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308 lines
9.5 KiB
308 lines
9.5 KiB
3 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Item pickup history displayed onscreen when items are picked up.
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "history_resource.h"
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#include "hud_macros.h"
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#include <vgui_controls/Controls.h>
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#include <vgui/ISurface.h>
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#include "iclientmode.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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using namespace vgui;
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extern ConVar hud_drawhistory_time;
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#define HISTORY_PICKUP_GAP (m_iHistoryGap + 5)
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#define HISTORY_PICKUP_PICK_HEIGHT (32 + (m_iHistoryGap * 2))
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#define HISTORY_PICKUP_HEIGHT_MAX (GetTall() - 100)
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#define ITEM_GUTTER_SIZE 48
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DECLARE_HUDELEMENT( CHudHistoryResource );
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DECLARE_HUD_MESSAGE( CHudHistoryResource, ItemPickup );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CHudHistoryResource::CHudHistoryResource( const char *pElementName ) :
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CHudElement( pElementName ), BaseClass( NULL, "HudHistoryResource" )
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{
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vgui::Panel *pParent = g_pClientMode->GetViewport();
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SetParent( pParent );
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SetHiddenBits( HIDEHUD_MISCSTATUS );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pScheme -
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//-----------------------------------------------------------------------------
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void CHudHistoryResource::ApplySchemeSettings( IScheme *pScheme )
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{
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BaseClass::ApplySchemeSettings( pScheme );
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SetPaintBackgroundEnabled( false );
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m_hNumberFont = pScheme->GetFont( "HudNumbersSmall" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudHistoryResource::Init( void )
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{
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HOOK_HUD_MESSAGE( CHudHistoryResource, ItemPickup );
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m_iHistoryGap = 0;
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Reset();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudHistoryResource::Reset( void )
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{
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m_PickupHistory.RemoveAll();
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m_iCurrentHistorySlot = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set a new minimum size gap between history icons
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//-----------------------------------------------------------------------------
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void CHudHistoryResource::SetHistoryGap( int iNewHistoryGap )
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{
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if ( iNewHistoryGap > m_iHistoryGap )
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{
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m_iHistoryGap = iNewHistoryGap;
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}
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}
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void CHudHistoryResource::AddToHistory( C_BaseCombatWeapon *weapon )
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{
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// Check to see if the pic would have to be drawn too high. If so, start again from the bottom
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if ( ((HISTORY_PICKUP_GAP * m_iCurrentHistorySlot) + HISTORY_PICKUP_PICK_HEIGHT) > HISTORY_PICKUP_HEIGHT_MAX )
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{
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m_iCurrentHistorySlot = 0;
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}
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// ensure the size
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m_PickupHistory.EnsureCount(m_iCurrentHistorySlot + 1);
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// default to just writing to the first slot
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HIST_ITEM *freeslot = &m_PickupHistory[m_iCurrentHistorySlot++];
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freeslot->type = HISTSLOT_WEAP;
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freeslot->iId = weapon->entindex();
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freeslot->m_hWeapon = weapon;
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freeslot->iCount = 0;
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freeslot->DisplayTime = gpGlobals->curtime + hud_drawhistory_time.GetFloat();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add a new entry to the pickup history
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//-----------------------------------------------------------------------------
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void CHudHistoryResource::AddToHistory( int iType, int iId, int iCount )
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{
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// Ignore adds with no count
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if ( iType == HISTSLOT_AMMO && !iCount )
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return;
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// Check to see if the pic would have to be drawn too high. If so, start again from the bottom
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if ( ((HISTORY_PICKUP_GAP * m_iCurrentHistorySlot) + HISTORY_PICKUP_PICK_HEIGHT) > HISTORY_PICKUP_HEIGHT_MAX )
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{
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m_iCurrentHistorySlot = 0;
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}
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// ensure the size
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m_PickupHistory.EnsureCount(m_iCurrentHistorySlot + 1);
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// default to just writing to the first slot
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HIST_ITEM *freeslot = &m_PickupHistory[m_iCurrentHistorySlot++];
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freeslot->type = iType;
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freeslot->iId = iId;
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freeslot->m_hWeapon = NULL;
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freeslot->iCount = iCount;
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freeslot->DisplayTime = gpGlobals->curtime + hud_drawhistory_time.GetFloat();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add a new entry to the pickup history
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//-----------------------------------------------------------------------------
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void CHudHistoryResource::AddToHistory( int iType, const char *szName, int iCount )
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{
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if ( iType != HISTSLOT_ITEM )
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return;
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// Check to see if the pic would have to be drawn too high. If so, start again from the bottom
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if ( ((HISTORY_PICKUP_GAP * m_iCurrentHistorySlot) + HISTORY_PICKUP_PICK_HEIGHT) > HISTORY_PICKUP_HEIGHT_MAX )
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{
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m_iCurrentHistorySlot = 0;
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}
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// ensure the size
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m_PickupHistory.EnsureCount(m_iCurrentHistorySlot + 1);
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// default to just writing to the first slot
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HIST_ITEM *freeslot = &m_PickupHistory[m_iCurrentHistorySlot++];
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// Get the item's icon
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CHudTexture *i = gHUD.GetIcon( szName );
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if ( i == NULL )
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return;
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freeslot->iId = 1;
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freeslot->icon = i;
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freeslot->type = iType;
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freeslot->m_hWeapon = NULL;
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freeslot->iCount = iCount;
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freeslot->DisplayTime = gpGlobals->curtime + hud_drawhistory_time.GetFloat();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Handle an item pickup event from the server
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//-----------------------------------------------------------------------------
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void CHudHistoryResource::MsgFunc_ItemPickup(bf_read &msg)
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{
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char szString[2048];
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msg.ReadString( szString, sizeof(szString) );
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// Add the item to the history
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AddToHistory( HISTSLOT_ITEM, szString );
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}
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//-----------------------------------------------------------------------------
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// Purpose: If there aren't any items in the history, clear it out.
