/*** * * 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 #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, const 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, (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 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 DrawUtfString( int xpos, int ypos, int iMaxX, const char *szIt, int r, int g, int b ) { if (IsXashFWGS()) { // xash3d: reset unicode state gEngfuncs.pfnVGUI2DrawCharacterAdditive( 0, 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 += gEngfuncs.pfnVGUI2DrawCharacterAdditive( xpos, ypos, c, r, g, b, 0 ); } return xpos; } else { return gHUD.DrawHudString(xpos, ypos, iMaxX, szIt, r, g, b); } } int CHud::DrawHudStringLen( const 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, const char *szString, int r, int g, int b ) { // find the end of the string for( const char *szIt = szString; *szIt != 0; szIt++ ) xpos -= gHUD.m_scrinfo.charWidths[(unsigned char)*szIt]; if( xpos < iMinX ) xpos = iMinX; DrawHudString( xpos, ypos, gHUD.m_scrinfo.iWidth, szString, 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 ); }