Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//
// hud_redraw.cpp
//
#include <math.h>
#include "hud.h"
#include "cl_util.h"
#include "triangleapi.h"
#define MAX_LOGO_FRAMES 56
int grgLogoFrame[MAX_LOGO_FRAMES] =
{
1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 13, 13, 13, 13, 13, 12, 11, 10, 9, 8, 14, 15,
16, 17, 18, 19, 20, 20, 20, 20, 20, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29,
29, 29, 29, 29, 29, 28, 27, 26, 25, 24, 30, 31
};
extern int g_iVisibleMouse;
float HUD_GetFOV( void );
extern cvar_t *sensitivity;
// Think
void CHud::Think(void)
{
int newfov;
HUDLIST *pList = m_pHudList;
while (pList)
{
if (pList->p->m_iFlags & HUD_ACTIVE)
pList->p->Think();
pList = pList->pNext;
}
newfov = HUD_GetFOV();
if ( newfov == 0 )
{
m_iFOV = default_fov->value;
}
else
{
m_iFOV = newfov;
}
// the clients fov is actually set in the client data update section of the hud
// Set a new sensitivity
if ( m_iFOV == default_fov->value )
{
// reset to saved sensitivity
m_flMouseSensitivity = 0;
}
else
{
// set a new sensitivity that is proportional to the change from the FOV default
m_flMouseSensitivity = sensitivity->value * ((float)newfov / (float)default_fov->value) * CVAR_GET_FLOAT("zoom_sensitivity_ratio");
}
// think about default fov
if ( m_iFOV == 0 )
{ // only let players adjust up in fov, and only if they are not overriden by something else
m_iFOV = max( default_fov->value, 90 );
}
}
//LRC - fog fading values
extern float g_fFadeDuration;
extern float g_fStartDist;
extern float g_fEndDist;
//extern int g_iFinalStartDist;
extern int g_iFinalEndDist;
// Redraw
// step through the local data, placing the appropriate graphics & text as appropriate
// returns 1 if they've changed, 0 otherwise
int CHud :: Redraw( float flTime, int intermission )
{
m_fOldTime = m_flTime; // save time of previous redraw
m_flTime = flTime;
m_flTimeDelta = (double)m_flTime - m_fOldTime;
static int m_flShotTime = 0;
//LRC - handle fog fading effects. (is this the right place for it?)
if (g_fFadeDuration)
{
// Nicer might be to use some kind of logarithmic fade-in?
double fFraction = m_flTimeDelta/g_fFadeDuration;
// g_fStartDist -= (FOG_LIMIT - g_iFinalStartDist)*fFraction;
g_fEndDist -= (FOG_LIMIT - g_iFinalEndDist)*fFraction;
// CONPRINT("FogFading: %f - %f, frac %f, time %f, final %d\n", g_fStartDist, g_fEndDist, fFraction, flTime, g_iFinalEndDist);
// cap it
// if (g_fStartDist > FOG_LIMIT) g_fStartDist = FOG_LIMIT;
if (g_fEndDist > FOG_LIMIT) g_fEndDist = FOG_LIMIT;
// if (g_fStartDist < g_iFinalStartDist) g_fStartDist = g_iFinalStartDist;
if (g_fEndDist < g_iFinalEndDist) g_fEndDist = g_iFinalEndDist;
}
// Clock was reset, reset delta
if ( m_flTimeDelta < 0 )
m_flTimeDelta = 0;
// Bring up the scoreboard during intermission
/*if (gViewPort)
{
if ( m_iIntermission && !intermission )
{
// Have to do this here so the scoreboard goes away
m_iIntermission = intermission;
gViewPort->HideCommandMenu();
gViewPort->HideScoreBoard();
gViewPort->UpdateSpectatorPanel();
}
else if ( !m_iIntermission && intermission )
{
m_iIntermission = intermission;
gViewPort->HideCommandMenu();
gViewPort->HideVGUIMenu();
gViewPort->ShowScoreBoard();
gViewPort->UpdateSpectatorPanel();
// Take a screenshot if the client's got the cvar set
if ( CVAR_GET_FLOAT( "hud_takesshots" ) != 0 )
m_flShotTime = flTime + 1.0; // Take a screenshot in a second
}
}*/
if (m_flShotTime && m_flShotTime < flTime)
{
gEngfuncs.pfnClientCmd("snapshot\n");
m_flShotTime = 0;
}
m_iIntermission = intermission;
// if no redrawing is necessary
// return 0;
if ( m_pCvarDraw->value )
{
HUDLIST *pList = m_pHudList;
while (pList)
{
if ( !intermission )
{
if ( (pList->p->m_iFlags & HUD_ACTIVE) && !(m_iHideHUDDisplay & HIDEHUD_ALL) )
pList->p->Draw(flTime);
}
else
{ // it's an intermission, so only draw hud elements that are set to draw during intermissions
if ( pList->p->m_iFlags & HUD_INTERMISSION )
pList->p->Draw( flTime );
}
pList = pList->pNext;
}
}
// are we in demo mode? do we need to draw the logo in the top corner?