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//-----------------------------------------------------------------------------
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void CHudHistoryResource::CheckClearHistory( void )
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{
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for ( int i = 0; i < m_PickupHistory.Count(); i++ )
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{
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if ( m_PickupHistory[i].type )
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return;
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}
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m_iCurrentHistorySlot = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CHudHistoryResource::ShouldDraw( void )
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{
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return ( CHudElement::ShouldDraw() && m_iCurrentHistorySlot );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw the pickup history
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//-----------------------------------------------------------------------------
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void CHudHistoryResource::Paint( void )
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{
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for ( int i = 0; i < m_PickupHistory.Count(); i++ )
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{
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if ( m_PickupHistory[i].type )
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{
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m_PickupHistory[i].DisplayTime = MIN( m_PickupHistory[i].DisplayTime, gpGlobals->curtime + hud_drawhistory_time.GetFloat() );
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if ( m_PickupHistory[i].DisplayTime <= gpGlobals->curtime )
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{ // pic drawing time has expired
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memset( &m_PickupHistory[i], 0, sizeof(HIST_ITEM) );
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CheckClearHistory();
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continue;
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}
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float elapsed = m_PickupHistory[i].DisplayTime - gpGlobals->curtime;
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float scale = elapsed * 80;
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int r, g, b, nUnused;
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(gHUD.m_clrYellowish).GetColor( r, g, b, nUnused );
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Color clrAmmo( r, g, b, MIN( scale, 255 ) );
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int nHudElemWidth, nHudElemHeight;
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GetSize( nHudElemWidth, nHudElemHeight );
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switch ( m_PickupHistory[i].type )
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{
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case HISTSLOT_AMMO:
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{
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CHudTexture *icon = gWR.GetAmmoIconFromWeapon( m_PickupHistory[i].iId );
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if ( icon )
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{
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// Draw the pic
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int ypos = nHudElemHeight - ( HISTORY_PICKUP_PICK_HEIGHT + ( HISTORY_PICKUP_GAP * i ) );
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int xpos = nHudElemWidth - 24;
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// the dll has to make sure it has sent info the weapons you need
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icon->DrawSelf( xpos, ypos, clrAmmo );
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//Offset the number to sit properly next to the icon
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ypos -= ( surface()->GetFontTall( m_hNumberFont ) - icon->Height() ) / 2;
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vgui::surface()->DrawSetTextFont( m_hNumberFont );
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vgui::surface()->DrawSetTextColor( clrAmmo );
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vgui::surface()->DrawSetTextPos( GetWide() - ( ITEM_GUTTER_SIZE * 0.85f ), ypos );
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if ( m_PickupHistory[i].iCount )
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{
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char sz[ 32 ];
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int len = Q_snprintf( sz, sizeof( sz ), "%i", m_PickupHistory[i].iCount );
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for ( int ch = 0; ch < len; ch++ )
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{
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char c = sz[ ch ];
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vgui::surface()->DrawUnicodeChar( c );
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}
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}
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}
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}
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break;
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case HISTSLOT_WEAP:
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{
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C_BaseCombatWeapon *pWeapon = m_PickupHistory[i].m_hWeapon;
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if ( !pWeapon )
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return;
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if ( !pWeapon->HasAmmo() )
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{
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// if the weapon doesn't have ammo, display it as red
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Color clrReddish( 255, 16, 16, 255 );
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clrReddish.GetColor( r, g, b, nUnused );
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clrAmmo.SetColor( r, g, b, MIN( scale, 255 ) );
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}
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int ypos = nHudElemHeight - (HISTORY_PICKUP_PICK_HEIGHT + (HISTORY_PICKUP_GAP * i));
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int xpos = nHudElemWidth - pWeapon->GetSpriteInactive()->Width();
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pWeapon->GetSpriteInactive()->DrawSelf( xpos, ypos, clrAmmo );
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}
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break;
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case HISTSLOT_ITEM:
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{
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if ( !m_PickupHistory[i].iId )
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continue;
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CHudTexture *icon = m_PickupHistory[i].icon;
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if ( !icon )
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continue;
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int ypos = ScreenHeight() - ( HISTORY_PICKUP_PICK_HEIGHT + ( HISTORY_PICKUP_GAP * i ) );
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int xpos = ScreenWidth() - icon->Width() - 10;
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icon->DrawSelf( xpos, ypos, clrAmmo );
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}
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break;
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default:
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{
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// Unknown history type???!!!
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Assert( 0 );
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}
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break;
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}
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}
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}
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}
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