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
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int grgLogoFrame[MAX_LOGO_FRAMES] =
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{
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
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void CHud::Think( void )
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{
int newfov;
HUDLIST *pList = m_pHudList;
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while( pList )
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{
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if( pList->p->m_iFlags & HUD_ACTIVE )
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pList->p->Think();
pList = pList->pNext;
}
newfov = HUD_GetFOV();
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if( newfov == 0 )
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{
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
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if( m_iFOV == default_fov->value )
{
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// reset to saved sensitivity
m_flMouseSensitivity = 0;
}
else
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{
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// 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
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if( m_iFOV == 0 )
{
// only let players adjust up in fov, and only if they are not overriden by something else
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m_iFOV = max( default_fov->value, 90 );
}
}
// Redraw
// step through the local data, placing the appropriate graphics & text as appropriate
// returns 1 if they've changed, 0 otherwise
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int CHud::Redraw( float flTime, int intermission )
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{
m_fOldTime = m_flTime; // save time of previous redraw
m_flTime = flTime;
m_flTimeDelta = (double)m_flTime - m_fOldTime;
static float m_flShotTime = 0;
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// Clock was reset, reset delta
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if( m_flTimeDelta < 0 )
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m_flTimeDelta = 0;
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if( m_flShotTime && m_flShotTime < flTime )
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{
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gEngfuncs.pfnClientCmd( "snapshot\n" );
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m_flShotTime = 0;
}
m_iIntermission = intermission;
if(m_Zoom.m_iHudMode > 0)
{
m_Zoom.Draw( flTime );
return 1;
}
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// if no redrawing is necessary
// return 0;
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if( m_pCvarDraw->value )
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{
HUDLIST *pList = m_pHudList;
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while( pList )
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{
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if( !intermission )
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{
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if ( ( pList->p->m_iFlags & HUD_ACTIVE ) && !( m_iHideHUDDisplay & HIDEHUD_ALL ) )
pList->p->Draw( flTime );
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}
else
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{
// it's an intermission, so only draw hud elements that are set to draw during intermissions
if( pList->p->m_iFlags & HUD_INTERMISSION )
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pList->p->Draw( flTime );
}
pList = pList->pNext;
}
}
// are we in demo mode? do we need to draw the logo in the top corner?
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if( m_iLogo )
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{
int x, y, i;
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if( m_hsprLogo == 0 )
m_hsprLogo = LoadSprite( "sprites/%d_logo.spr" );
SPR_Set( m_hsprLogo, 250, 250, 250 );
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x = SPR_Width( m_hsprLogo, 0 );
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x = ScreenWidth - x;
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y = SPR_Height( m_hsprLogo, 0 ) / 2;
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// Draw the logo at 20 fps
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int iFrame = (int)( flTime * 20 ) % MAX_LOGO_FRAMES;
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i = grgLogoFrame[iFrame] - 1;
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SPR_DrawAdditive( i, x, y, NULL );
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}
/*
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if( g_iVisibleMouse )
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{
void IN_GetMousePos( int *mx, int *my );
int mx, my;
IN_GetMousePos( &mx, &my );
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if( m_hsprCursor == 0 )
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{
char sz[256];
sprintf( sz, "sprites/cursor.spr" );
m_hsprCursor = SPR_Load( sz );
}
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SPR_Set( m_hsprCursor, 250, 250, 250 );
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// 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;
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r = (int)( r * x );
g = (int)( g * x );
b = (int)( b * x );
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}
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}
};
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int CHud::DrawHudString( int xpos, int ypos, int iMaxX, char *szIt, int r, int g, int b )
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{
if( hud_textmode->value == 2 )
{
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gEngfuncs.pfnDrawSetTextColor( r / 255.0, g / 255.0, b / 255.0 );
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return gEngfuncs.pfnDrawConsoleString( xpos, ypos, (char*) 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
