largeBoxWide, largeBoxTall / 1.5f, m_BoxColor, alpha, -1 ); }
// retreat until past edge
xpos -= (largeBoxWide + m_flBoxGap); if ( xpos + largeBoxWide <= 0 ) break;
--i; } } } break;
case HUDTYPE_PLUS: { float fCenterX, fCenterY; bool bBehindCamera = false; CHudCrosshair::GetDrawPosition( &fCenterX, &fCenterY, &bBehindCamera );
// if the crosshair is behind the camera, don't draw it
if( bBehindCamera ) return;
// bucket style
int screenCenterX = (int) fCenterX; int screenCenterY = (int) fCenterY - 15; // Height isn't quite screen height, so adjust for center alignment
// Modifiers for the four directions. Used to change the x and y offsets
// of each box based on which bucket we're drawing. Bucket directions are
// 0 = UP, 1 = RIGHT, 2 = DOWN, 3 = LEFT
int xModifiers[] = { 0, 1, 0, -1, -1, 1 }; int yModifiers[] = { -1, 0, 1, 0, 1, 1 };
// Draw the four buckets
for ( int i = 0; i < MAX_WEAPON_SLOTS; ++i ) { // Set the top left corner so the first box would be centered in the screen.
int xPos = screenCenterX -( m_flMediumBoxWide / 2 ); int yPos = screenCenterY -( m_flMediumBoxTall / 2 );
// Find out how many positions to draw - an empty position should still
// be drawn if there is an active weapon in any slots past it.
int lastSlotPos = -1; for ( int slotPos = 0; slotPos < MAX_WEAPON_POSITIONS; ++slotPos ) { C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( i, slotPos ); if ( pWeapon ) { lastSlotPos = slotPos; } }
// Draw the weapons in this bucket
for ( int slotPos = 0; slotPos <= lastSlotPos; ++slotPos ) { // Offset the box position
xPos += ( m_flMediumBoxWide + 5 ) * xModifiers[ i ]; yPos += ( m_flMediumBoxTall + 5 ) * yModifiers[ i ];
int boxWide = m_flMediumBoxWide; int boxTall = m_flMediumBoxTall; int x = xPos; int y = yPos;
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( i, slotPos ); bool selectedWeapon = false; if ( i == m_iSelectedSlot && slotPos == m_iSelectedBoxPosition ) { // This is a bit of a misnomer... we really are asking "Is this the selected slot"?
selectedWeapon = true; }
// Draw the box with the appropriate icon
DrawLargeWeaponBox( pWeapon, selectedWeapon, x, y, boxWide, boxTall, selectedWeapon ? selectedColor : m_BoxColor, GetWeaponBoxAlpha( selectedWeapon ), -1 ); } } } break;
case HUDTYPE_BUCKETS: { // bucket style
width = (MAX_WEAPON_SLOTS - 1) * (m_flSmallBoxSize + m_flBoxGap) + largeBoxWide; xpos = (GetWide() - width) / 2; ypos = 0;
int iActiveSlot = (pSelectedWeapon ? pSelectedWeapon->GetSlot() : -1);
// draw the bucket set
// iterate over all the weapon slots
for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ ) { if ( i == iActiveSlot ) { bool bDrawBucketNumber = true; int iLastPos = GetLastPosInSlot( i );
for (int slotpos = 0; slotpos <= iLastPos; slotpos++) { C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( i, slotpos ); if ( !pWeapon ) { if ( !hud_showemptyweaponslots.GetBool() ) continue; DrawBox( xpos, ypos, largeBoxWide, largeBoxTall, m_EmptyBoxColor, m_flAlphaOverride, bDrawBucketNumber ? i + 1 : -1 ); } else { bool bSelected = (pWeapon == pSelectedWeapon); DrawLargeWeaponBox( pWeapon, bSelected, xpos, ypos, largeBoxWide, largeBoxTall, bSelected ? selectedColor : m_BoxColor, GetWeaponBoxAlpha( bSelected ), bDrawBucketNumber ? i + 1 : -1 ); }
// move down to the next bucket
ypos += (largeBoxTall + m_flBoxGap); bDrawBucketNumber = false; }
xpos += largeBoxWide; } else { // check to see if there is a weapons in this bucket
if ( GetFirstPos( i ) ) { // draw has weapon in slot
DrawBox(xpos, ypos, m_flSmallBoxSize, m_flSmallBoxSize, m_BoxColor, m_flAlphaOverride, i + 1); } else { // draw empty slot
DrawBox(xpos, ypos, m_flSmallBoxSize, m_flSmallBoxSize, m_EmptyBoxColor, m_flAlphaOverride, -1); }
xpos += m_flSmallBoxSize; }
// reset position
ypos = 0; xpos += m_flBoxGap; } } break;
default: { // do nothing
} break; }
if( bPushedViewport ) { surface()->PopFullscreenViewport(); } }