if (m_iLogo)
{
int x, y, i;
if (m_hsprLogo == 0)
m_hsprLogo = LoadSprite("sprites/%d_logo.spr");
SPR_Set(m_hsprLogo, 250, 250, 250 );
x = SPR_Width(m_hsprLogo, 0);
x = ScreenWidth - x;
y = SPR_Height(m_hsprLogo, 0)/2;
// Draw the logo at 20 fps
int iFrame = (int)(flTime * 20) % MAX_LOGO_FRAMES;
i = grgLogoFrame[iFrame] - 1;
SPR_DrawAdditive(i, x, y, NULL);
}
/*
if ( g_iVisibleMouse )
{
void IN_GetMousePos( int *mx, int *my );
int mx, my;
IN_GetMousePos( &mx, &my );
if (m_hsprCursor == 0)
{
char sz[256];
sprintf( sz, "sprites/cursor.spr" );
m_hsprCursor = SPR_Load( sz );
}
SPR_Set(m_hsprCursor, 250, 250, 250 );
// Draw the logo at 20 fps
SPR_DrawAdditive( 0, mx, my, NULL );
}
*/
return 1;
}
void ScaleColors( int &r, int &g, int &b, int a )
{
float x = (float)a / 255;
r = (int)(r * x);
g = (int)(g * x);
b = (int)(b * x);
}
const unsigned char colors[8][3] =
{
{127, 127, 127}, // additive cannot be black
{255, 0, 0},
{ 0, 255, 0},
{255, 255, 0},
{ 0, 0, 255},
{ 0, 255, 255},
{255, 0, 255},
{240, 180, 24}
};
int CHud::DrawHudString( int xpos, int ypos, int iMaxX, char *szIt, int r, int g, int b )
{
if( hud_textmode->value == 2 )
{
gEngfuncs.pfnDrawSetTextColor( r / 255.0, g / 255.0, b / 255.0 );
return gEngfuncs.pfnDrawConsoleString( xpos, ypos, szIt );
}
// xash3d: reset unicode state
TextMessageDrawChar( 0, 0, 0, 0, 0, 0 );
// draw the string until we hit the null character or a newline character
for( ; *szIt != 0 && *szIt != '\n'; szIt++ )
{
int w = gHUD.m_scrinfo.charWidths['M'];
if( xpos + w > iMaxX )
return xpos;
if( ( *szIt == '^' ) && ( *( szIt + 1 ) >= '0') && ( *( szIt + 1 ) <= '7') )
{
szIt++;
r = colors[*szIt - '0'][0];
g = colors[*szIt - '0'][1];
b = colors[*szIt - '0'][2];
if( !*(++szIt) )
return xpos;
}
int c = (unsigned int)(unsigned char)*szIt;
xpos += TextMessageDrawChar( xpos, ypos, c, r, g, b );
}
return xpos;
}
int CHud::DrawHudStringLen( char *szIt )
{
int l = 0;
for( ; *szIt != 0 && *szIt != '\n'; szIt++ )
{
l += gHUD.m_scrinfo.charWidths[(unsigned char)*szIt];
}
return l;
}
int CHud :: DrawHudNumberString( int xpos, int ypos, int iMinX, int iNumber, int r, int g, int b )
{
char szString[32];
sprintf( szString, "%d", iNumber );
return DrawHudStringReverse( xpos, ypos, iMinX, szString, r, g, b );
}
// draws a string from right to left (right-aligned)
int CHud :: DrawHudStringReverse( int xpos, int ypos, int iMinX, char *szString, int r, int g, int b )
{
char *szIt;
// find the end of the string
for ( szIt = szString; *szIt != 0; szIt++ )
{ // we should count the length?
