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.
*
****/
//
// Blackbar.cpp
//
// implementation of CHudBlackBar class
//
#include "hud.h"
#include "cl_util.h"
#include <string.h>
#include <time.h>
#include <stdio.h>
int CHudBlackBar::Init(void)
{
m_iFlags |= HUD_ACTIVE;
gHUD.AddHudElem(this);
return 1;
};
int CHudBlackBar::VidInit(void)
{
int HUD_blackbar = gHUD.GetSpriteIndex( "blackbar" );
m_hSprite = gHUD.GetSprite( HUD_blackbar );
m_prc = &gHUD.GetSpriteRect( HUD_blackbar );
m_iHeight = m_prc->bottom - m_prc->top;
m_iWidth = m_prc->right - m_prc->left;
return 1;
};
int CHudBlackBar::Draw (float flTime)
{
if( !( gHUD.m_iHideHUDDisplay & HIDEHUD_BLACKBARS) )
return 1;
int r, g, b, x, y, sliceCount;
sliceCount = ScreenWidth / m_iWidth;
if( ScreenWidth > m_iWidth * sliceCount )
sliceCount++;
UnpackRGB( r,g,b, gHUD.m_iHUDColor );
SPR_Set( m_hSprite, r, g, b );
y = ScreenHeight - m_iHeight;
for( int i = 0; i < sliceCount; i++ )
{
x = i * m_iWidth;
SPR_Draw( 0, x, -1, m_prc );
SPR_Draw( 0, x, y, m_prc );
}
return 1;
}