Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: CHud handles the message, calculation, and drawing the HUD
//
// $NoKeywords: $
//=============================================================================//
#ifndef HUD_H
#define HUD_H
#ifdef _WIN32
#pragma once
#endif
#include "utlvector.h"
#include "utldict.h"
#include "convar.h"
#include <vgui/VGUI.h>
#include <Color.h>
#include <bitbuf.h>
namespace vgui
{
class IScheme;
}
// basic rectangle struct used for drawing
typedef struct wrect_s
{
int left;
int right;
int top;
int bottom;
} wrect_t;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CHudTexture
{
public:
CHudTexture();
CHudTexture& operator =( const CHudTexture& src );
virtual ~CHudTexture();
int Width() const
{
return rc.right - rc.left;
}
int Height() const
{
return rc.bottom - rc.top;
}
// causes the font manager to generate the glyph, prevents run time hitches on platforms that have slow font managers
void Precache( void );
// returns width & height of icon with scale applied (scale is ignored if font is used to render)
int EffectiveWidth( float flScale ) const;
int EffectiveHeight( float flScale ) const;
void DrawSelf( int x, int y, const Color& clr ) const;
void DrawSelf( int x, int y, int w, int h, const Color& clr ) const;
void DrawSelfCropped( int x, int y, int cropx, int cropy, int cropw, int croph, Color clr ) const;
// new version to scale the texture over a finalWidth and finalHeight passed in
void DrawSelfCropped( int x, int y, int cropx, int cropy, int cropw, int croph, int finalWidth, int finalHeight, Color clr ) const;
char szShortName[ 64 ];
char szTextureFile[ 64 ];
bool bRenderUsingFont;
bool bPrecached;
char cCharacterInFont;
vgui::HFont hFont;
// vgui texture Id assigned to this item
int textureId;
// s0, t0, s1, t1
float texCoords[ 4 ];
// Original bounds
wrect_t rc;
};
#include "hudtexturehandle.h"
class CHudElement;
class CHudRenderGroup;
//-----------------------------------------------------------------------------
// Purpose: Main hud manager
//-----------------------------------------------------------------------------
class CHud
{
public:
//For progress bar orientations
static const int HUDPB_HORIZONTAL;
static const int HUDPB_VERTICAL;
static const int HUDPB_HORIZONTAL_INV;
public:
CHud();
~CHud();
// Init's called when the HUD's created at DLL load
void Init( void );
// VidInit's called when the video mode's changed
void VidInit( void );
// Shutdown's called when the engine's shutting down
void Shutdown( void );
// LevelInit's called whenever a new level is starting
void LevelInit( void );
// LevelShutdown's called whenever a level is finishing
void LevelShutdown( void );
void ResetHUD( void );
// A saved game has just been loaded
void OnRestore();
void Think();
void ProcessInput( bool bActive );
void UpdateHud( bool bActive );
void InitColors( vgui::IScheme *pScheme );
// Hud element registration
void AddHudElement( CHudElement *pHudElement );
void RemoveHudElement( CHudElement *pHudElement );
// Search list for "name" and return the hud element if it exists
CHudElement *FindElement( const char *pName );
bool IsHidden( int iHudFlags );
float GetSensitivity();
float GetFOVSensitivityAdjust();
void DrawProgressBar( int x, int y, int width, int height, float percentage, Color& clr, unsigned char type );
void DrawIconProgressBar( int x, int y, CHudTexture *icon, CHudTexture *icon2, float percentage, Color& clr, int type );
CHudTexture *GetIcon( const char *szIcon );
// loads a new icon into the list, without duplicates
CHudTexture *AddUnsearchableHudIconToList( CHudTexture& texture );
CHudTexture *AddSearchableHudIconToList( CHudTexture& texture );
void RefreshHudTextures();
// User messages
void MsgFunc_ResetHUD(bf_read &msg);
void MsgFunc_SendAudio(bf_read &msg);
// Hud Render group
int LookupRenderGroupIndexByName( const char *pszGroupName );
bool LockRenderGroup( int iGroupIndex, CHudElement *pLocker = NULL );
bool UnlockRenderGroup( int iGroupIndex, CHudElement *pLocker = NULL );
bool IsRenderGroupLockedFor( CHudElement *pHudElement, int iGroupIndex );
int RegisterForRenderGroup( const char *pszGroupName );
int AddHudRenderGroup( const char *pszGroupName );
bool DoesRenderGroupExist( int iGroupIndex );
void SetScreenShotTime( float flTime ){ m_flScreenShotTime = flTime; }
// Walk through all the HUD elements. Handler should be an object taking a CHudElement*
template<typename THandler> void ForEachHudElement( THandler handler )
{
FOR_EACH_VEC( m_HudList, i )
{
handler( m_HudList[i] );
}
}
public:
int m_iKeyBits;
#ifndef _XBOX
float m_flMouseSensitivity;
float m_flMouseSensitivityFactor;
#endif
float m_flFOVSensitivityAdjust;
Color m_clrNormal;
Color m_clrCaution;
Color m_clrYellowish;
CUtlVector< CHudElement * > m_HudList;
private:
void InitFonts();
void SetupNewHudTexture( CHudTexture *t );
bool m_bHudTexturesLoaded;
// Global list of known icons
CUtlDict< CHudTexture *, int > m_Icons;
CUtlVector< const char * > m_RenderGroupNames;
CUtlMap< int, CHudRenderGroup * > m_RenderGroups;
float m_flScreenShotTime; // used to take end-game screenshots
};
extern CHud gHUD;
//-----------------------------------------------------------------------------
// Global fonts used in the client DLL
//-----------------------------------------------------------------------------
extern vgui::HFont g_hFontTrebuchet24;
void LoadHudTextures( CUtlDict< CHudTexture *, int >& list, const char *szFilenameWithoutExtension, const unsigned char *pICEKey );
void GetHudSize( int& w, int &h );
#endif // HUD_H