}
// iterate throug the string in reverse
for ( szIt--; szIt != (szString-1); szIt-- )
{
int next = xpos - gHUD.m_scrinfo.charWidths[ *szIt ]; // variable-width fonts look cool
if ( next < iMinX )
return xpos;
xpos = next;
TextMessageDrawChar( xpos, ypos, *szIt, r, g, b );
}
return xpos;
}
int CHud :: DrawHudNumber( int x, int y, int iFlags, int iNumber, int r, int g, int b)
{
int iWidth = GetSpriteRect(m_HUD_number_0).right - GetSpriteRect(m_HUD_number_0).left;
int k;
if (iNumber > 0)
{
// SPR_Draw 100's
if (iNumber >= 100)
{
k = iNumber/100;
SPR_Set(GetSprite(m_HUD_number_0 + k), r, g, b );
SPR_DrawAdditive( 0, x, y, &GetSpriteRect(m_HUD_number_0 + k));
x += iWidth;
}
else if (iFlags & (DHN_3DIGITS))
{
//SPR_DrawAdditive( 0, x, y, &rc );
x += iWidth;
}
// SPR_Draw 10's
if (iNumber >= 10)
{
k = (iNumber % 100)/10;
SPR_Set(GetSprite(m_HUD_number_0 + k), r, g, b );
SPR_DrawAdditive( 0, x, y, &GetSpriteRect(m_HUD_number_0 + k));
x += iWidth;
}
else if (iFlags & (DHN_3DIGITS | DHN_2DIGITS))
{
//SPR_DrawAdditive( 0, x, y, &rc );
x += iWidth;
}
// SPR_Draw ones
k = iNumber % 10;
SPR_Set(GetSprite(m_HUD_number_0 + k), r, g, b );
SPR_DrawAdditive(0, x, y, &GetSpriteRect(m_HUD_number_0 + k));
x += iWidth;
}
else if (iFlags & DHN_DRAWZERO)
{
SPR_Set(GetSprite(m_HUD_number_0), r, g, b );
// SPR_Draw 100's
if (iFlags & (DHN_3DIGITS))
{
//SPR_DrawAdditive( 0, x, y, &rc );
x += iWidth;
}
if (iFlags & (DHN_3DIGITS | DHN_2DIGITS))
{
//SPR_DrawAdditive( 0, x, y, &rc );
x += iWidth;
}
// SPR_Draw ones
SPR_DrawAdditive( 0, x, y, &GetSpriteRect(m_HUD_number_0));
x += iWidth;
}
return x;
}
int CHud::GetNumWidth( int iNumber, int iFlags )
{
if (iFlags & (DHN_3DIGITS))
return 3;
if (iFlags & (DHN_2DIGITS))
return 2;
if (iNumber <= 0)
{
if (iFlags & (DHN_DRAWZERO))
return 1;
else
return 0;
}
if (iNumber < 10)
return 1;
if (iNumber < 100)
return 2;
return 3;
}
void CHud::DrawDarkRectangle( int x, int y, int wide, int tall )
{
//gEngfuncs.pTriAPI->RenderMode( kRenderTransTexture );
gEngfuncs.pfnFillRGBABlend( x, y, wide, tall, 0, 0, 0, 255 * 0.6 );
FillRGBA( x + 1, y, wide - 1, 1, 255, 140, 0, 255 );
FillRGBA( x, y, 1, tall - 1, 255, 140, 0, 255 );
FillRGBA( x + wide - 1, y + 1, 1, tall - 1, 255, 140, 0, 255 );
FillRGBA( x, y + tall - 1, wide - 1, 1, 255, 140, 0, 255 );
}