//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "hudelement.h" #include #include #include #include #include "c_dod_player.h" #include "clientmode_dod.h" #include "c_dod_objective_resource.h" #include "c_dod_playerresource.h" #include "dod_hud_capturepanel.h" DECLARE_HUDELEMENT( CDoDHudCapturePanel ); ConVar hud_capturepanel( "hud_capturepanel", "1", FCVAR_CLIENTDLL | FCVAR_ARCHIVE, "Set to 0 to not draw the HUD capture panel" ); //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CDoDCapturePanelProgressBar::CDoDCapturePanelProgressBar( vgui::Panel *parent, const char *name ) : vgui::ImagePanel( parent, name ) { m_flPercent = 0.0f; m_iTexture = vgui::surface()->DrawGetTextureId( "vgui/progress_bar" ); if ( m_iTexture == -1 ) // we didn't find it, so create a new one { m_iTexture = vgui::surface()->CreateNewTextureID(); } vgui::surface()->DrawSetTextureFile( m_iTexture, "vgui/progress_bar", true, false ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CDoDCapturePanelProgressBar::Paint() { int wide, tall; GetSize( wide, tall ); float uv1 = 0.0f, uv2 = 1.0f; Vector2D uv11( uv1, uv1 ); Vector2D uv21( uv2, uv1 ); Vector2D uv22( uv2, uv2 ); Vector2D uv12( uv1, uv2 ); vgui::Vertex_t verts[4]; verts[0].Init( Vector2D( 0, 0 ), uv11 ); verts[1].Init( Vector2D( wide, 0 ), uv21 ); verts[2].Init( Vector2D( wide, tall ), uv22 ); verts[3].Init( Vector2D( 0, tall ), uv12 ); // first, just draw the whole thing inactive. vgui::surface()->DrawSetTexture( m_iTexture ); vgui::surface()->DrawSetColor( m_clrInActive ); vgui::surface()->DrawTexturedPolygon( 4, verts ); // now, let's calculate the "active" part of the progress bar vgui::surface()->DrawSetColor( m_clrActive ); // we're going to do this using quadrants // ------------------------- // | | | // | | | // | 4 | 1 | // | | | // | | | // ------------------------- // | | | // | | | // | 3 | 2 | // | | | // | | | // ------------------------- float flCompleteCircle = ( 2.0f * M_PI ); float fl90degrees = flCompleteCircle / 4.0f; float flEndAngle = flCompleteCircle * ( 1.0f - m_flPercent ); // count DOWN (counter-clockwise) // float flEndAngle = flCompleteCircle * m_flPercent; // count UP (clockwise) float flHalfWide = (float)wide / 2.0f; float flHalfTall = (float)tall / 2.0f; if ( flEndAngle >= fl90degrees * 3.0f ) // >= 270 degrees { // draw the first and second quadrants uv11.Init( 0.5f, 0.0f ); uv21.Init( 1.0f, 0.0f ); uv22.Init( 1.0f, 1.0f ); uv12.Init( 0.5, 1.0f ); verts[0].Init( Vector2D( flHalfWide, 0.0f ), uv11 ); verts[1].Init( Vector2D( wide, 0.0f ), uv21 ); verts[2].Init( Vector2D( wide, tall ), uv22 ); verts[3].Init( Vector2D( flHalfWide, tall ), uv12 ); vgui::surface()->DrawTexturedPolygon( 4, verts ); // draw the third quadrant uv11.Init( 0.0f, 0.5f ); uv21.Init( 0.5f, 0.5f ); uv22.Init( 0.5f, 1.0f ); uv12.Init( 0.0f, 1.0f ); verts[0].Init( Vector2D( 0.0f, flHalfTall ), uv11 ); verts[1].Init( Vector2D( flHalfWide, flHalfTall ), uv21 ); verts[2].Init( Vector2D( flHalfWide, tall ), uv22 ); verts[3].Init( Vector2D( 0.0f, tall ), uv12 ); vgui::surface()->DrawTexturedPolygon( 4, verts ); // draw the partial fourth quadrant if ( flEndAngle > fl90degrees * 3.5f ) // > 315 degrees { uv11.Init( 0.0f, 0.0f ); uv21.Init( 0.5f - ( tan(fl90degrees * 4.0f - flEndAngle) * 0.5 ), 0.0f ); uv22.Init( 0.5f, 0.5f ); uv12.Init( 0.0f, 