Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "hudelement.h"
#include <vgui_controls/Panel.h>
#include <vgui/ISurface.h>
#include "c_cs_player.h"
#include "clientmode_csnormal.h"
#include "weapon_c4.h"
ConVar cl_c4progressbar( "cl_c4progressbar", "1", 0, "Draw progress bar when defusing the C4" );
class CHudProgressBar : public CHudElement, public vgui::Panel
{
public:
DECLARE_CLASS_SIMPLE( CHudProgressBar, vgui::Panel );
CHudProgressBar( const char *name );
// vgui overrides
virtual void Paint();
virtual bool ShouldDraw();
CPanelAnimationVar( Color, m_clrProgress, "ProgressBarFg", "ProgressBar.FgColor" );
};
DECLARE_HUDELEMENT( CHudProgressBar );
CHudProgressBar::CHudProgressBar( const char *name ) :
vgui::Panel( NULL, "HudProgressBar" ), CHudElement( name )
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
SetPaintBorderEnabled( false );
SetPaintBackgroundEnabled( false );
SetHiddenBits( HIDEHUD_PLAYERDEAD | HIDEHUD_WEAPONSELECTION );
}
void CHudProgressBar::Paint()
{
C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer();
if( pPlayer && pPlayer->GetObserverMode() == OBS_MODE_IN_EYE )
{
C_BaseEntity *pTarget = pPlayer->GetObserverTarget();
if( pTarget && pTarget->IsPlayer() )
{
pPlayer = ToCSPlayer( pTarget );
if( !pPlayer->IsAlive() )
return;
}
else
return;
}
if ( !pPlayer )
return;
int x, y, wide, tall;
GetBounds( x, y, wide, tall );
tall = 10;
int xOffset=0;
int yOffset=0;
Color clr = m_clrProgress;
clr[3] = 160;
vgui::surface()->DrawSetColor( clr );
vgui::surface()->DrawOutlinedRect( xOffset, yOffset, xOffset+wide, yOffset+tall );
if( pPlayer->m_iProgressBarDuration > 0 )
{
// ProgressBarStartTime is now with respect to m_flSimulationTime rather than local time
float percent = (pPlayer->m_flSimulationTime - pPlayer->m_flProgressBarStartTime) / (float)pPlayer->m_iProgressBarDuration;
percent = clamp( percent, 0, 1 );
clr[3] = 240;
vgui::surface()->DrawSetColor( clr );
vgui::surface()->DrawFilledRect( xOffset+2, yOffset+2, xOffset+(int)(percent*wide)-2, yOffset+tall-2 );
}
}
bool CHudProgressBar::ShouldDraw()
{
C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer();
if( pPlayer && pPlayer->GetObserverMode() == OBS_MODE_IN_EYE )
{
C_BaseEntity *pTarget = pPlayer->GetObserverTarget();
if( pTarget && pTarget->IsPlayer() )
{
pPlayer = ToCSPlayer( pTarget );
if( !pPlayer->IsAlive() )
return false;
}
else
return false;
}
if( !pPlayer || pPlayer->m_iProgressBarDuration == 0 || pPlayer->m_lifeState == LIFE_DEAD )
{
return false;
}
return cl_c4progressbar.GetBool();
}