//-----------------------------------------------------------------------------
// Purpose: draws a single weapon selection box
//-----------------------------------------------------------------------------
void CHudWeaponSelection::DrawLargeWeaponBox( C_BaseCombatWeapon *pWeapon, bool bSelected, int xpos, int ypos, int boxWide, int boxTall, Color selectedColor, float alpha, int number ) { Color col = bSelected ? m_SelectedFgColor : GetFgColor(); switch ( hud_fastswitch.GetInt() ) { case HUDTYPE_BUCKETS: { // draw box for selected weapon
DrawBox( xpos, ypos, boxWide, boxTall, selectedColor, alpha, number );
// draw icon
col[3] *= (alpha / 255.0f); if ( pWeapon->GetSpriteActive() ) { // find the center of the box to draw in
int iconWidth = pWeapon->GetSpriteActive()->Width(); int iconHeight = pWeapon->GetSpriteActive()->Height();
int x_offs = (boxWide - iconWidth) / 2;
int y_offs; if ( bSelected && hud_fastswitch.GetInt() != 0 ) { // place the icon aligned with the non-selected version
y_offs = (boxTall / 1.5f - iconHeight) / 2; } else { y_offs = (boxTall - iconHeight) / 2; }
if (!pWeapon->CanBeSelected()) { // unselectable weapon, display as such
col = Color(255, 0, 0, col[3]); } else if (bSelected) { // currently selected weapon, display brighter
col[3] = alpha;
// draw an active version over the top
pWeapon->GetSpriteActive()->DrawSelf( xpos + x_offs, ypos + y_offs, col ); } // draw the inactive version
pWeapon->GetSpriteInactive()->DrawSelf( xpos + x_offs, ypos + y_offs, col ); } } break;
case HUDTYPE_PLUS: case HUDTYPE_CAROUSEL: { if ( !pWeapon ) { // draw red box for an empty bubble
if( bSelected ) { selectedColor.SetColor( 255, 0, 0, 40 ); }
DrawBox( xpos, ypos, boxWide, boxTall, selectedColor, alpha, number ); return; } else { // draw box for selected weapon
DrawBox( xpos, ypos, boxWide, boxTall, selectedColor, alpha, number ); }
int iconWidth; int iconHeight; int x_offs; int y_offs;
// draw icon
col[3] *= (alpha / 255.0f);
if ( pWeapon->GetSpriteInactive() ) { iconWidth = pWeapon->GetSpriteInactive()->Width(); iconHeight = pWeapon->GetSpriteInactive()->Height();
x_offs = (boxWide - iconWidth) / 2; if ( bSelected && HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() ) { // place the icon aligned with the non-selected version
y_offs = (boxTall/1.5f - iconHeight) / 2; } else { y_offs = (boxTall - iconHeight) / 2; }
if ( !pWeapon->CanBeSelected() ) { // unselectable weapon, display as such
col = Color(255, 0, 0, col[3]); }
// draw the inactive version
pWeapon->GetSpriteInactive()->DrawSelf( xpos + x_offs, ypos + y_offs, iconWidth, iconHeight, col ); }
if ( bSelected && pWeapon->GetSpriteActive() ) { // find the center of the box to draw in
iconWidth = pWeapon->GetSpriteActive()->Width(); iconHeight = pWeapon->GetSpriteActive()->Height();
x_offs = (boxWide - iconWidth) / 2; if ( HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() ) { // place the icon aligned with the non-selected version
y_offs = (boxTall/1.5f - iconHeight) / 2; } else { y_offs = (boxTall - iconHeight) / 2; }
col[3] = 255; for (float fl = m_flBlur; fl > 0.0f; fl -= 1.0f) { if (fl >= 1.0f) { pWeapon->GetSpriteActive()->DrawSelf( xpos + x_offs, ypos + y_offs, col ); } else { // draw a percentage of the last one
col[3] *= fl; pWeapon->GetSpriteActive()->DrawSelf( xpos + x_offs, ypos + y_offs, col ); } } } } break;
default: { // do nothing
} break; }
if ( HUDTYPE_PLUS == hud_fastswitch.GetInt() ) { // No text in plus bucket method
return; }
// draw text
col = m_TextColor; const FileWeaponInfo_t &weaponInfo = pWeapon->GetWpnData();
if ( bSelected ) { wchar_t text[128]; wchar_t *tempString = g_pVGuiLocalize->Find(weaponInfo.szPrintName);
// setup our localized string
if ( tempString ) { #ifdef WIN32
_snwprintf(text, sizeof(text)/sizeof(wchar_t) - 1, L"%s", tempString); #else