0.5f ); verts[0].Init( Vector2D( 0.0f, 0.0f ), uv11 ); verts[1].Init( Vector2D( flHalfWide - ( tan(fl90degrees * 4.0f - flEndAngle) * flHalfTall ), 0.0f ), uv21 ); verts[2].Init( Vector2D( flHalfWide, flHalfTall ), uv22 ); verts[3].Init( Vector2D( 0.0f, flHalfTall ), uv12 ); vgui::surface()->DrawTexturedPolygon( 4, verts ); } else // <= 315 degrees { uv11.Init( 0.0f, 0.5f ); uv21.Init( 0.0f, 0.5f - ( tan(flEndAngle - fl90degrees * 3.0f) * 0.5 ) ); uv22.Init( 0.5f, 0.5f ); uv12.Init( 0.0f, 0.5f ); verts[0].Init( Vector2D( 0.0f, flHalfTall ), uv11 ); verts[1].Init( Vector2D( 0.0f, flHalfTall - ( tan(flEndAngle - fl90degrees * 3.0f) * flHalfWide ) ), uv21 ); verts[2].Init( Vector2D( flHalfWide, flHalfTall ), uv22 ); verts[3].Init( Vector2D( 0.0f, flHalfTall ), uv12 ); vgui::surface()->DrawTexturedPolygon( 4, verts ); } } else if ( flEndAngle >= fl90degrees * 2.0f ) // >= 180 degrees { // draw the first and second quadrants uv11.Init( 0.5f, 0.0f ); uv21.Init( 1.0f, 0.0f ); uv22.Init( 1.0f, 1.0f ); uv12.Init( 0.5, 1.0f ); verts[0].Init( Vector2D( flHalfWide, 0.0f ), uv11 ); verts[1].Init( Vector2D( wide, 0.0f ), uv21 ); verts[2].Init( Vector2D( wide, tall ), uv22 ); verts[3].Init( Vector2D( flHalfWide, tall ), uv12 ); vgui::surface()->DrawTexturedPolygon( 4, verts ); // draw the partial third quadrant if ( flEndAngle > fl90degrees * 2.5f ) // > 225 degrees { uv11.Init( 0.5f, 0.5f ); uv21.Init( 0.5f, 1.0f ); uv22.Init( 0.0f, 1.0f ); uv12.Init( 0.0f, 0.5f + ( tan(fl90degrees * 3.0f - flEndAngle) * 0.5 ) ); verts[0].Init( Vector2D( flHalfWide, flHalfTall ), uv11 ); verts[1].Init( Vector2D( flHalfWide, tall ), uv21 ); verts[2].Init( Vector2D( 0.0f, tall ), uv22 ); verts[3].Init( Vector2D( 0.0f, flHalfTall + ( tan(fl90degrees * 3.0f - flEndAngle) * flHalfWide ) ), uv12 ); vgui::surface()->DrawTexturedPolygon( 4, verts ); } else // <= 225 degrees { uv11.Init( 0.5f, 0.5f ); uv21.Init( 0.5f, 1.0f ); uv22.Init( 0.5f - ( tan( flEndAngle - fl90degrees * 2.0f) * 0.5 ), 1.0f ); uv12.Init( 0.5f, 0.5f ); verts[0].Init( Vector2D( flHalfWide, flHalfTall ), uv11 ); verts[1].Init( Vector2D( flHalfWide, tall ), uv21 ); verts[2].Init( Vector2D( flHalfWide - ( tan(flEndAngle - fl90degrees * 2.0f) * flHalfTall ), tall ), uv22 ); verts[3].Init( Vector2D( flHalfWide, flHalfTall ), uv12 ); vgui::surface()->DrawTexturedPolygon( 4, verts ); } } else if ( flEndAngle >= fl90degrees ) // >= 90 degrees { // draw the first quadrant uv11.Init( 0.5f, 0.0f ); uv21.Init( 1.0f, 0.0f ); uv22.Init( 1.0f, 0.5f ); uv12.Init( 0.5f, 0.5f ); verts[0].Init( Vector2D( flHalfWide, 0.0f ), uv11 ); verts[1].Init( Vector2D( wide, 0.0f ), uv21 ); verts[2].Init( Vector2D( wide, flHalfTall ), uv22 ); verts[3].Init( Vector2D( flHalfWide, flHalfTall ), uv12 ); vgui::surface()->DrawTexturedPolygon( 4, verts ); // draw the partial second quadrant if ( flEndAngle > fl90degrees * 1.5f ) // > 135 degrees { uv11.Init( 0.5f, 0.5f ); uv21.Init( 1.0f, 0.5f ); uv22.Init( 1.0f, 1.0f ); uv12.Init( 0.5f + ( tan(fl90degrees * 2.0f - flEndAngle) * 0.5f ), 1.0f ); verts[0].Init( Vector2D( flHalfWide, flHalfTall ), uv11 ); verts[1].Init( Vector2D( wide, flHalfTall ), uv21 ); verts[2].Init( Vector2D( wide, tall ), uv22 ); verts[3].Init( Vector2D( flHalfWide + ( tan(fl90degrees * 2.0f - flEndAngle) * flHalfTall ), tall ), uv12 ); vgui::surface()->DrawTexturedPolygon( 