Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

233 lines
5.4 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "hudelement.h"
#include <vgui_controls/Panel.h>
#include <vgui/ISurface.h>
#include "clientmode_csnormal.h"
#include "cs_gamerules.h"
#include "hud_basetimer.h"
#include "hud_bitmapnumericdisplay.h"
#include "c_plantedc4.h"
#include <vgui_controls/AnimationController.h>
class CHudRoundTimer : public CHudElement, public vgui::Panel
{
public:
DECLARE_CLASS_SIMPLE( CHudRoundTimer, vgui::Panel );
CHudRoundTimer( const char *name );
protected:
virtual void Paint();
virtual void Think();
virtual bool ShouldDraw();
virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
void PaintTime(HFont font, int xpos, int ypos, int mins, int secs);
private:
float m_flToggleTime;
float m_flNextToggle;
CHudTexture *m_pTimerIcon;
bool m_bFlash;
int m_iAdditiveWhiteID;
CPanelAnimationVar( Color, m_FlashColor, "FlashColor", "Panel.FgColor" );
CPanelAnimationVarAliasType( float, icon_xpos, "icon_xpos", "0", "proportional_float" );
CPanelAnimationVarAliasType( float, icon_ypos, "icon_ypos", "0", "proportional_float" );
CPanelAnimationVar( Color, m_TextColor, "TextColor", "Panel.FgColor" );
CPanelAnimationVar( vgui::HFont, m_hNumberFont, "NumberFont", "HudNumbers" );
CPanelAnimationVarAliasType( float, digit_xpos, "digit_xpos", "50", "proportional_float" );
CPanelAnimationVarAliasType( float, digit_ypos, "digit_ypos", "2", "proportional_float" );
float icon_tall;
float icon_wide;
};
DECLARE_HUDELEMENT( CHudRoundTimer );
CHudRoundTimer::CHudRoundTimer( const char *pName ) :
BaseClass( NULL, "HudRoundTimer" ), CHudElement( pName )
{
m_iAdditiveWhiteID = vgui::surface()->CreateNewTextureID();
vgui::surface()->DrawSetTextureFile( m_iAdditiveWhiteID, "vgui/white_additive" , true, false);
SetHiddenBits( HIDEHUD_PLAYERDEAD );
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
}
void CHudRoundTimer::ApplySchemeSettings(vgui::IScheme *pScheme)
{
m_pTimerIcon = gHUD.GetIcon( "timer_icon" );
if( m_pTimerIcon )
{
icon_tall = GetTall() - YRES(2);
float scale = icon_tall / (float)m_pTimerIcon->Height();
icon_wide = ( scale ) * (float)m_pTimerIcon->Width();
}
SetFgColor( m_TextColor );
BaseClass::ApplySchemeSettings( pScheme );
}
bool CHudRoundTimer::ShouldDraw()
{
//necessary?
C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer();
if ( pPlayer )
{
return !pPlayer->IsObserver();
}
return false;
}
void CHudRoundTimer::Think()
{
C_CSGameRules *pRules = CSGameRules();
if ( !pRules )
return;
int timer = (int)ceil( pRules->GetRoundRemainingTime() );
if ( pRules->IsFreezePeriod() )
{
// in freeze period countdown to round start time
timer = (int)ceil(pRules->GetRoundStartTime()-gpGlobals->curtime);
}
//If the bomb is planted don't draw -- the timer is irrelevant
SetVisible(g_PlantedC4s.Count() == 0);
if(timer > 30)
{
SetFgColor(m_TextColor);
return;
}
if(timer <= 0)
{
timer = 0;
SetFgColor(m_FlashColor);
return;
}
if(gpGlobals->curtime > m_flNextToggle)
{
if( timer <= 0)
{
m_bFlash = true;
}
else if( timer <= 2)
{
m_flToggleTime = gpGlobals->curtime;
m_flNextToggle = gpGlobals->curtime + 0.05;
m_bFlash = !m_bFlash;
}
else if( timer <= 5)
{
m_flToggleTime = gpGlobals->curtime;
m_flNextToggle = gpGlobals->curtime + 0.1;
m_bFlash = !m_bFlash;
}
else if( timer <= 10)
{
m_flToggleTime = gpGlobals->curtime;
m_flNextToggle = gpGlobals->curtime + 0.2;
m_bFlash = !m_bFlash;
}
else if( timer <= 20)
{
m_flToggleTime = gpGlobals->curtime;
m_flNextToggle = gpGlobals->curtime + 0.4;
m_bFlash = !m_bFlash;
}
else if( timer <= 30)
{
m_flToggleTime = gpGlobals->curtime;
m_flNextToggle = gpGlobals->curtime + 0.8;
m_bFlash = !m_bFlash;
}
else
m_bFlash = false;
}
Color startValue, endValue;
Color interp_color;
if( m_bFlash )
{
startValue = m_FlashColor;
endValue = m_TextColor;
}
else
{
startValue = m_TextColor;
endValue = m_FlashColor;
}
float pos = (gpGlobals->curtime - m_flToggleTime) / (m_flNextToggle - m_flToggleTime);
pos = clamp( SimpleSpline( pos ), 0, 1 );
interp_color[0] = ((endValue[0] - startValue[0]) * pos) + startValue[0];
interp_color[1] = ((endValue[1] - startValue[1]) * pos) + startValue[1];
interp_color[2] = ((endValue[2] - startValue[2]) * pos) + startValue[2];
interp_color[3] = ((endValue[3] - startValue[3]) * pos) + startValue[3];
SetFgColor(interp_color);
}
void CHudRoundTimer::Paint()
{
// Update the time.
C_CSGameRules *pRules = CSGameRules();
if ( !pRules )
return;
int timer = (int)ceil( pRules->GetRoundRemainingTime() );
if ( pRules->IsFreezePeriod() )
{
// in freeze period countdown to round start time
timer = (int)ceil(pRules->GetRoundStartTime()-gpGlobals->curtime);
}
if(timer < 0)
timer = 0;
int minutes = timer / 60;
int seconds = timer % 60;
//Draw Timer icon
if( m_pTimerIcon )
{
m_pTimerIcon->DrawSelf( icon_xpos, icon_ypos, icon_wide, icon_tall, GetFgColor() );
}
PaintTime( m_hNumberFont, digit_xpos, digit_ypos, minutes, seconds );
}
void CHudRoundTimer::PaintTime(HFont font, int xpos, int ypos, int mins, int secs)
{
surface()->DrawSetTextFont(font);
wchar_t unicode[6];
V_snwprintf(unicode, ARRAYSIZE(unicode), L"%d:%.2d", mins, secs);
surface()->DrawSetTextPos(xpos, ypos);
surface()->DrawUnicodeString( unicode );
}