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293 lines
8.2 KiB
293 lines
8.2 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "hud.h"
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#include "hudelement.h"
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#include "hud_macros.h"
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#include "hud_numericdisplay.h"
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#include "iclientmode.h"
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#include "ihudlcd.h"
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#include "vgui/ILocalize.h"
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#include <vgui/ISurface.h>
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#include <vgui_controls/AnimationController.h>
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//-----------------------------------------------------------------------------
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// Purpose: Displays current ammunition level
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//-----------------------------------------------------------------------------
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class CHudAmmo : public CHudNumericDisplay, public CHudElement
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{
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DECLARE_CLASS_SIMPLE( CHudAmmo, CHudNumericDisplay );
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public:
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CHudAmmo( const char *pElementName );
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void Init( void );
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void VidInit( void );
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void SetAmmo(int ammo, bool playAnimation);
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void SetAmmo2(int ammo2, bool playAnimation);
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protected:
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virtual void OnThink();
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virtual void Paint( void );
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virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
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private:
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CHandle< C_BaseCombatWeapon > m_hCurrentActiveWeapon;
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int m_iAmmo;
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int m_iAmmo2;
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bool m_bUsesClips;
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int m_iAdditiveWhiteID;
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CPanelAnimationVarAliasType( float, digit_xpos, "digit_xpos", "50", "proportional_float" );
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CPanelAnimationVarAliasType( float, digit_ypos, "digit_ypos", "2", "proportional_float" );
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CPanelAnimationVarAliasType( float, digit2_xpos, "digit2_xpos", "0", "proportional_float" );
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CPanelAnimationVarAliasType( float, digit2_ypos, "digit2_ypos", "0", "proportional_float" );
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CPanelAnimationVarAliasType( float, bar_xpos, "bar_xpos", "0", "proportional_float" );
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CPanelAnimationVarAliasType( float, bar_ypos, "bar_ypos", "0", "proportional_float" );
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CPanelAnimationVarAliasType( float, bar_width, "bar_width", "2", "proportional_float" );
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CPanelAnimationVarAliasType( float, bar_height, "bar_height", "2", "proportional_float" );
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CPanelAnimationVarAliasType( float, icon_xpos, "icon_xpos", "0", "proportional_float" );
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CPanelAnimationVarAliasType( float, icon_ypos, "icon_ypos", "0", "proportional_float" );
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CPanelAnimationVar( Color, m_TextColor, "TextColor", "FgColor" );
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CPanelAnimationVar( vgui::HFont, m_hNumberFont, "NumberFont", "HudNumbers" );
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};
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DECLARE_HUDELEMENT( CHudAmmo );
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CHudAmmo::CHudAmmo( const char *pElementName ) : BaseClass(NULL, "HudAmmo"), CHudElement( pElementName )
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{
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m_iAdditiveWhiteID = vgui::surface()->CreateNewTextureID();
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vgui::surface()->DrawSetTextureFile( m_iAdditiveWhiteID, "vgui/white_additive" , true, false);
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SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_WEAPONSELECTION );
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hudlcd->SetGlobalStat( "(ammo_primary)", "0" );
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hudlcd->SetGlobalStat( "(ammo_secondary)", "0" );
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hudlcd->SetGlobalStat( "(weapon_print_name)", "" );
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hudlcd->SetGlobalStat( "(weapon_name)", "" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudAmmo::Init( void )
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{
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m_iAmmo = -1;
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m_iAmmo2 = -1;
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}
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void CHudAmmo::ApplySchemeSettings(vgui::IScheme *pScheme)
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{
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BaseClass::ApplySchemeSettings(pScheme);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudAmmo::VidInit( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: called every frame to get ammo info from the weapon
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//-----------------------------------------------------------------------------
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void CHudAmmo::OnThink()
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{
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C_BaseCombatWeapon *wpn = GetActiveWeapon();
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hudlcd->SetGlobalStat( "(weapon_print_name)", wpn ? wpn->GetPrintName() : " " );
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hudlcd->SetGlobalStat( "(weapon_name)", wpn ? wpn->GetName() : " " );
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C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
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if (!wpn || !player || !wpn->UsesPrimaryAmmo())
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{
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hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
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hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );
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SetPaintEnabled(false);
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SetPaintBackgroundEnabled(false);
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return;
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}
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else
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{
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SetPaintEnabled(true);
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SetPaintBackgroundEnabled(true);
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}
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// get the ammo in our clip
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int ammo1 = wpn->Clip1();
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int ammo2;
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if (ammo1 < 0)
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{
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// we don't use clip ammo, just use the total ammo count
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ammo1 = player->GetAmmoCount(wpn->GetPrimaryAmmoType());
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ammo2 = 0;
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}
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else
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{
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// we use clip ammo, so the second ammo is the total ammo
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ammo2 = player->GetAmmoCount(wpn->GetPrimaryAmmoType());
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}
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hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", ammo1 ) );