4, verts ); } else // <= 135 degrees { uv11.Init( 0.5f, 0.5f ); uv21.Init( 1.0f, 0.5f ); uv22.Init( 1.0f, 0.5f + ( tan(flEndAngle - fl90degrees) * 0.5f ) ); uv12.Init( 0.5f, 0.5f ); verts[0].Init( Vector2D( flHalfWide, flHalfTall ), uv11 ); verts[1].Init( Vector2D( wide, flHalfTall ), uv21 ); verts[2].Init( Vector2D( wide, flHalfTall + ( tan(flEndAngle - fl90degrees) * flHalfWide ) ), uv22 ); verts[3].Init( Vector2D( flHalfWide, flHalfTall ), uv12 ); vgui::surface()->DrawTexturedPolygon( 4, verts ); } } else // > 0 degrees { if ( flEndAngle > fl90degrees / 2.0f ) // > 45 degrees { uv11.Init( 0.5f, 0.0f ); uv21.Init( 1.0f, 0.0f ); uv22.Init( 1.0f, 0.5f - ( tan(fl90degrees - flEndAngle) * 0.5 ) ); uv12.Init( 0.5f, 0.5f ); verts[0].Init( Vector2D( flHalfWide, 0.0f ), uv11 ); verts[1].Init( Vector2D( wide, 0.0f ), uv21 ); verts[2].Init( Vector2D( wide, flHalfTall - ( tan(fl90degrees - flEndAngle) * flHalfWide ) ), uv22 ); verts[3].Init( Vector2D( flHalfWide, flHalfTall ), uv12 ); vgui::surface()->DrawTexturedPolygon( 4, verts ); } else // <= 45 degrees { uv11.Init( 0.5f, 0.0f ); uv21.Init( 0.5 + ( tan(flEndAngle) * 0.5 ), 0.0f ); uv22.Init( 0.5f, 0.5f ); uv12.Init( 0.5f, 0.0f ); verts[0].Init( Vector2D( flHalfWide, 0.0f ), uv11 ); verts[1].Init( Vector2D( flHalfWide + ( tan(flEndAngle) * flHalfTall ), 0.0f ), uv21 ); verts[2].Init( Vector2D( flHalfWide, flHalfTall ), uv22 ); verts[3].Init( Vector2D( flHalfWide, 0.0f ), uv12 ); vgui::surface()->DrawTexturedPolygon( 4, verts ); } } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CDoDCapturePanelIcon::CDoDCapturePanelIcon( vgui::Panel *parent, const char *name ) : vgui::ImagePanel( parent, name ) { m_bActive = false; m_iTexture = vgui::surface()->DrawGetTextureId( "vgui/capture_icon" ); if ( m_iTexture == -1 ) // we didn't find it, so create a new one { m_iTexture = vgui::surface()->CreateNewTextureID(); } vgui::surface()->DrawSetTextureFile( m_iTexture, "vgui/capture_icon", true, false ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CDoDCapturePanelIcon::Paint() { int wide, tall; GetSize( wide, tall ); float uv1 = 0.0f, uv2 = 1.0f; Vector2D uv11( uv1, uv1 ); Vector2D uv12( uv1, uv2 ); Vector2D uv21( uv2, uv1 ); Vector2D uv22( uv2, uv2 ); vgui::Vertex_t verts[4]; verts[0].Init( Vector2D( 0, 0 ), uv11 ); verts[1].Init( Vector2D( wide, 0 ), uv21 ); verts[2].Init( Vector2D( wide, tall ), uv22 ); verts[3].Init( Vector2D( 0, tall ), uv12 ); // just draw the whole thing vgui::surface()->DrawSetTexture( m_iTexture ); vgui::surface()->DrawSetColor( m_bActive ? m_clrActive : m_clrInActive ); vgui::surface()->DrawTexturedPolygon( 4, verts ); } //----------------------------------------------------------------------------- // Purpose: Constructor //----------------------------------------------------------------------------- CDoDHudCapturePanel::CDoDHudCapturePanel( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HudCapturePanel" ) { SetParent( g_pClientMode->GetViewport() ); m_pBackground = new vgui::Panel( this, "CapturePanelBackground" ); m_pProgressBar = new CDoDCapturePanelProgressBar( this, "CapturePanelProgressBar" ); for ( int i = 0 ; i < 5 ; i++ ) { CDoDCapturePanelIcon *pPanel; char szName[64]; Q_snprintf( szName, sizeof( szName ), "CapturePanelPlayerIcon%d", i + 1 ); pPanel = new