_snwprintf(text, sizeof(text)/sizeof(wchar_t) - 1, L"%S", tempString); #endif
text[sizeof(text)/sizeof(wchar_t) - 1] = 0; } else { // string wasn't found by g_pVGuiLocalize->Find()
g_pVGuiLocalize->ConvertANSIToUnicode(weaponInfo.szPrintName, text, sizeof(text)); }
surface()->DrawSetTextColor( col ); surface()->DrawSetTextFont( m_hTextFont );
// count the position
int slen = 0, charCount = 0, maxslen = 0; int firstslen = 0; { for (wchar_t *pch = text; *pch != 0; pch++) { if (*pch == '\n') { // newline character, drop to the next line
if (slen > maxslen) { maxslen = slen; } if (!firstslen) { firstslen = slen; }
slen = 0; } else if (*pch == '\r') { // do nothing
} else { slen += surface()->GetCharacterWidth( m_hTextFont, *pch ); charCount++; } } } if (slen > maxslen) { maxslen = slen; } if (!firstslen) { firstslen = maxslen; }
int tx = xpos + ((m_flLargeBoxWide - firstslen) / 2); int ty = ypos + (int)m_flTextYPos; surface()->DrawSetTextPos( tx, ty ); // adjust the charCount by the scan amount
charCount *= m_flTextScan; for (wchar_t *pch = text; charCount > 0; pch++) { if (*pch == '\n') { // newline character, move to the next line
surface()->DrawSetTextPos( xpos + ((boxWide - slen) / 2), ty + (surface()->GetFontTall(m_hTextFont) * 1.1f)); } else if (*pch == '\r') { // do nothing
} else { surface()->DrawUnicodeChar(*pch); charCount--; } } } }
//-----------------------------------------------------------------------------
// Purpose: draws a selection box
//-----------------------------------------------------------------------------
void CHudWeaponSelection::DrawBox(int x, int y, int wide, int tall, Color color, float normalizedAlpha, int number) { BaseClass::DrawBox( x, y, wide, tall, color, normalizedAlpha / 255.0f );
// draw the number
if (number >= 0) { Color numberColor = m_NumberColor; numberColor[3] *= normalizedAlpha / 255.0f; surface()->DrawSetTextColor(numberColor); surface()->DrawSetTextFont(m_hNumberFont); wchar_t wch = '0' + number; surface()->DrawSetTextPos(x + m_flSelectionNumberXPos, y + m_flSelectionNumberYPos); surface()->DrawUnicodeChar(wch); } }
//-----------------------------------------------------------------------------
// Purpose: hud scheme settings
//-----------------------------------------------------------------------------
void CHudWeaponSelection::ApplySchemeSettings(vgui::IScheme *pScheme) { BaseClass::ApplySchemeSettings(pScheme); SetPaintBackgroundEnabled(false);
// set our size
int screenWide, screenTall; int x, y; GetPos(x, y); GetHudSize(screenWide, screenTall);
if ( hud_fastswitch.GetInt() == HUDTYPE_CAROUSEL ) { // need bounds to be exact width for proper clipping during scroll
int width = MAX_CAROUSEL_SLOTS*m_flLargeBoxWide + (MAX_CAROUSEL_SLOTS-1)*m_flBoxGap; SetBounds( (screenWide-width)/2, y, width, screenTall - y); } else { SetBounds( x, y, screenWide - x, screenTall - y ); } }
//-----------------------------------------------------------------------------
// Purpose: Opens weapon selection control
//-----------------------------------------------------------------------------
void CHudWeaponSelection::OpenSelection( void ) { Assert(!IsInSelectionMode());
CBaseHudWeaponSelection::OpenSelection(); g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("OpenWeaponSelectionMenu"); m_iSelectedBoxPosition = 0; m_iSelectedSlot = -1; }
//-----------------------------------------------------------------------------
// Purpose: Closes weapon selection control immediately
//-----------------------------------------------------------------------------
void CHudWeaponSelection::HideSelection( void ) { CBaseHudWeaponSelection::HideSelection(); g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("CloseWeaponSelectionMenu"); m_bFadingOut = false; }
//-----------------------------------------------------------------------------
// Purpose: Returns the next available weapon item in the weapon selection
