Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: HUD Target ID element
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "hudelement.h"
#include "c_hl2mp_player.h"
#include "c_playerresource.h"
#include "vgui_entitypanel.h"
#include "iclientmode.h"
#include "vgui/ILocalize.h"
#include "hl2mp_gamerules.h"
#include "c_team.h"
#include <vgui_controls/AnimationController.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Displays current ammunition level
//-----------------------------------------------------------------------------
class CTeamPlayHud : public vgui::Panel, public CHudElement
{
DECLARE_CLASS_SIMPLE( CTeamPlayHud, vgui::Panel );
public:
CTeamPlayHud( const char *pElementName );
void Reset();
virtual void PerformLayout();
protected:
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
virtual void OnThink();
private:
vgui::HFont m_hFont;
Color m_bgColor;
vgui::Label *m_pWarmupLabel; // "Warmup Mode"
vgui::Label *m_pBackground; // black box
bool m_bSuitAuxPowerUsed;
CPanelAnimationVarAliasType( int, m_iTextX, "text_xpos", "8", "proportional_int" );
CPanelAnimationVarAliasType( int, m_iTextY, "text_ypos", "8", "proportional_int" );
};
DECLARE_HUDELEMENT( CTeamPlayHud );
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CTeamPlayHud::CTeamPlayHud( const char *pElementName ) : BaseClass(NULL, "TeamDisplay"), CHudElement( pElementName )
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
SetVisible( false );
SetAlpha( 255 );
m_pBackground = new vgui::Label( this, "Background", "" );
m_pWarmupLabel = new vgui::Label( this, "RoundState_warmup", "test label" /*g_pVGuiLocalize->Find( "#Clan_warmup_mode" )*/ );
m_pWarmupLabel->SetPaintBackgroundEnabled( false );
m_pWarmupLabel->SetPaintBorderEnabled( false );
m_pWarmupLabel->SizeToContents();
m_pWarmupLabel->SetContentAlignment( vgui::Label::a_west );
m_pWarmupLabel->SetFgColor( GetFgColor() );
m_bSuitAuxPowerUsed = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamPlayHud::Reset()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamPlayHud::ApplySchemeSettings( vgui::IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
SetFgColor( Color(0,0,0,0) ); //GetSchemeColor("RoundStateFg", pScheme) );
m_hFont = pScheme->GetFont( "Default", true );
m_pBackground->SetBgColor( GetSchemeColor("BgColor", pScheme) );
m_pBackground->SetPaintBackgroundType( 2 );
SetAlpha( 255 );
SetBgColor( Color( 0, 0, 0, 0 ) );
SetPaintBackgroundType( 0 );
}
//-----------------------------------------------------------------------------
// Purpose: Resizes the label
//-----------------------------------------------------------------------------
void CTeamPlayHud::PerformLayout()
{
BaseClass::PerformLayout();
int wide, tall;
GetSize( wide, tall );
// find the widest line
int labelWide = m_pWarmupLabel->GetWide();
// find the total height
int fontTall = vgui::surface()->GetFontTall( m_hFont );
int labelTall = fontTall;
labelWide += m_iTextX*2;
labelTall += m_iTextY*2;
m_pBackground->SetBounds( 0, 0, labelWide, labelTall );
int xOffset = (labelWide - m_pWarmupLabel->GetWide())/2;
m_pWarmupLabel->SetPos( 0 + xOffset, 0 + m_iTextY );
}
//-----------------------------------------------------------------------------
// Purpose: Updates the label color each frame
//-----------------------------------------------------------------------------
void CTeamPlayHud::OnThink()
{
SetVisible( false );
C_BaseHLPlayer *pLocalPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer();
if ( pLocalPlayer == NULL )
return;
if ( HL2MPRules()->IsTeamplay() == false )
return;
if ( pLocalPlayer->IsAlive() == false )
return;
if ( pLocalPlayer->m_HL2Local.m_flSuitPower < 100 )
{
if ( m_bSuitAuxPowerUsed == false )
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("FadeOutTeamLine");
m_bSuitAuxPowerUsed = true;
}
}
else
{
if ( m_bSuitAuxPowerUsed == true )
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("FadeInTeamLine");
m_bSuitAuxPowerUsed = false;
}
}
int iTeamNumber = pLocalPlayer->GetTeamNumber();
Color c = GameResources()->GetTeamColor( iTeamNumber );
wchar_t string1[1024];
C_Team *pTeam = GetGlobalTeam( iTeamNumber );
if ( pTeam )
{
wchar_t TeamName[64];
g_pVGuiLocalize->ConvertANSIToUnicode( pTeam->Get_Name(), TeamName, sizeof(TeamName) );
g_pVGuiLocalize->ConstructString( string1, sizeof(string1), g_pVGuiLocalize->Find("#Team"), 1, TeamName );
m_pBackground->SetFgColor( GetFgColor() );
m_pWarmupLabel->SetFgColor(c);
m_pWarmupLabel->SetText( string1 );
m_pWarmupLabel->SetVisible( true );
m_pWarmupLabel->SizeToContents();
SetVisible( true );
}
InvalidateLayout();
}