CDoDCapturePanelIcon( this, szName ); m_PlayerIcons.AddToTail( pPanel ); } m_pAlliesFlag = new vgui::ImagePanel( this, "CapturePanelAlliesFlag" ); m_pAxisFlag = new vgui::ImagePanel( this, "CapturePanelAxisFlag" ); m_pNeutralFlag = new vgui::ImagePanel( this, "CapturePanelNeutralFlag" ); m_pMessage = new vgui::Label( this, "CapturePanelMessage", " " ); // load control settings... LoadControlSettings( "resource/UI/HudCapturePanel.res" ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CDoDHudCapturePanel::OnScreenSizeChanged( int iOldWide, int iOldTall ) { LoadControlSettings( "resource/UI/HudCapturePanel.res" ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CDoDHudCapturePanel::ApplySchemeSettings( vgui::IScheme *pScheme ) { BaseClass::ApplySchemeSettings( pScheme ); if ( m_pBackground ) { m_pBackground->SetBgColor( GetSchemeColor( "HintMessageBg", pScheme ) ); m_pBackground->SetPaintBackgroundType( 2 ); } SetFgColor( GetSchemeColor( "HudProgressBar.Active", pScheme ) ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CDoDHudCapturePanel::OnThink() { BaseClass::OnThink(); C_DODPlayer *pPlayer = C_DODPlayer::GetLocalDODPlayer(); if ( pPlayer ) { int iCPIndex = pPlayer->GetCPIndex(); bool bInCapZone = ( iCPIndex >= 0 ); // turn off the panel and children if the player is dead or not in a cap zone if ( !pPlayer->IsAlive() ) { if ( IsVisible() ) { SetVisible( false ); } return; } if ( !bInCapZone || !hud_capturepanel.GetBool() ) { // see if the player progress bar wants to draw // then return, we're not in an area cap if ( pPlayer->m_iProgressBarDuration > 0 && pPlayer ) { if ( !IsVisible() ) { SetVisible( true ); } // hide the other stuff m_pAlliesFlag->SetVisible( false ); m_pAxisFlag->SetVisible( false ); m_pNeutralFlag->SetVisible( false ); m_pMessage->SetVisible( false ); int i; for ( i = 0 ; i < m_PlayerIcons.Count() ; i++ ) { m_PlayerIcons[i]->SetVisible( false ); } // turn on the progress bar, we're capping if ( m_pProgressBar ) { if ( !m_pProgressBar->IsVisible() ) { m_pProgressBar->SetVisible( true ); } float flPercent = (pPlayer->m_flSimulationTime - pPlayer->m_flProgressBarStartTime) / (float)pPlayer->m_iProgressBarDuration; flPercent = clamp( flPercent, 0, 1 ); m_pProgressBar->SetPercentage( flPercent ); } } else { if ( IsVisible() ) { SetVisible( false ); } } return; } int nOwningTeam = g_pObjectiveResource->GetOwningTeam( iCPIndex ); int nPlayerTeam = pPlayer->GetTeamNumber(); int nNumTeammates = g_pObjectiveResource->GetNumPlayersInArea( iCPIndex, nPlayerTeam == TEAM_ALLIES ? TEAM_ALLIES : TEAM_AXIS ); int nRequiredTeammates = g_pObjectiveResource->GetRequiredCappers( iCPIndex, nPlayerTeam == TEAM_ALLIES ? TEAM_ALLIES : TEAM_AXIS ); int nNumEnemies = g_pObjectiveResource->GetNumPlayersInArea( iCPIndex, nPlayerTeam == TEAM_ALLIES ? TEAM_AXIS : TEAM_ALLIES ); int nRequiredEnemies = g_pObjectiveResource->GetRequiredCappers( iCPIndex, nPlayerTeam == TEAM_ALLIES ? TEAM_AXIS : TEAM_ALLIES ); int iCappingTeam = g_pObjectiveResource->GetCappingTeam( iCPIndex ); // if we already own this capture point and there are no enemies in the area if ( nOwningTeam == nPlayerTeam && nNumEnemies < nRequiredEnemies ) { // don't need to do anything if ( IsVisible() ) { SetVisible( false ); } return; } // okay, turn on the capture point panel if ( !IsVisible() ) { SetVisible( true ); } // set