//-----------------------------------------------------------------------------
C_BaseCombatWeapon *CHudWeaponSelection::FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition) { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return NULL;
C_BaseCombatWeapon *pNextWeapon = NULL;
// search all the weapons looking for the closest next
int iLowestNextSlot = MAX_WEAPON_SLOTS; int iLowestNextPosition = MAX_WEAPON_POSITIONS; for ( int i = 0; i < MAX_WEAPONS; i++ ) { C_BaseCombatWeapon *pWeapon = pPlayer->GetWeapon(i); if ( !pWeapon ) continue;
if ( CanBeSelectedInHUD( pWeapon ) ) { int weaponSlot = pWeapon->GetSlot(), weaponPosition = pWeapon->GetPosition();
// see if this weapon is further ahead in the selection list
if ( weaponSlot > iCurrentSlot || (weaponSlot == iCurrentSlot && weaponPosition > iCurrentPosition) ) { // see if this weapon is closer than the current lowest
if ( weaponSlot < iLowestNextSlot || (weaponSlot == iLowestNextSlot && weaponPosition < iLowestNextPosition) ) { iLowestNextSlot = weaponSlot; iLowestNextPosition = weaponPosition; pNextWeapon = pWeapon; } } } }
return pNextWeapon; }
//-----------------------------------------------------------------------------
// Purpose: Returns the prior available weapon item in the weapon selection
//-----------------------------------------------------------------------------
C_BaseCombatWeapon *CHudWeaponSelection::FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition) { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return NULL;
C_BaseCombatWeapon *pPrevWeapon = NULL;
// search all the weapons looking for the closest next
int iLowestPrevSlot = -1; int iLowestPrevPosition = -1; for ( int i = 0; i < MAX_WEAPONS; i++ ) { C_BaseCombatWeapon *pWeapon = pPlayer->GetWeapon(i); if ( !pWeapon ) continue;
if ( CanBeSelectedInHUD( pWeapon ) ) { int weaponSlot = pWeapon->GetSlot(), weaponPosition = pWeapon->GetPosition();
// see if this weapon is further ahead in the selection list
if ( weaponSlot < iCurrentSlot || (weaponSlot == iCurrentSlot && weaponPosition < iCurrentPosition) ) { // see if this weapon is closer than the current lowest
if ( weaponSlot > iLowestPrevSlot || (weaponSlot == iLowestPrevSlot && weaponPosition > iLowestPrevPosition) ) { iLowestPrevSlot = weaponSlot; iLowestPrevPosition = weaponPosition; pPrevWeapon = pWeapon; } } } }
return pPrevWeapon; }
//-----------------------------------------------------------------------------
// Purpose: Moves the selection to the next item in the menu
//-----------------------------------------------------------------------------
void CHudWeaponSelection::CycleToNextWeapon( void ) { // Get the local player.
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return;
m_pLastWeapon = pPlayer->GetActiveWeapon();
C_BaseCombatWeapon *pNextWeapon = NULL; if ( IsInSelectionMode() ) { // find the next selection spot
C_BaseCombatWeapon *pWeapon = GetSelectedWeapon(); if ( !pWeapon ) return;
pNextWeapon = FindNextWeaponInWeaponSelection( pWeapon->GetSlot(), pWeapon->GetPosition() ); } else { // open selection at the current place
pNextWeapon = pPlayer->GetActiveWeapon(); if ( pNextWeapon ) { pNextWeapon = FindNextWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition() ); } }
if ( !pNextWeapon ) { // wrap around back to start
pNextWeapon = FindNextWeaponInWeaponSelection(-1, -1); }
if ( pNextWeapon ) { SetSelectedWeapon( pNextWeapon ); SetSelectedSlideDir( 1 );
if ( !IsInSelectionMode() ) { OpenSelection(); }
// Play the "cycle to next weapon" sound
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); } }
//-----------------------------------------------------------------------------
// Purpose: Moves the selection to the previous item in the menu
//-----------------------------------------------------------------------------
void CHudWeaponSelection::CycleToPrevWeapon( void ) { // Get the local player.