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for( ; *szIt != 0 && *szIt != '\n'; szIt++ )
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{
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int w = gHUD.m_scrinfo.charWidths['M'];
if( xpos + w > iMaxX )
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return xpos;
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if( ( *szIt == '^' ) && ( *( szIt + 1 ) >= '0') && ( *( szIt + 1 ) <= '7') )
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{
szIt++;
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r = colors[*szIt - '0'][0];
g = colors[*szIt - '0'][1];
b = colors[*szIt - '0'][2];
if( !*(++szIt) )
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return xpos;
}
int c = (unsigned int)(unsigned char)*szIt;
xpos += TextMessageDrawChar( xpos, ypos, c, r, g, b );
}
return xpos;
}
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int CHud::DrawHudStringLen( char *szIt )
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{
int l = 0;
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for( ; *szIt != 0 && *szIt != '\n'; szIt++ )
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{
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l += gHUD.m_scrinfo.charWidths[(unsigned char)*szIt];
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}
return l;
}
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int CHud::DrawHudNumberString( int xpos, int ypos, int iMinX, int iNumber, int r, int g, int b )
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{
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)
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int CHud::DrawHudStringReverse( int xpos, int ypos, int iMinX, char *szString, int r, int g, int b )
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{
// find the end of the string
for( char *szIt = szString; *szIt != 0; szIt++ )
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xpos -= gHUD.m_scrinfo.charWidths[(unsigned char)*szIt];
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if( xpos < iMinX )
xpos = iMinX;
DrawHudString( xpos, ypos, gHUD.m_scrinfo.iWidth, szString, r, g, b );
return xpos;
}
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int CHud::DrawHudNumber( int x, int y, int iFlags, int iNumber, int r, int g, int b )
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{
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int iWidth = GetSpriteRect( m_HUD_number_0 ).right - GetSpriteRect( m_HUD_number_0 ).left;
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int k;
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if( iNumber > 0 )
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{
// SPR_Draw 100's
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if( iNumber >= 100 )
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{
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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 ) );
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x += iWidth;
}
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else if( iFlags & ( DHN_3DIGITS ) )
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{
//SPR_DrawAdditive( 0, x, y, &rc );
x += iWidth;
}
// SPR_Draw 10's
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if( iNumber >= 10 )
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{
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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 ) );
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x += iWidth;
}
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else if( iFlags & ( DHN_3DIGITS | DHN_2DIGITS ) )
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{
//SPR_DrawAdditive( 0, x, y, &rc );
x += iWidth;
}
// SPR_Draw ones
k = iNumber % 10;
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SPR_Set( GetSprite( m_HUD_number_0 + k ), r, g, b );
SPR_DrawAdditive( 0, x, y, &GetSpriteRect( m_HUD_number_0 + k ) );
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x += iWidth;
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}
else if( iFlags & DHN_DRAWZERO )
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{
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SPR_Set( GetSprite( m_HUD_number_0 ), r, g, b );
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// SPR_Draw 100's
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if( iFlags & ( DHN_3DIGITS ) )
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{
//SPR_DrawAdditive( 0, x, y, &rc );
x += iWidth;
}
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if( iFlags & ( DHN_3DIGITS | DHN_2DIGITS ) )
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{
//SPR_DrawAdditive( 0, x, y, &rc );
x += iWidth;
}
// SPR_Draw ones
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SPR_DrawAdditive( 0, x, y, &GetSpriteRect( m_HUD_number_0 ) );
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x += iWidth;
}
return x;
}
int CHud::GetNumWidth( int iNumber, int iFlags )
{
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if( iFlags & ( DHN_3DIGITS ) )
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return 3;
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if( iFlags & ( DHN_2DIGITS ) )
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return 2;
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if( iNumber <= 0 )
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{
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if( iFlags & ( DHN_DRAWZERO ) )
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return 1;
else
return 0;
}
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if( iNumber < 10 )
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return 1;
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if( iNumber < 100 )
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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 );
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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 );
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}