Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "hudelement.h"
#include "hud_macros.h"
#include "iclientmode.h"
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
#include "hl1_hud_numbers.h"
#include <vgui_controls/Controls.h>
#include <vgui_controls/Panel.h>
#include <vgui/ISurface.h>
using namespace vgui;
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CHudTrain: public CHudElement, public CHL1HudNumbers
{
DECLARE_CLASS_SIMPLE( CHudTrain, CHL1HudNumbers );
public:
CHudTrain( const char *pElementName );
void Init( void );
void VidInit( void );
bool ShouldDraw( void );
void MsgFunc_Train(bf_read &msg);
private:
void Paint( void );
void ApplySchemeSettings( vgui::IScheme *scheme );
private:
int m_iPos;
CHudTexture *icon_train;
};
//
//-----------------------------------------------------
//
DECLARE_HUDELEMENT( CHudTrain );
DECLARE_HUD_MESSAGE( CHudTrain, Train )
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudTrain::CHudTrain( const char *pElementName ) : CHudElement( pElementName ), BaseClass(NULL, "HudTrain")
{
SetHiddenBits( HIDEHUD_MISCSTATUS );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *scheme -
//-----------------------------------------------------------------------------
void CHudTrain::ApplySchemeSettings( IScheme *scheme )
{
BaseClass::ApplySchemeSettings( scheme );
SetPaintBackgroundEnabled( false );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudTrain::Init(void)
{
HOOK_HUD_MESSAGE( CHudTrain, Train );
m_iPos = 0;
}
void CHudTrain::VidInit(void)
{
BaseClass::VidInit();
m_iPos = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CHudTrain::ShouldDraw( void )
{
return ( CHudElement::ShouldDraw() && m_iPos );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudTrain::Paint()
{
if ( !icon_train )
{
icon_train = gHUD.GetIcon( "train" );
}
if ( !icon_train )
{
return;
}
int r, g, b, a;
int x, y;
Color clrTrain;
(gHUD.m_clrYellowish).GetColor( r, g, b, a );
clrTrain.SetColor( r, g, b, a );
int nHudElemWidth, nHudElemHeight;
GetSize( nHudElemWidth, nHudElemHeight );
// This should show up to the right and part way up the armor number
y = nHudElemHeight - icon_train->Height() - GetNumberFontHeight();
x = nHudElemWidth / 3 + icon_train->Width() / 4;
IMaterial *material = materials->FindMaterial( icon_train->szTextureFile, TEXTURE_GROUP_VGUI );
if ( material )
{
bool found;
IMaterialVar* pFrameVar = material->FindVar( "$frame", &found, false );
if ( found )
{
pFrameVar->SetFloatValue( m_iPos - 1 );
}
}
icon_train->DrawSelf( x, y, clrTrain );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudTrain::MsgFunc_Train( bf_read &msg )
{
m_iPos = msg.ReadByte();
}