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:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "hudelement.h"
#include "hud_numericdisplay.h"
#include "hud_macros.h"
#include "iclientmode.h"
#include <vgui_controls/AnimationController.h>
#include <vgui/ISurface.h>
#include <vgui/ILocalize.h>
#include <vgui_controls/Panel.h>
#include <vgui/IVGui.h>
using namespace vgui;
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define HUD_POSTURE_UPDATES_PER_SECOND 10
#define HUD_POSTURE_FADE_TIME 0.4f
#define CROUCHING_CHARACTER_INDEX 92 // index of the crouching dude in the TTF font
//-----------------------------------------------------------------------------
// Purpose: Shows the sprint power bar
//-----------------------------------------------------------------------------
class CHudPosture : public CHudElement, public vgui::Panel
{
DECLARE_CLASS_SIMPLE( CHudPosture, vgui::Panel );
public:
CHudPosture( const char *pElementName );
bool ShouldDraw( void );
#ifdef _X360 // if not xbox 360, don't waste code space on this
virtual void Init( void );
virtual void Reset( void );
virtual void OnTick( void );
protected:
virtual void Paint();
float m_duckTimeout; /// HUD_POSTURE_FADE_TIME after the last known time the player was ducking
private:
CPanelAnimationVar( vgui::HFont, m_hFont, "Font", "WeaponIconsSmall" );
CPanelAnimationVarAliasType( float, m_IconX, "icon_xpos", "4", "proportional_float" );
CPanelAnimationVarAliasType( float, m_IconY, "icon_ypos", "4", "proportional_float" );
enum { NOT_FADING,
FADING_UP,
FADING_DOWN
} m_kIsFading;
#endif
};
DECLARE_HUDELEMENT( CHudPosture );
namespace
{
// Don't pass a null pPlayer. Doesn't check for it.
inline bool PlayerIsDucking(C_BasePlayer *pPlayer)
{
return pPlayer->m_Local.m_bDucked && // crouching
pPlayer->GetGroundEntity() != NULL ; // but not jumping
}
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudPosture::CHudPosture( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HudPosture" )
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT );
if( IsX360() )
{
vgui::ivgui()->AddTickSignal( GetVPanel(), (1000/HUD_POSTURE_UPDATES_PER_SECOND) );
}
}
//-----------------------------------------------------------------------------
// Purpose: Save CPU cycles by letting the HUD system early cull
// costly traversal. Called per frame, return true if thinking and
// painting need to occur.
//-----------------------------------------------------------------------------
bool CHudPosture::ShouldDraw()
{
#ifdef _X360
return ( m_duckTimeout >= gpGlobals->curtime &&
CHudElement::ShouldDraw() );
#else
return false;
#endif
}
#ifdef _X360
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudPosture::Init( void )
{
m_duckTimeout = 0.0f;
m_kIsFading = NOT_FADING;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudPosture::Reset( void )
{
Init();
}
void CHudPosture::OnTick( void )
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if (!pPlayer)
return;
if ( PlayerIsDucking(pPlayer) )
{
m_duckTimeout = gpGlobals->curtime + HUD_POSTURE_FADE_TIME; // kick the timer forward
if (GetAlpha() < 255)
{
// if not fully faded in, and not fading in, start fading in.
if (m_kIsFading != FADING_UP)
{
m_kIsFading = FADING_UP;
GetAnimationController()->RunAnimationCommand( this, "alpha", 255, 0, HUD_POSTURE_FADE_TIME, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );
}
}
else
{
m_kIsFading = NOT_FADING;
}
}
else // player is not ducking
{
if (GetAlpha() > 0)
{
// if not faded out or fading out, fade out.
if (m_kIsFading != FADING_DOWN)
{
m_kIsFading = FADING_DOWN;
GetAnimationController()->RunAnimationCommand( this, "alpha", 0, 0, HUD_POSTURE_FADE_TIME, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );
}
}
else
{
m_kIsFading = NOT_FADING;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: draws the posture elements we want.
//-----------------------------------------------------------------------------
void CHudPosture::Paint()
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return;
SetPaintBackgroundEnabled( true );
Color clr;
clr = gHUD.m_clrNormal;
clr[3] = 255;
// Pick the duck character
wchar_t duck_char = CROUCHING_CHARACTER_INDEX;
surface()->DrawSetTextFont( m_hFont );
surface()->DrawSetTextColor( clr );
surface()->DrawSetTextPos( m_IconX, m_IconY );
surface()->DrawUnicodeChar( duck_char );
}
#endif