the correct flag image switch( nOwningTeam ) { case TEAM_ALLIES: if ( m_pAlliesFlag && !m_pAlliesFlag->IsVisible() ) m_pAlliesFlag->SetVisible( true ); if ( m_pAxisFlag && m_pAxisFlag->IsVisible() ) m_pAxisFlag->SetVisible( false ); if ( m_pNeutralFlag && m_pNeutralFlag->IsVisible() ) m_pNeutralFlag->SetVisible( false ); break; case TEAM_AXIS: if ( m_pAlliesFlag && m_pAlliesFlag->IsVisible() ) m_pAlliesFlag->SetVisible( false ); if ( m_pAxisFlag && !m_pAxisFlag->IsVisible() ) m_pAxisFlag->SetVisible( true ); if ( m_pNeutralFlag && m_pNeutralFlag->IsVisible() ) m_pNeutralFlag->SetVisible( false ); break; default: if ( m_pAlliesFlag && m_pAlliesFlag->IsVisible() ) m_pAlliesFlag->SetVisible( false ); if ( m_pAxisFlag && m_pAxisFlag->IsVisible() ) m_pAxisFlag->SetVisible( false ); if ( m_pNeutralFlag && !m_pNeutralFlag->IsVisible() ) m_pNeutralFlag->SetVisible( true ); break; } // arrange the player icons int i = 0; for ( i = 0 ; i < m_PlayerIcons.Count() ; i++ ) { CDoDCapturePanelIcon *pPanel = m_PlayerIcons[i]; if ( !pPanel ) { continue; } if ( i < nRequiredTeammates ) { if ( i < nNumTeammates ) { pPanel->SetActive( true ); if ( !pPanel->IsVisible() ) pPanel->SetVisible( true ); } else { pPanel->SetActive( false ); if ( !pPanel->IsVisible() ) pPanel->SetVisible( true ); } } else { if ( pPanel->IsVisible() ) pPanel->SetVisible( false ); } } int wide = 0, tall = 0, iconWide = 0, iconTall = 0; GetSize( wide, tall ); vgui::ImagePanel *pPanel = m_PlayerIcons[0]; if ( pPanel ) pPanel->GetSize( iconWide, iconTall ); int width = ( nRequiredTeammates * iconWide ) + ( ( nRequiredTeammates - 1 ) * m_nSpaceBetweenIcons ); int xpos = wide / 2.0 - width / 2.0; // rearrange the player icon panels for ( i = 0 ; i < nRequiredTeammates ; i++ ) { CDoDCapturePanelIcon *pPanel = m_PlayerIcons[i]; if ( pPanel ) { int x, y, w, t; pPanel->GetBounds( x, y, w, t ); pPanel->SetBounds( xpos, y, w, t ); } xpos += iconWide + m_nSpaceBetweenIcons; } // are we capping an area? if ( iCappingTeam == TEAM_UNASSIGNED || iCappingTeam != nPlayerTeam ) { // turn off the progress bar, we're not capping if ( m_pProgressBar && m_pProgressBar->IsVisible() ) { m_pProgressBar->SetVisible( false ); } // turn on the message if ( m_pMessage ) { m_pMessage->SetFgColor( GetFgColor() ); if ( !m_pMessage->IsVisible() ) { m_pMessage->SetVisible( true ); } if ( nNumTeammates >= nRequiredTeammates && nNumEnemies > 0 ) { m_pMessage->SetText( "#Dod_Capture_Blocked" ); } else if ( nNumEnemies > 0 /*nNumEnemies >= nRequiredEnemies*/ ) { m_pMessage->SetText( "#Dod_Blocking_Capture" ); } else { m_pMessage->SetText( "#Dod_Waiting_for_teammate" ); } if ( m_pBackground ) { // do we need to resize our background? int textW, textH, bgX, bgY, bgW, bgH; m_pMessage->GetContentSize( textW, textH ); m_pBackground->GetBounds( bgX, bgY, bgW, bgH ); if ( bgW < textW ) { m_pBackground->SetBounds( bgX + ( bgW / 2.0 ) - ( ( textW + XRES(3) ) / 2.0 ), bgY, textW + XRES(3), bgH ); } } } } else { // turn on the progress bar, we're capping if ( m_pProgressBar ) { if ( !m_pProgressBar->IsVisible() ) { m_pProgressBar->SetVisible( true ); } m_pProgressBar->SetPercentage( g_pObjectiveResource->GetCPCapPercentage( pPlayer->GetCPIndex() ) ); } // turn off the message if ( m_pMessage && m_pMessage->IsVisible() ) { m_pMessage->SetVisible( false ); } } } }