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//========= 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 <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"
//-----------------------------------------------------------------------------
// 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; }
private: C_BaseCombatWeapon *FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition); C_BaseCombatWeapon *FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition);
void FastWeaponSwitch( int iWeaponSlot );
virtual void SetSelectedWeapon( C_BaseCombatWeapon *pWeapon ) { m_hSelectedWeapon = pWeapon; }
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" );
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_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", "255" ); CPanelAnimationVar( float, m_flSelectionAlphaOverride, "SelectionAlpha", "255" );
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, "SelectedBoxClor", "SelectionSelectedBoxBg" );
CPanelAnimationVar( float, m_flWeaponPickupGrowTime, "SelectionGrowTime", "0.1" );
CPanelAnimationVar( float, m_flTextScan, "TextScan", "1.0" );
bool m_bFadingOut; };
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 ); } }
#define SELECTION_TIMEOUT_THRESHOLD 5.0f // Seconds
#define SELECTION_FADEOUT_TIME 1.5f
//-----------------------------------------------------------------------------
// Purpose: updates animation status
//-----------------------------------------------------------------------------
void CHudWeaponSelection::OnThink( void ) { // Time out after awhile of inactivity
if ( ( gpGlobals->curtime - m_flSelectionTime ) > SELECTION_TIMEOUT_THRESHOLD ) { if (!m_bFadingOut) { // start fading out
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "FadeOutWeaponSelectionMenu" ); m_bFadingOut = true; } else if (gpGlobals->curtime - m_flSelectionTime > SELECTION_TIMEOUT_THRESHOLD + SELECTION_FADEOUT_TIME) { // 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;
return ( m_bSelectionVisible ) ? true : false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudWeaponSelection::LevelInit() { CHudElement::LevelInit(); }
//-------------------------------------------------------------------------
// Purpose: draws the selection area
//-------------------------------------------------------------------------
void CHudWeaponSelection::Paint() { if (!ShouldDraw()) return;
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return;
// find and display our current selection
C_BaseCombatWeapon *pSelectedWeapon = GetSelectedWeapon(); if ( !pSelectedWeapon ) return;
int iActiveSlot = (pSelectedWeapon ? pSelectedWeapon->GetSlot() : -1);
// 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); }}
// calculate where to start drawing
int width = (MAX_WEAPON_SLOTS - 1) * (m_flSmallBoxSize + m_flBoxGap) + largeBoxWide; int xpos = (GetWide() - width) / 2; int ypos = 0;
// iterate over all the weapon slots
for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ ) { if ( i == iActiveSlot ) { bool bFirstItem = true; for (int slotpos = 0; slotpos < MAX_WEAPON_POSITIONS; slotpos++) { C_BaseCombatWeapon *pWeapon = GetWeaponInSlot(i, slotpos); if ( !pWeapon ) continue;
// draw box for selected weapon
DrawBox(xpos, ypos, largeBoxWide, largeBoxTall, selectedColor, m_flSelectionAlphaOverride, bFirstItem ? i + 1 : -1);
// draw icon
Color col = GetFgColor(); 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 = (largeBoxWide - iconWidth) / 2; int y_offs = (largeBoxTall - iconHeight) / 2;
if (!pWeapon->CanBeSelected()) { // unselectable weapon, display as such
col = Color(255, 0, 0, col[3]); } else if (pWeapon == pSelectedWeapon) { // currently selected weapon, display brighter
col[3] = m_flSelectionAlphaOverride;
// 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 ); }
// draw text
col = m_TextColor; const FileWeaponInfo_t &weaponInfo = pWeapon->GetWpnData();
if (pWeapon == pSelectedWeapon) { 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 + ((largeBoxWide - 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 + ((largeBoxWide - slen) / 2), ty + (surface()->GetFontTall(m_hTextFont) * 1.1f)); } else if (*pch == '\r') { // do nothing
} else { surface()->DrawUnicodeChar(*pch); charCount--; } } }
ypos += (largeBoxTall + m_flBoxGap); bFirstItem = 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; } }
//-----------------------------------------------------------------------------
// 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); SetBounds(0, y, screenWide, screenTall - y); }
//-----------------------------------------------------------------------------
// Purpose: Opens weapon selection control
//-----------------------------------------------------------------------------
void CHudWeaponSelection::OpenSelection( void ) { Assert(!IsInSelectionMode());
CBaseHudWeaponSelection::OpenSelection(); g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("OpenWeaponSelectionMenu"); }
//-----------------------------------------------------------------------------
// 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 ( pWeapon->CanBeSelected() ) { 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 ( pWeapon->CanBeSelected() ) { 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;
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 );
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;
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 );
if ( !IsInSelectionMode() ) { OpenSelection(); }
// Play the "cycle to next weapon" sound
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); } }
//-----------------------------------------------------------------------------
// 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;
// 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" ); } }
//-----------------------------------------------------------------------------
// 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;
// do a fast switch if set
if ( hud_fastswitch.GetBool() ) { FastWeaponSwitch( iSlot ); return; }
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 ); }
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); }
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