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return;
m_pLastWeapon = pPlayer->GetActiveWeapon();
C_BaseCombatWeapon *pNextWeapon = NULL; if ( IsInSelectionMode() ) { // find the next selection spot
C_BaseCombatWeapon *pWeapon = GetSelectedWeapon(); if ( !pWeapon ) return;
pNextWeapon = FindPrevWeaponInWeaponSelection( pWeapon->GetSlot(), pWeapon->GetPosition() ); } else { // open selection at the current place
pNextWeapon = pPlayer->GetActiveWeapon(); if ( pNextWeapon ) { pNextWeapon = FindPrevWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition() ); } }
if ( !pNextWeapon ) { // wrap around back to end of weapon list
pNextWeapon = FindPrevWeaponInWeaponSelection(MAX_WEAPON_SLOTS, MAX_WEAPON_POSITIONS); }
if ( pNextWeapon ) { SetSelectedWeapon( pNextWeapon ); SetSelectedSlideDir( -1 );
if ( !IsInSelectionMode() ) { OpenSelection(); }
// Play the "cycle to next weapon" sound
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); } }
//-----------------------------------------------------------------------------
// Purpose: returns the # of the last weapon in the specified slot
//-----------------------------------------------------------------------------
int CHudWeaponSelection::GetLastPosInSlot( int iSlot ) const { C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); int iMaxSlotPos;
if ( !player ) return -1;
iMaxSlotPos = -1; for ( int i = 0; i < MAX_WEAPONS; i++ ) { C_BaseCombatWeapon *pWeapon = player->GetWeapon(i); if ( pWeapon == NULL ) continue;
if ( pWeapon->GetSlot() == iSlot && pWeapon->GetPosition() > iMaxSlotPos ) iMaxSlotPos = pWeapon->GetPosition(); }
return iMaxSlotPos; }
//-----------------------------------------------------------------------------
// Purpose: returns the weapon in the specified slot
//-----------------------------------------------------------------------------
C_BaseCombatWeapon *CHudWeaponSelection::GetWeaponInSlot( int iSlot, int iSlotPos ) { C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( !player ) return NULL;
for ( int i = 0; i < MAX_WEAPONS; i++ ) { C_BaseCombatWeapon *pWeapon = player->GetWeapon(i);
if ( pWeapon == NULL ) continue;
if ( pWeapon->GetSlot() == iSlot && pWeapon->GetPosition() == iSlotPos ) return pWeapon; }
return NULL; }
//-----------------------------------------------------------------------------
// Purpose: Opens the next weapon in the slot
//-----------------------------------------------------------------------------
void CHudWeaponSelection::FastWeaponSwitch( int iWeaponSlot ) { // get the slot the player's weapon is in
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return;
m_pLastWeapon = NULL;
// see where we should start selection
int iPosition = -1; C_BaseCombatWeapon *pActiveWeapon = pPlayer->GetActiveWeapon(); if ( pActiveWeapon && pActiveWeapon->GetSlot() == iWeaponSlot ) { // start after this weapon
iPosition = pActiveWeapon->GetPosition(); }
C_BaseCombatWeapon *pNextWeapon = NULL;
// search for the weapon after the current one
pNextWeapon = FindNextWeaponInWeaponSelection(iWeaponSlot, iPosition); // make sure it's in the same bucket
if ( !pNextWeapon || pNextWeapon->GetSlot() != iWeaponSlot ) { // just look for any weapon in this slot
pNextWeapon = FindNextWeaponInWeaponSelection(iWeaponSlot, -1); }
// see if we found a weapon that's different from the current and in the selected slot
if ( pNextWeapon && pNextWeapon != pActiveWeapon && pNextWeapon->GetSlot() == iWeaponSlot ) { // select the new weapon
::input->MakeWeaponSelection( pNextWeapon ); } else if ( pNextWeapon != pActiveWeapon ) { // error sound
pPlayer->EmitSound( "Player.DenyWeaponSelection" ); }
if ( HUDTYPE_CAROUSEL != hud_fastswitch.GetInt() ) { // kill any fastswitch display
m_flSelectionTime = 0.0f; } }
//-----------------------------------------------------------------------------
// Purpose: Opens the next weapon in the slot
//-----------------------------------------------------------------------------
void CHudWeaponSelection::PlusTypeFastWeaponSwitch( int iWeaponSlot ) { // get the slot the player's weapon is in
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return;
m_pLastWeapon = NULL; int newSlot = m_iSelectedSlot;
// Changing slot number does not necessarily mean we need to change the slot - the player could be
// scrolling through the same slot but in the opposite direction. Slot pairs are 0,2 and 1,3 - so
// compare the 0 bits to see if we're within a pair. Otherwise, reset the box to the zero position.