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hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", ammo2 ) );
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if (wpn == m_hCurrentActiveWeapon)
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{
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// same weapon, just update counts
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SetAmmo(ammo1, true);
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SetAmmo2(ammo2, true);
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}
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else
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{
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// diferent weapon, change without triggering
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SetAmmo(ammo1, false);
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SetAmmo2(ammo2, false);
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// update whether or not we show the total ammo display
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if (wpn->UsesClipsForAmmo1())
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{
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m_bUsesClips = true;
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}
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else
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{
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m_bUsesClips = false;
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}
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m_hCurrentActiveWeapon = wpn;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Updates ammo display
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//-----------------------------------------------------------------------------
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void CHudAmmo::SetAmmo(int ammo, bool playAnimation)
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{
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if (ammo != m_iAmmo)
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{
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if (ammo == 0)
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{
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("PrimaryAmmoEmpty");
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}
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else if (ammo < m_iAmmo)
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{
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// ammo has decreased
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("PrimaryAmmoDecrement");
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}
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else
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{
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// ammunition has increased
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("PrimaryAmmoIncrement");
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}
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m_iAmmo = ammo;
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}
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SetDisplayValue(ammo);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Updates 2nd ammo display
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//-----------------------------------------------------------------------------
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void CHudAmmo::SetAmmo2(int ammo2, bool playAnimation)
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{
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if (ammo2 != m_iAmmo2)
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{
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if (ammo2 == 0)
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{
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SecondaryAmmoEmpty");
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}
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else if (ammo2 < m_iAmmo2)
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{
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// ammo has decreased
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SecondaryAmmoDecrement");
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}
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else
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{
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// ammunition has increased
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SecondaryAmmoIncrement");
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}
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m_iAmmo2 = ammo2;
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}
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}
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void CHudAmmo::Paint( void )
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{
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float alpha = 1.0f;
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Color fgColor = GetFgColor();
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fgColor[3] *= alpha;
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SetFgColor( fgColor );
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int x, y;
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if( m_bUsesClips )
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{
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x = digit_xpos;
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y = digit_ypos;
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}
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else
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{
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x = digit2_xpos;
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y = digit2_ypos;
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}
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// Assume constant width font
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int charWidth = vgui::surface()->GetCharacterWidth( m_hNumberFont, '0' );
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int digits = clamp( log10((double)m_iAmmo)+1, 1, 3 );
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x += ( 3 - digits ) * charWidth;
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// draw primary ammo
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vgui::surface()->DrawSetTextColor(GetFgColor());
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PaintNumbers( m_hNumberFont, x, y, m_iAmmo );
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//draw reserve ammo
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if( m_bUsesClips )
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{
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//draw the divider
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Color c = GetFgColor();
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vgui::surface()->DrawSetColor(c);
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vgui::surface()->DrawSetTexture( m_iAdditiveWhiteID );
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vgui::surface()->DrawTexturedRect( bar_xpos, bar_ypos, bar_xpos + bar_width, bar_ypos + bar_height );
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digits = clamp( log10((double)m_iAmmo2)+1, 1, 3 );
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x = digit2_xpos + ( 3 - digits ) * charWidth;
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// draw secondary ammo
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vgui::surface()->DrawSetTextColor(GetFgColor());
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PaintNumbers( m_hNumberFont, x, digit2_ypos, m_iAmmo2 );
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}
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//draw the icon
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C_BaseCombatWeapon *wpn = GetActiveWeapon();
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if( wpn )
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{
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int ammoType = wpn->GetPrimaryAmmoType();
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CHudTexture *icon = gWR.GetAmmoIconFromWeapon( ammoType );
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if( icon )
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{
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float icon_tall = GetTall() - YRES(2);
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float scale = icon_tall / (float)icon->Height();
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float icon_wide = ( scale ) * (float)icon->Width();
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icon->DrawSelf( icon_xpos, icon_ypos, icon_wide, icon_tall, GetFgColor() );
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}
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}
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}
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