if ( -1 == m_iSelectedSlot || ( ( m_iSelectedSlot ^ iWeaponSlot ) & 1 ) ) { // Changing vertical/horizontal direction. Reset the selected box position to zero.
m_iSelectedBoxPosition = 0; m_iSelectedSlot = iWeaponSlot; } else { // Still in the same horizontal/vertical direction. Determine which way we're moving in the slot.
int increment = 1; if ( m_iSelectedSlot != iWeaponSlot ) { // Decrementing within the slot. If we're at the zero position in this slot,
// jump to the zero position of the opposite slot. This also counts as our increment.
increment = -1; if ( 0 == m_iSelectedBoxPosition ) { newSlot = ( m_iSelectedSlot + 2 ) % 4; increment = 0; } }
// Find out of the box position is at the end of the slot
int lastSlotPos = -1; for ( int slotPos = 0; slotPos < MAX_WEAPON_POSITIONS; ++slotPos ) { C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( newSlot, slotPos ); if ( pWeapon ) { lastSlotPos = slotPos; } }
// Increment/Decrement the selected box position
if ( m_iSelectedBoxPosition + increment <= lastSlotPos ) { m_iSelectedBoxPosition += increment; m_iSelectedSlot = newSlot; } else { // error sound
pPlayer->EmitSound( "Player.DenyWeaponSelection" ); return; } }
// Select the weapon in this position
bool bWeaponSelected = false; C_BaseCombatWeapon *pActiveWeapon = pPlayer->GetActiveWeapon(); C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( m_iSelectedSlot, m_iSelectedBoxPosition ); if ( pWeapon ) { if ( pWeapon != pActiveWeapon ) { // Select the new weapon
::input->MakeWeaponSelection( pWeapon ); SetSelectedWeapon( pWeapon ); bWeaponSelected = true; } }
if ( !bWeaponSelected ) { // Still need to set this to make hud display appear
SetSelectedWeapon( pPlayer->GetActiveWeapon() ); } }
//-----------------------------------------------------------------------------
// Purpose: Moves selection to the specified slot
//-----------------------------------------------------------------------------
void CHudWeaponSelection::SelectWeaponSlot( int iSlot ) { // iSlot is one higher than it should be, since it's the number key, not the 0-based index into the weapons
--iSlot;
// Get the local player.
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return;
// Don't try and read past our possible number of slots
if ( iSlot >= MAX_WEAPON_SLOTS ) return; // Make sure the player's allowed to switch weapons
if ( pPlayer->IsAllowedToSwitchWeapons() == false ) return;
switch( hud_fastswitch.GetInt() ) { case HUDTYPE_FASTSWITCH: case HUDTYPE_CAROUSEL: { FastWeaponSwitch( iSlot ); return; } case HUDTYPE_PLUS: { if ( !IsInSelectionMode() ) { // open the weapon selection
OpenSelection(); } PlusTypeFastWeaponSwitch( iSlot ); ActivateWeaponHighlight( GetSelectedWeapon() ); } break;
case HUDTYPE_BUCKETS: { int slotPos = 0; C_BaseCombatWeapon *pActiveWeapon = GetSelectedWeapon();
// start later in the list
if ( IsInSelectionMode() && pActiveWeapon && pActiveWeapon->GetSlot() == iSlot ) { slotPos = pActiveWeapon->GetPosition() + 1; }
// find the weapon in this slot
pActiveWeapon = GetNextActivePos( iSlot, slotPos ); if ( !pActiveWeapon ) { pActiveWeapon = GetNextActivePos( iSlot, 0 ); } if ( pActiveWeapon != NULL ) { if ( !IsInSelectionMode() ) { // open the weapon selection
OpenSelection(); }
// Mark the change
SetSelectedWeapon( pActiveWeapon ); SetSelectedSlideDir( 0 ); } }
default: { // do nothing
} break; }
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); }
|